Cloud of Darkness (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=Cloud of Darkness (暗闇の雲)
AP is used to master abilities to reduce their equipment cost. It is gained from battles.
|origin=Final Fantasy III
|weapon=Poles, Rods, Staves, Thrown Weapons
|armor=Bangles, Clothing, Hats, Hairpins, Robes
|atk=109 (Low)
|def=111 (Average)
|runspeed=9 (Slow)
|dash=85 (Slow)
|fall=109 (Very Slow)
|fallr=45 (Slowest)
|exclusives=Calcite Staff, Bizarre Staff, Everdark
}}


{{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 =
Cloud of Darkness is a playable character in Dissidia 012.
A combo involving an assist character.


== Bravery Attacks ==
= Assist punish =
A [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punish'''] done with assist.


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


All tentacle starters share the following properties. Each bravery attack follows through a three-part attack sequence that can be cancelled into a different followup depending how many times Cloud of Darkness attacked prior to the followup.
= Battlegen =
A system that handles dropped items from the opponent after meeting specified conditions during battle.


{{AbilityInfo
= Blodge =
|damage=7, 7, 7 (21)
A technique which immediately cancels a block into a dodge.
|startup=13F / 33F / 53F
|type=Physical
|priority=Melee Low
|ex=each 9
|effect=--
|cp=(30)
}}


[[Blodge|'''Blodge page.''']]


<tabber>
= Bravery (BRV) =
|-|Tentacle of Pain=
This is the number above the character's health bar that determines how much damage an HP attack does on hit.
{{AbilityInfoCoD
|damage1=8, 8, 14 (30)
|startup1=+4F
|type1=Physical
|priority1=Melee Low
|ex1=90
|effect1=Chase
|cp1=--
|damage2=12x4 (48)
|startup2=+4F
|type2=Physical
|priority2=Melee Low
|ex2=0
|effect2=Wall Rush
|cp2=--
|damage3=4x3 (12)
|startup3=+34F
|type3=Magical
|priority3=Ranged Low
|ex3=0
|effect3=--
|cp3=--
}}
''Omni-range tentacle attack. Change combo with input timing.''


|-|Tentacle of Spite=
[[Bravery_(Dissidia_012)|'''More on bravery.''']]
{{AbilityInfoCoD
|damage1=28
|startup1=+4F
|type1=Physical
|priority1=Melee Low
|ex1=0
|effect1=Wall Rush
|cp1=--
|damage2=3x8, 16 (40)
|startup2=+8F
|type2=Physical
|priority2=Melee Mid
|ex2=84
|effect2=--
|cp2=--
|damage3=3x6 (18)
|startup3=+12F
|type3=Magical
|priority3=Ranged Mid
|ex3=0
|effect3=--
|cp3=--
}}
''Omni-range tentacle attack. Change combo with input timing.''


</tabber>
= 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.


=== Aerial ===
= Capacity Points (CP) =
These points determine how many abilities can be equipped at once. Each ability has a cost associated with them.


<tabber>
= 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.


|-|Tentacle of Suffering=
[[Chase_(Dissidia_012)|'''More on Chase.''']]
{{AbilityInfoCoD
|damage1=30
|startup1=+2F
|type1=Physical
|priority1=Melee Low
|ex1=60
|effect1=Chase
|cp1=--
|damage2=3x10, 10 (40)
|startup2=+4F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=--
|cp2=--
|damage3=each (8)
|startup3=+12F
|type3=Magical
|priority3=Ranged Low
|ex3=0
|effect3=--
|cp3=--
}}
''Omni-range tentacle attack. Change combo with input timing.''


|-|Tentacle of Scorn=
= Command block =
{{AbilityInfoCoD
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''']].
|damage1=10, 20 (30)
|startup1=+10F
|type1=Physical
|priority1=Melee Low
|ex1=30
|effect1=Wall Rush
|cp1=--
|damage2=28
|startup2=+10F
|type2=Physical
|priority2=Melee Low
|ex2=0
|effect2=Wall Rush
|cp2=--
|damage3=each (3)
|startup3=+10F
|type3=Magical
|priority3=Ranged Low
|ex3=0
|effect3=--
|cp3=--
}}
''Omni-range tentacle attack. Change combo with input timing.''


</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.


