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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| | {{012CharNavPri}} |
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| {{CharacterInfo | | {{CharacterInfo |
| | |portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-prishe.png |
| |name=Prishe (プリッシュ) | | |name=Prishe (プリッシュ) |
| |origin=Final Fantasy XI | | |origin=Final Fantasy XI |
| |weapon=Thrown Weapons, Grappling Weapons, Instruments, Poles, Parrying Weapons
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| |armor=Bangles, Gauntlets, Hats, Hairpins, Headbands, Clothing, Light Armor, Chestplates
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| |atk=109 (Low) | | |atk=109 (Low) |
| |def=110 (Low) | | |def=110 (Low) |
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| |fall=75 (Normal, Above Average), 71 (EX Mode, Fast) | | |fall=75 (Normal, Above Average), 71 (EX Mode, Fast) |
| |fallr=21 (Normal, Very Fast), 14 (EX Mode, Very Fast) | | |fallr=21 (Normal, Very Fast), 14 (EX Mode, Very Fast) |
| | |fastestbrv=11F (Combo One) |
| | |fastesthp=43F (Asuran Fists, Auroral Uppercut) |
| | |1hithp=Yes (Nullifying Dropkick, Banishga max range) |
| | |hplinks=No |
| | |cmdblock=No |
| | |weapon=Thrown Weapons, Grappling Weapons, Instruments,<br> Poles, Parrying Weapons |
| | |armor=Bangles, Gauntlets, Hats, Hairpins, Headbands,<br> Clothing, Light Armor, Chestplates |
| |exclusives=Koenigs Knuckles, Spharai, Glanzfaust | | |exclusives=Koenigs Knuckles, Spharai, Glanzfaust |
| | |unlock= |
| | |alignment=Cosmos |
| | |vajp=[https://en.wikipedia.org/wiki/Aya_Hirano Aya Hirano] |
| | |vaeng=[https://en.wikipedia.org/wiki/Julie_Nathanson Julie Nathanson] |
| }} | | }} |
| | |
| | = Overview = |
| | Prishe is a fast close-range fighter with a variety of melee braveries that can be mixed and matched to create different combos. This is done via customization rather than spontaneous combo routing, and combining specific attacks lead to a "Skillchain" reaction for additional bravery damage. |
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| | Prishe is best known for her risk-averse defensive play in close quarters. Her most effective braveries have fast startup, short recovery or both and they lead to solid reward on hit. Raging Fists and One-Inch Punch form the crux of her strategy here, with delayable advancing strikes and high priority mixups respectively to deter approaching opponents. Prishe's dash speed is among the fastest in the game without '''[[EX_(Dissidia_012)#EX_Mode|EX Mode]]''', which helps her chase down opponents and '''[[EX_(Dissidia_012)#EX_Core|EX Cores]]''' when it is needed. Combined with her fast fall speed that makes her air dodges very difficult to punish, Prishe is a textbook example of effective "'''[https://glossary.infil.net/?t=Hit%20and%20Run hit and run]'''" in Dissidia 012. Building assist gauge safely via whiffs is a hallmark of a strong character and she has adequate damage output, assist synergy and dodge punish capability to support it. |
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| | Prishe's builds lean towards EX and bravery damage and '''[[Special_Effects_(Dissidia_012)#Adamant_Chains|Adamant Chains]]''' special effect accentuates her safe air dodges further. She doesn't work well with Side by Side {{accsp}} due to her average HPs and lack of solo HP confirms. |
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| | Her weaknesses are a bit more nuanced; While Prishe's braveries are difficult to punish, she also cannot cancel their recovery into a block or a different attack. This limits her overall potential for defensive '''[https://glossary.infil.net/?t=Mind%20Game mind games]''', even though it is effective as is. Most of her attacks have lackluster vertical tracking and utility against long active disjoints outside of her poking range. The primary ways to get around this are with resources, movement or a slower high priority move (charged One-Inch Punch or Backhand Blow) which is reactable. Her single hit HPs are also situational which complicates '''[[EX_(Dissidia_012)#EX_Revenge|EX Revenge]]''' checkmate situations. And lastly, Prishe suffers from a bravery slot dilemma similiar to {{012vaan}} due to the abundance of viable combo chains. Though her viable loadouts are proven in competition, she can only ever have three aerial bravery chains at a time. |
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| | In competitive play, Prishe has been frequently ranked as one of the best characters in the game. Her gameplan is consistent, reliable and relatively ease to execute in most matchups, making her a notable choice for '''[https://glossary.infil.net/?t=Blind%20Pick blind picks]'''. Matchups that may give her trouble such as {{012emp}} and {{012ulti}} still provide her opportunities to work with resources, so she is rarely at a serious disadvantage that is comparable to low tier characters. |
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| {{ProConTable | | {{ProConTable |
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| }} | | }} |
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| == Overview ==
| | = Bravery Attacks = |
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| == Bravery Attacks ==
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| 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. | | 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. |
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| The list of followups remain the same for every bravery attack starter and thus, will be listed separately. | | The list of followups remain the same for every bravery attack starter and thus, will be listed separately. |
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| === Ground ===
| | == Ground == |
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| <tabber> | | <tabber> |
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| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/4/42/Brv_prishe_combo_1.jpeg |
| | |imgpos= |
| |damage=2, 2, 4 (8) | | |damage=2, 2, 4 (8) |
| |startup=11F | | |startup=11F |
| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Low |
| |ex=39 (One) / 75 (Two) | | |ex=39 (One) |
| |effect=- | | |effect=- |
| |cp=20 (10) | | |cp=20 (10) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Close] Quick three-punch combo. Generates extra EX Force. Can combo without hitting. |
| }} | | }} |
| ''[Close] Quick three-punch combo. Generates extra EX Force. Can combo without hitting.''
