Cecil Harvey (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) =
AP is used to master abilities to reduce their equipment cost. It is gained from battles.


|name=Cecil Harvey (セシル・ハーヴィ)
= Assist Chase (AC) =
|origin=Final Fantasy IV
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.
|weapon=Axes, Greatswords, Swords
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|atk=109 (Low / +1 as Dark Knight, Average)
|def=111 (Average / +1 as Paladin, High)
|runspeed= 9 (Dark Knight, Slow) / 5 (Paladin, Above Average)


|dash=81 (Dark Knight, Below Average) / 77 (Paladin, Average / Good)
= Assist combo =
A combo involving an assist character.


|fall=81 (Dark Knight, Average) / 89 (Paladin, Below Average)
= Assist punish =
A [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punish'''] done with assist.


|fallr=39 (Dark Knight, Average) / 40 (Paladin, Average)
= Attack (ATK) =
A [[Statistic_(Dissidia_012)|'''stat''']] that determines how much bravery damage a character can inflict on the opponent.


|exclusives=Dark Sword, Mythgraven Blade, Lustrous Sword, Lightbringer, Cimmerian Edge
= 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.


{{ProConTable
[[Blodge|'''Blodge page.''']]


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


|cons=
[[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.


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


Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.  
= 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.


However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.
[[Chase_(Dissidia_012)|'''More on Chase.''']]


His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.
= 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''']].


Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.
= 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.


Build styles:
Because of the toward / away directional input system on the ground, this can technically happen when dashing past an opponent when grounded as well.
* Side by Side (Dark Knight)
* EX (Paladin)


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


=== Ground (Dark Knight) ===
= Defense (DEF) =
<tabber>
A stat that determines how much bravery damage a character takes when hit.
|-|Valiant Blow=
{{AbilityInfo
|damage=10,10,20 (40)
|startup=15F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall rush
|cp=20 (10)
}}
''[Close] Jab foe with blade. Can send foe flying.''


|-|Dark Cannon=
= Dodge cancel (DC) =
{{AbilityInfo
An action that is cancelled with a dodge, which is usually done to cancel attacks.
|damage=1x4, 2x4, 3 (15)
|startup=41F
|type=Magical
|priority=Ranged Low (forward), Ranged Mid (backward)
|ex=each 3
|effect=Block (Ranged Low)
|cp=20 (10)
}}
''[Long] Draw foe with projectile. Good start for other combos.''


|-|Shadow Lance=
= Dodge punish =
{{AbilityInfo
A technique where a defender is hit during a dodge or at the end of it ''before'' they can act.
|damage=8, 7x6 (50)
|startup=35F
|type=Physical
|priority=Melee High (close), Ranged Low (far)
|ex=~20
|effect=Wall rush
|cp=20 (10)
}}
''[Mid] Throw weapon. Major damage if lands near opponent.''


</tabber>
[[Dodge_(Dissidia_012)#Dodge_punishment|'''More on dodge punishment''']]


=== Ground (Paladin) ===
= Empty Chase =
<tabber>
A Chase sequence where the initiator does not perform a bravery or HP attack.
|-|Slash=
{{AbilityInfo
|damage=10, 10 (20)
|startup=23F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=20 (10)
}}
''[Close] Hit foe upwards. Slow, but very accurate strike.''


|-|Lightning Rise=
[[Chase_(Dissidia_012)#Empty_Chase|'''More on Empty Chase''']].
{{AbilityInfo
|damage=3,3,5,4,4,11 (30)
|startup=43F
|type=Physical
|priority=Melee Mid (first half), Melee Low (second half)
|ex=90
|effect=Chase, Block (Ranged Low)
|cp=20 (10)
}}
''[Mid] Charge, then leap. Good start for midair attacks.''