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


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


<tabber>
= Defense (DEF) =
|-|[Anti-air] Particle Beam=
A stat that determines how much bravery damage a character takes when hit.
{{AbilityInfo
|damage=1x9 (9)
|startup=39F
|type=Magical
|priority=Ranged High
|ex=87
|effect=--
|cp=30 (15)
}}
''[Close] Fire columns of darkness around self. Short range, fast deployment.''


|-|[Wide-Angle] Particle Beam=
= Dodge cancel (DC) =
{{AbilityInfo
An action that is cancelled with a dodge, which is usually done to cancel attacks.
|damage=--
|startup=61F
|type=--
|priority=Ranged High
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Fire wall of force straight ahead. Great vs. flank attacks.''


|-|[Long-Range] Particle Beam=
= Dodge punish =
{{AbilityInfo
A technique where a defender is hit during a dodge or at the end of it ''before'' they can act.
|damage=--
|startup=83F
|type=--
|priority=Ranged High
|ex=each 30
|effect=--
|cp=30 (15)
}}
''[Long] Fire force bursts at foe. Slow start, homes for long time.''


|-|[Feint] Particle Beam=
[[Dodge_(Dissidia_012)#Dodge_punishment|'''More on dodge punishment''']]
{{AbilityInfo
|damage=--
|startup=61F
|type=--
|priority=Ranged High
|ex=0
|effect=Wall Rush, Dodge
|cp=30 (15)
}}
''[Dodge] Hide, then fire beam cannon. Evades on start.''


|-|[Wrath] Particle Beam (ground)=
= Empty Chase =
{{AbilityInfo
A Chase sequence where the initiator does not perform a bravery or HP attack.
|damage=1x9 (9)
|startup= 1F~13F (Block), ~56F (missed block recovery), 45F (counter attack)
|type=Magical
|priority=Block High / Ranged High
|ex=87
|effect=Block
|cp=30 (15)
}}
''[Block] Create force shield. If block succeeds, attacks HP.''


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


=== Aerial ===
= EX Mode =
A powered up form that is accessed with {{pspr}} + {{pspsqu}} when the EX gauge is full.


<tabber>
= EX Revenge =
|-|Aura Ball=
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with {{pspr}} + {{pspsqu}} when taking damage while EX gauge is full.
{{AbilityInfo
|damage=--
|startup=63F / 73F *1
|type=--
|priority=Ranged High
|ex=each 60
|effect=--
|cp=30 (15)
}}
''[Close] Detonated force sphere. Charge to create multiple balls; can aim with the analog stick.''


* When charging, hitbox appears in 3 frames after button release.
= 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.


|-|[O-form] Particle Beam=
= Free Air Dash (FAD) =
{{AbilityInfo
A [[Abilities_(Dissidia_012)|'''basic ability''']] that functions as a homing dash towards the opponent.
|damage=2x8 (16)
|startup=63F
|type=Magical
|priority=Melee High
|ex=24
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Fire huge particle beam. Very accurate and powerful.''


|-|[Fusillade] Particle Beam=
= Dash feint / Spot dash =
{{AbilityInfo
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.
|damage=--
|startup=83F
|type=--
|priority=Ranged High
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''[Long] Salvo of force bursts. Ends if they hit the ground.''


|-|[Wrath] Particle Beam (midair)=
[[Dash_feint|'''More on Dash feint.''']]
{{AbilityInfo
|damage=1x9 (9)
|startup= 1F~13F (Block), ~56F (missed block recovery), 45F (counter attack)
|type=Magical
|priority=Block High / Ranged High
|ex=87
|effect=Block
|cp=30 (15)
}}
''[Block] Create force of shield. If block succeeds, attacks HP.''


</tabber>
= 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.


== EX Mode ==
= Ground Dash (GD) =
Effects:
A basic ability that functions as a homing dash exclusively on the ground.
* Regen
* Critical Boost
* Null Particle Beam


=== Null Particle Beam ===
= High base bravery =
''[Always active while in EX Mode] The recovery time after all attacks can be cancelled by performing an HP attack.''
A build that invests in baseline bravery (and recovery) to increase HP damage output without relying on ATK stat.


=== EX Burst: Ultra Particle Beam ===
[[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''More on high base bravery.''']]
''A particle beam that leaves only dust in its wake. Fill the gauge by ppressing circle. Release when it reaches 120%.''


{{burst
= HP =
|damage1=2x4 (8)
A stat that represents health. Also used informally to refer to HP attacks.
|damage2=7x14 (106 total)
|type=Magical
}}


== Builds ==
= HP linker =
Builds here.
A term that refers to characters with prominent BRV to HP links, such as {{012ok}} and {{012clo}}.


