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

From Dissidia Wiki
(Difference between pages)
(→‎Overview: Added brv)
 
(Created page. Add japanese translations later? Example videos?)
 
Line 1: Line 1:
[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]


{{CharacterInfo
= Ability Points (AP) =
|name=Prishe (プリッシュ)
AP is used to master abilities to reduce their equipment cost. It is gained from battles.
|origin=Final Fantasy XI
|weapon=Thrown Weapons, Grappling Weapons, Instruments, Poles, Parrying Weapons
|armor=Bangles, Gauntlets, Hats, Hairpins, Headbands, Clothing, Light Armor, Chestplates
|atk=109 (Low)
|def=110 (Low)
|runspeed=5 (Normal, Above Average), 2 (EX Mode, Fast)
|dash=73 (Normal, Fast), 69 (EX Mode, Very Fast)
|fall=75 (Normal, Above Average), 71 (EX Mode, Fast)
|fallr=21 (Normal, Very Fast), 14 (EX Mode, Very Fast)
|exclusives=Koenigs Knuckles, Spharai, Glanzfaust
}}


{{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 =
A combo involving an assist character.


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


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


Many of Prishe's bravery attacks can be chained into a separate, equippable bravery followup. The starting bravery is noted as "(One)" and the followup is noted as "(Two)" in the game.
= Battlegen =
A system that handles dropped items from the opponent after meeting specified conditions during battle.


The list of followups remain the same for every bravery attack starter and thus, will be listed separately.
= Blodge =
A technique which immediately cancels a block into a dodge.  


=== Ground ===
[[Blodge|'''Blodge page.''']]


<tabber>
= Bravery (BRV) =
|-|Combo=
This is the number above the character's health bar that determines how much damage an HP attack does on hit.
Can be chained into another bravery.


{{AbilityInfo
[[Bravery_(Dissidia_012)|'''More on bravery.''']]
|damage=2, 2, 4 (8)
|startup=11F
|type=Physical
|priority=Melee Low
|ex=39 (One)  / 75 (Two)
|effect=-
|cp=20 (10)
}}
''[Close] Quick three-punch combo. Generates extra EX Force. Can combo without hitting.''


|-|Howling Fist=
= Bravery Break =
Can be chained into another bravery.
When a character's bravery goes below 0, they will suffer from break status and the attacker will receive stage bravery as a reward.


When used as a finisher (Two), the required charge time is considerably shorter.
= Capacity Points (CP) =
These points determine how many abilities can be equipped at once. Each ability has a cost associated with them.


{{AbilityInfoUltimecia
= Chase =
|damage1=1 x 3, 7 (10)
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.
|startup1=17F
|type1=Physical
|priority1=Melee Low
|ex1=15 (One) / 60 (Two)
|effect1=-
|cp1=20 (10)
|damage2=1 x 13, 7 (20)
|startup2=32F (charge), 2F (release)
|type2=Physical
|priority2=Melee Mid
|ex2=15 (One) / 0 (Two)
|effect2=-
|cp2=-
}}


|-|Dragon Kick=
[[Chase_(Dissidia_012)|'''More on Chase.''']]
{{AbilityInfoUltimecia
|damage1=15
|startup1=17F
|type1=Physical
|priority1=Melee Low
|ex1=15 (One) / 60 (Two)
|effect1=-
|cp1=20 (10)
|damage2=15, 10 (25)
|startup2=26F (charge), 10F (release)
|type2=Physical
|priority2=Melee Low (kick), Ranged Mid (projectile)
|ex2=15 (One) / 75 (Two)
|effect2=Chase
|cp2=-
}}
''[Mid] Use a leg sweep. Charge for additional hit.''


|-|Shoulder Tackle=
= Command block =
{{AbilityInfo
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''']].
|damage=12
|startup=45F
|type=Physical
|priority=Melee Low
|ex=15 (One) / 0 (Two)
|effect=Dodge
|cp=20 (10)
}}
''[Dodge] Backflip then charge at foe. Evade foe's attack on start.''


|-|Banish=
= Cross-up =
{{AbilityInfo
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.
|damage=10
|startup=31F
|type=Magical
|priority=Ranged Low
|ex=15
|effect=-
|cp=30 (15)
}}
''[Long] Fire high-speed pearls of light at opponent.''