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| |-|Howling Fist (One)= | | |-|Howling Fist (One)= |
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| |type2=Physical | | |type2=Physical |
| |priority2=Melee Mid | | |priority2=Melee Mid |
| |ex2=15 (One) / 0 (Two) | | |ex2=15 (One) |
| |effect2=- | | |effect2=- |
| |cp2=- | | |cp2=- |
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| |type1=Physical | | |type1=Physical |
| |priority1=Melee Low | | |priority1=Melee Low |
| |ex1=15 (One) / 60 (Two) | | |ex1=15 (One) |
| |effect1=- | | |effect1=- |
| |cp1=20 (10) | | |cp1=20 (10) |
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| |type2=Physical | | |type2=Physical |
| |priority2=Melee Low (kick), Ranged Mid (projectile) | | |priority2=Melee Low (kick), Ranged Mid (projectile) |
| |ex2=15 (One) / 75 (Two) | | |ex2=15 (One) |
| |effect2=Chase | | |effect2=Chase |
| |cp2=- | | |cp2=- |
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| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Low |
| |ex=15 (One) / 0 (Two) | | |ex=15 (One) |
| |effect=Dodge | | |effect=Dodge |
| |cp=20 (10) | | |cp=20 (10) |
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| </tabber> | | </tabber> |
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| === Aerial ===
| | == Aerial == |
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| <tabber> | | <tabber> |
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| |type=Physical | | |type=Physical |
| |priority=Melee High | | |priority=Melee High |
| |ex=15 (One) / 0 (Two) | | |ex=15 (One) |
| |effect=- | | |effect=- |
| |cp=20 (10) | | |cp=20 (10) |
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| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Low |
| |ex=15 (One) / 0 (Two) | | |ex=15 (One) |
| |effect=Absorb | | |effect=Absorb |
| |cp=20 (10) | | |cp=20 (10) |
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| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Low |
| |ex=15 (One) / 72 (Two) | | |ex=15 (One) |
| |effect=- | | |effect=- |
| |cp=20 (10) | | |cp=20 (10) |
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| |type1=Physical | | |type1=Physical |
| |priority1=Melee Low | | |priority1=Melee Low |
| |ex1=15 (One) / 0 (Two) | | |ex1=15 (One) |
| |effect1=- | | |effect1=- |
| |cp1=20 (10) | | |cp1=20 (10) |
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| |type2=Physical | | |type2=Physical |
| |priority2=Melee High | | |priority2=Melee High |
| |ex2=15 (One) / 0 (Two) | | |ex2=15 (One) |
| |effect2=- | | |effect2=- |
| |cp2=- | | |cp2=- |
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| </tabber> | | </tabber> |
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| === Followups ===
| | == Followups == |
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| Attack data is mostly shared with (One) versions, but (Two) followups generate a different amount of EX and can also wall rush or initiate chase. These braveries also cost less CP to equip. | | Attack data is mostly shared with (One) versions, but (Two) followups generate a different amount of EX and can also wall rush or initiate chase. These braveries also cost less CP to equip. |
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| |type1=Physical | | |type1=Physical |
| |priority1=Melee Low | | |priority1=Melee Low |
| |ex1=15 (One) / 60 (Two) | | |ex1=60 (Two) |
| |effect1=? | | |effect1=Chase |
| |cp1=20 (10) | | |cp1=20 (10) |
| |damage2=1 x 13, 7 (20) | | |damage2=1 x 13, 7 (20) |
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| |type2=Physical | | |type2=Physical |
| |priority2=Melee Mid | | |priority2=Melee Mid |
| |ex2=15 (One) / 0 (Two) | | |ex2=0 (Two) |
| |effect2=Wall Rush | | |effect2=Wall Rush |
| |cp2=- | | |cp2=- |
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| |priority1=Melee Low | | |priority1=Melee Low |
| |ex1=60 (Two) | | |ex1=60 (Two) |
| |effect1=- | | |effect1=Chase |
| |cp1=20 (10) | | |cp1=20 (10) |
| |damage2=15, 10 (25) | | |damage2=15, 10 (25) |
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| |priority1=Melee Low | | |priority1=Melee Low |
| |ex1=0 (Two) | | |ex1=0 (Two) |
| |effect1= | | |effect1=Wall Rush |
| |cp1=20 (10) | | |cp1=20 (10) |
| |damage2=2 x 14, 7 (35) | | |damage2=2 x 14, 7 (35) |
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| |cp2=- | | |cp2=- |
| }} | | }} |