<tabber>
= Landing lag (LL) =
|-|Build #1=
A period after landing on the ground, during which the player character cannot act. Commonly seen in solo combos.
{{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=
}}


|-|Build #2=
= Link glitch =
{{Build
Also known as hit glitch. When a player character's projectile hits, performing another attack can result in activating the attack's followup that would not normally occur.
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}


</tabber>
[[Glitch_(Dissidia_012)#Hit_Glitch|'''More on link glitch.''']]


== Assist ==
= Luck (LUK) =
A stat that influences item drop rate.


Cloud of Darkness' assist data.
= 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.


{{012Assist
= Omega stage =
|type1=BRV
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.
|attack1=Tentacle of Pain
|startup1=37F
|position1=Ground
|spawn1=Opponent
|damage1=7, 7, 12x4 (62)
|effect1=Wall Rush
|type2=BRV
|attack2=Tentacle of Suffering
|startup2=37F
|position2=Air
|spawn2=Opponent
|damage2=3x10, 10 (40)
|effect2=Chase
|type3=HP
|attack3=[Anti-air] Particle Beam
|startup3=39F
|position3=Ground
|spawn3=Opponent
|damage3=1x9 (9)
|effect3=Chase
|type4=HP
|attack4=[Fusillade] Particle Beam
|startup4=83F
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Wall Rush
}}


Kuja and Exdeath assist are good.
= Omni Air Dash (OAD) =
A basic ability that lets the player character dash horizontally in the air. It replaces Free Air Dash if equipped.
 
= Omni Ground Dash (OGD) =
A basic ability that lets the player character dash horizontally while staying on the ground. It replaces Ground Dash if equipped.
 
= Poke =
In Dissidia 012, a poke commonly refers to an attack with fast startup, relatively low recovery and reliable assist combo conversions. They are typically good at generating [[Assist_(Dissidia_012)|'''Assist''']] on whiff, but can also have good EX generation on hit.
 
Because of the stagger system, poking is not always a perpetual state of physically connecting single attacks to condition the opponent.
 
= Reverse Free Air Dash (RFAD) =
A basic ability that is an inverse of Free Air Dash. It moves the player character away from the opponent whenever used, and it replaces Free Air Dash when equipped.
 
= Reverse Ground Dash (RGD) =
A basic ability that is an inverse of Ground Dash. It moves the player character away from the opponent whenever used, and it replaces Ground Dash when equipped.
 
= Stage Bravery =
This is the number between the characters' health bars. Whenever a player's bravery is depleted below 0, the attacker receives this as a reward.
 
= Stagger =
A state during which a character is vulnerable to attacks for a brief moment. It commonly happens after a low priority melee bravery attack or a dash is blocked.
 
[[Block_(Dissidia_012)#Stagger|'''More on stagger.''']]
 
= Wall Rush (WR) =
A state during which a player character is stuck and vulnerable to assist characters. Certain attacks with knockback inflict this instead of Chase.
 
[[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''More on Wall Rush.''']]

Revision as of 16:06, 18 June 2024


Ability Points (AP)

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

Assist Chase (AC)

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

Assist combo

A combo involving an assist character.

Assist punish

A whiff punish done with assist.

Attack (ATK)

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

Battlegen

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

Blodge

A technique which immediately cancels a block into a dodge.

Blodge page.

Bravery (BRV)

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

More on bravery.

Bravery Break

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

Capacity Points (CP)

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

Chase

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

More on Chase.

Command block

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

Cross-up

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

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

Customization

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

Defense (DEF)

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

Dodge cancel (DC)

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

Dodge punish

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

More on dodge punishment

Empty Chase

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

More on Empty Chase.

EX Mode

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

EX Revenge

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

Final EX Revenge

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

Free Air Dash (FAD)

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

Dash feint / Spot dash

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

More on Dash feint.

Glide

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

Ground Dash (GD)

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

High base bravery

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

More on high base bravery.

HP

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

HP linker

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

Landing lag (LL)

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

Link glitch

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

More on link glitch.

Luck (LUK)

A stat that influences item drop rate.

Multi Air Slide (MAS)

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

Omega stage

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

Omni Air Dash (OAD)

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

Omni Ground Dash (OGD)

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

Poke

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

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

Reverse Free Air Dash (RFAD)

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

Reverse Ground Dash (RGD)

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

Stage Bravery

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

Stagger

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

More on stagger.

Wall Rush (WR)

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

More on Wall Rush.