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


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


<tabber>
= Defense (DEF) =
A stat that determines how much bravery damage a character takes when hit.


|-|Backhand Blow=
= Dodge cancel (DC) =
{{AbilityInfo
An action that is cancelled with a dodge, which is usually done to cancel attacks.
|damage=18
|startup=29F
|type=Physical
|priority=Melee High
|ex=15 (One) / 0 (Two)
|effect=-
|cp=20 (10)
}}
''[Close] Strike down with a backhand blow. Useful for attacking from above.''


|-|Spinning Attack=
= Dodge punish =
{{AbilityInfo
A technique where a defender is hit during a dodge or at the end of it ''before'' they can act.
|damage=1 x 4, 11 (15)
|startup=23F
|type=Physical
|priority=Melee Low
|ex=15 (One) / 0 (Two)
|effect=Absorb
|cp=20 (10)
}}
''[Close] Lunge upwards with fists. Great for attacking from below.''


|-|Raging Fists=
[[Dodge_(Dissidia_012)#Dodge_punishment|'''More on dodge punishment''']]
{{AbilityInfo
|damage=2 x 4, 7 (15)
|startup=13F
|type=Physical
|priority=Melee Low
|ex=15 (One) / 72 (Two)
|effect=-
|cp=20 (10)
}}
''[Close] Five-punch combo. Can combo without hitting.''


|-|One Inch Punch=
= Empty Chase =
{{AbilityInfoUltimecia
A Chase sequence where the initiator does not perform a bravery or HP attack.
|damage1=2, 1 x 3, 2 (7)
|startup1=13F
|type1=Physical
|priority1=Melee Low
|ex1=15 (One) / 0 (Two)
|effect1=
|cp1=20 (10)
|damage2=2 x 14, 7 (35)
|startup2=32F (charge), 4F (release)
|type2=Physical
|priority2=Melee High
|ex2=15 (One) / 0 (Two)
|effect2=Wall Rush
|cp2=-
}}
''[Close] Pummel energy shards into foe. Charge to increase strength.''


|-|Holy=
[[Chase_(Dissidia_012)#Empty_Chase|'''More on Empty Chase''']].
{{AbilityInfo
|damage=10
|startup=19F
|type=Magical
|priority=Ranged Low
|ex=15
|effect=-
|cp=30 (15)
}}
''[Long] Fire pearls of light. Slow speed, strong homing.''


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


<tabber>
= EX Revenge =
|-|Combo (Two)=
A defensive mechanic that temporarily freezes time for a counterattack. Accessed with {{pspr}} + {{pspsqu}} when taking damage while EX gauge is full.


|-|Howling Fists (Two)=
= 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.


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


|-|Shoulder Tackle (Two)=
= 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.


|-|Backhand Blow (Two)=
[[Dash_feint|'''More on Dash feint.''']]


|-|Spinning Attack (Two)=
= 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.


|-|Raging Fists (Two)=
= Ground Dash (GD) =
A basic ability that functions as a homing dash exclusively on the ground.


|-|One Inch Punch (Two)=
= 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.''']]


</tabber>
= HP =
A stat that represents health. Also used informally to refer to HP attacks.


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


<tabber>
= 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.
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}


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


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


<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.
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}


</tabber>
= 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.


== EX Mode: Two-Hour Ability ==
= Omni Air Dash (OAD) =
Effects:
A basic ability that lets the player character dash horizontally in the air. It replaces Free Air Dash if equipped.
* Regen
* Critical Boost
* Hundred Fists


=== Hundred Fists ===
= Omni Ground Dash (OGD) =
''[Always active while in EX Mode] Chains up to three weapon skills and increases movement speed.''
A basic ability that lets the player character dash horizontally while staying on the ground. It replaces Ground Dash if equipped.


=== EX Burst: The Five Lights ===
= Poke =
''Throws a glowing shard of Magicite at an opponent. Enter the commands shown in clockwise fashion to increase the number of blows dealt.''
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.


{{burst
Because of the stagger system, poking is not always a perpetual state of physically connecting single attacks to condition the opponent.
|damage1=3 x 5, 5 (20)
|damage2=12 x 5, 20 (80) (100 total)
|type=??
}}


== Builds ==
= Reverse Free Air Dash (RFAD) =
Builds here.
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.


<tabber>
= Reverse Ground Dash (RGD) =
|-|Build #1=
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.
{{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=
= Stage Bravery =
{{Build
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.
|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>
= 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.


== Assist ==
[[Block_(Dissidia_012)#Stagger|'''More on stagger.''']]


{{012Assist
= Wall Rush (WR) =
|type1=BRV
A state during which a player character is stuck and vulnerable to assist characters. Certain attacks with knockback inflict this instead of Chase.
|attack1=Howling Fists
|startup1=17F
|position1=Ground
|spawn1=Opponent
|damage1=1 x 3, 7, 2 x 4, 7 (25)
|effect1=Chase
|type2=BRV
|attack2=Backhand Blow
|startup2=29F
|position2=Air
|spawn2=Opponent
|damage2=18, 12 (30)
|effect2=Wall Rush
|type3=HP
|attack3=Nullifying Dropkick
|startup3=49F
|position3=Ground
|spawn3=Opponent
|damage3=-
|effect3=Wall Rush
|type4=HP
|attack4=Auroral Uppercut
|startup4=43F
|position4=Air
|spawn4=Opponent
|damage4=2 x 5 (10)
|effect4=Wall Rush
}}


Prishe works well with Kuja and Aerith assists.
[[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.