Contrary to what the description says in the game, it is ''not'' a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.
= EX Mode =
A powered up form that is accessed with {{pspr}} + {{pspsqu}} when the EX gauge is full.


|-|Dark Step=
= EX Revenge =
{{AbilityInfo
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with {{pspr}} + {{pspsqu}} when taking damage while EX gauge is full.
|damage=5,10, 1x2, 10 (27)
|startup=23F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase, job change
|cp=20 (10)
}}
''[Close] Change job to Dark Knight during combo.''


</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 (Dark Knight) ===
= Free Air Dash (FAD) =
<tabber>
A [[Abilities_(Dissidia_012)|'''basic ability''']] that functions as a homing dash towards the opponent.
|-|Gravity Ball=
{{AbilityInfo
|damage=7, 2x4 (15)
|startup=37F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=Wall Rush
|cp=20 (10)
}}
''[Mid] Fire off gravity ball. Good start for ground attacks.''


|-|Nightfall=
= 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=1 each, 24 (25+)
|startup=37F
|type=Physical
|priority=Melee Low (falling), Ranged Mid (landing)
|ex=60+
|effect=Chase
|cp=20 (10)
}}
''[Close] High-speed dive. Useful for quick descents.''


|-|Paladin Arts=
[[Dash_feint|'''More on Dash feint.''']]
{{AbilityInfo
|damage=7, 2x4, 3x5 (30)
|startup=37F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=Job change
|cp=20 (10)
}}
''[Mid] Change job to Paladin during combo.''


</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.


=== Aerial (Paladin) ===
= Ground Dash (GD) =
<tabber>
A basic ability that functions as a homing dash exclusively on the ground.
|-|Radiant Wings=
{{AbilityInfo
|damage=3,3,7,6,6,6,9 (40)
|startup=19F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall rush
|cp=20 (10)
}}


|-|Sacred Cross=
= High base bravery =
{{AbilityInfo
A build that invests in baseline bravery (and recovery) to increase HP damage output without relying on ATK stat.
|damage=3x5, 5,10 (30)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=20 (10)
}}


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


|-|Searchlight=
= HP =
{{AbilityInfo
A stat that represents health. Also used informally to refer to HP attacks.
|damage=3x5 (15)
|startup=95F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=20 (10)
}}
</tabber>


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


=== Ground ===
= Landing lag (LL) =
<tabber>
A period after landing on the ground, during which the player character cannot act. Commonly seen in solo combos.
|-|Soul Eater=
{{AbilityInfo
|damage=4, 2x5, 6 (20)
|startup=39F
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall rush
|cp=30 (15)
}}
''[Close] Stab fore and devour his soul. Limited height, quick strike.''


|-|Dark Flame=
= Link glitch =
{{AbilityInfo
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.
|damage=-
|startup=53F
|type=-
|priority=Ranged High
|ex=0
|effect=Wall rush
|cp=30 (15)
}}
''[Long] Summon dark fire. Slow speed, strong homing.''


|-|Shadow Bringer=
[[Glitch_(Dissidia_012)#Hit_Glitch|'''More on link glitch.''']]
{{AbilityInfo
|damage=10,10 (20)
|startup=13F
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3%
|cp=30 (15)
}}
''[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.''


Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.
= Luck (LUK) =
</tabber>
A stat that influences item drop rate.


=== Aerial ===
= 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.


<tabber>
= Omega stage =
|-|Saint's Fall=
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.
{{AbilityInfo
|damage=1x3, 2, 1x2, 3 (10)
|startup=53F
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall rush
|cp=30 (15)
}}
''[Mid] Focus light and charge. From afar, good vs. any height.''


|-|Paladin Force=
= Omni Air Dash (OAD) =
{{AbilityInfo
A basic ability that lets the player character dash horizontally in the air. It replaces Free Air Dash if equipped.
|damage=2x5, 5 (15)
|startup=43F
|type=Both
|priority=Ranged High (first hit), Melee High (other hits)
|ex=30
|effect=Wall rush
|cp=30 (15)
}}
''[Close] Holy sword magic. Effective against any height.''


|-|Luminous Shard=
= Omni Ground Dash (OGD) =
{{AbilityInfo
A basic ability that lets the player character dash horizontally while staying on the ground. It replaces Ground Dash if equipped.
|damage=-
|startup=63F
|type=-
|priority=Ranged High
|ex=60
|effect=Paladin BRV damage +3%, Dark Knight BRV damage -3%
|cp=30 (15)
}}
''[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.''


Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.
= 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.


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


== EX Mode: Job Augment ==
= 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.


Effects:
= 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.


* Regen
= Stage Bravery =
* Critical Boost
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.
* Proteus
* Inner Strength


=== Proteus ===
= 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.


''[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.''
[[Block_(Dissidia_012)#Stagger|'''More on stagger.''']]


=== Inner Strength ===
= 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.


''[Always active while in EX Mode] Each is 1.5 times as powerful.''
[[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''More on Wall Rush.''']]
 
=== EX Burst: Soul Shift ===
 
''A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.''
 
{{burst
 
|damage1=6, 9 (15, DK)
 
|damage2=15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total)
 
|type=Both
 
}}
 
== About the Job System ==
Cecil has two jobs, but only has access to one of them at a time. To change jobs, either use Paladin Arts or Dark Step braveries, or grounded HP attack to access Dark Knight or aerial HP to access Paladin.
 
Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising into dedicated Dark Knight or Paladin play.
 
Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.
 
== Builds ==
<tabber>
|-|Side by Side (Dark Knight)=
{{Build
|hp=9883
|cp=450
|brv=1623
|atk=176
|def=182
|luk=61
|booster=x3.5
|setbonus=None
|ast=Jecht / Sephiroth / Yuna
|wpn=Piggy's Stick
|hand=Chainsaw
|head=Thornlet
|armor=Maximillian
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Empty EX Gauge
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}}  Pre-EX Revenge
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} Side by Side
|summon=Rubicante
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Equip Machines and Bard's Gear.
 
Blue Gem and Miracle Shoes can be substituted with Together as One, Hero's Seal or Back-Breaking Straw (to offset Thornlet penalties).
 
Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.
 
|-|Hybrid (Paladin)=
{{Build
|hp=10299
|cp=450
|brv=956 (1147 with First to Victory)
|atk=178
|def=183
|luk=60
|booster=x3.0
|setbonus=Judgment of Lufenia
|ast=Kuja / Aerith
|wpn=Cleaver
|hand=Lufenian Shield
|head=Lufenian Helm
|armor=Lufenian Armor
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Muscle Belt
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Opponent Summon Unused
|acc8={{accsp}} White Gem
|acc9={{accsp}} Tenacious Attacker
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Ranger's Gear.
 
"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.
 
Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.
</tabber>
 
== Assists ==
Cecil's assist data
 
{{012Assist
|type1=BRV
|attack1=Shadow Lance
|startup1=35F
|position1=Ground
|spawn1=Opponent
|damage1=8, 7 x 6 (up to 50)
|effect1=Wall Rush
|type2=BRV
|attack2=Radiant Wings
|startup2=19F
|position2=Air
|spawn2=Opponent
|damage2=3, 3, 7, 6, 6, 9
|effect2=Wall Rush
|type3=HP
|attack3=Soul Eater
|startup3=39F
|position3=Ground
|spawn3=Opponent
|damage3=4, 2 x 5, 6 (20)
|effect3=Wall Rush
|type4=HP
|attack4=Saint's Fall
|startup4=53F
|position4=Air
|spawn4=Opponent
|damage4=1 x 3, 2, 1 x 2, 3 (10)
|effect4=Wall Rush
}}
 
=== Dark Knight Assists ===
<tabber>
|-|Jecht=
Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.
 
|-|Sephiroth=
Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.
 
|-|Yuna=
Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages.
</tabber>
 
=== Paladin Assists ===
<tabber>
|-|Aerith=
Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.
 
|-|Tidus=
Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.
 
|-|Yuna=
Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.
 
</tabber>

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.