| | ''Branching from _ (One) [Combo] Beat w/energy shards.'' |
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| </tabber> | | </tabber> |
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| == HP Attacks ==
| | = HP Attacks = |
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| === Ground ===
| | == Ground == |
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| <tabber> | | <tabber> |
| |-|a | | |-|Asuran Fists= |
| | {{AbilityInfo |
| | |damage=3 x 7 (21) |
| | |startup=43F |
| | |type=Physical |
| | |priority=Melee High |
| | |ex=15 |
| | |effect=Wall Rush |
| | |cp=30 (15) |
| | }} |
| | ''[Close] Quickly charge and pummel foe. Good vs any height.'' |
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| | |-|Nullifying Dropkick= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage= | | |damage=- |
| |startup= | | |startup=49F |
| |type= | | |type=- |
| |priority= | | |priority=Melee High |
| |ex= | | |ex=0 |
| |effect= | | |effect=Wall Rush |
| |cp= | | |cp=40 (20) |
| }} | | }} |
| | ''[Mid] Hit foe with charging dropkick. Slow start, good range.'' |
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| </tabber> | | </tabber> |
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| === Aerial ===
| | == Aerial == |
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| <tabber> | | <tabber> |
| |-|a | | |-|Auroral Uppercut= |
| | {{AbilityInfo |
| | |damage=2 x 5 (10) |
| | |startup=43F |
| | |type=Physical |
| | |priority=Melee High |
| | |ex=15 |
| | |effect=Wall Rush |
| | |cp=30 (15) |
| | }} |
| | ''[Rise] Quick upward punch. Great for attacking from below.'' |
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| | |-|Banishga= |
| {{AbilityInfo | | {{AbilityInfo |
| |damage= | | |damage=2 x 5 (10) |
| |startup= | | |startup=47F |
| |type= | | |type=Physical |
| |priority= | | |priority=Ranged High |
| |ex= | | |ex=0 |
| |effect= | | |effect=Wall Rush |
| |cp= | | |cp=40 (20) |
| }} | | }} |
| | ''[Mid] Emit shockwave of light. Effective horizontal attack.'' |
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| </tabber> | | </tabber> |
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| == EX Mode: Two-Hour Ability ==
| | = EX Mode: Two-Hour Ability! = |
| Effects: | | Effects: |
| * Regen | | * Regen |
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| * Hundred Fists | | * Hundred Fists |
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| === Hundred Fists ===
| | == Hundred Fists == |
| ''[Always active while in EX Mode] Chains up to three weapon skills and increases movement speed.'' | | ''[Always active while in EX Mode] Chains up to three weapon skills and increases movement speed.'' |
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| === EX Burst: The Five Lights ===
| | == EX Burst: The Five Lights == |
| ''Throws a glowing shard of Magicite at an opponent. Enter the commands shown in clockwise fashion to increase the number of blows dealt.'' | | ''Throws a glowing shard of Magicite at an opponent. Enter the commands shown in clockwise fashion to increase the number of blows dealt.'' |
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| }} | | }} |
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| == Builds == | | = Prishe's mechanics (Skillchain) = |
| | {|class="wikitable" |
| | |- |
| | !Damage multiplier !! Type !! EX Force |
| | |- |
| | |5 || Physical || 0 |
| | |} |
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| | When certain bravery attacks are chained together, Prishe will activate a Skillchain. This is a burst of energy that deals additional bravery damage, which occurs alongside Prishe's current attack. When a Skillchain is activated, its name will also be displayed at the top of the screen, much like HP attacks and '''[[EX_(Dissidia_012)#EX_Mode|EX Mode]]''' activations. |
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| | Skillchains only activate with physical bravery attack chains. Banish, Holy and HP attacks will not activate a Skillchain. |
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| | The following table lists all viable combinations for a Skillchain. |
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| | {|class="wikitable sortable" |
| | |- |
| | !Skillchain !! Starter !! Finisher |
| | |- |
| | |'''Compression''' || Howling Fist || One Inch Punch |
| | |- |
| | |'''Detonation''' || Combo<br>Howling Fist <br>One Inch Punch <br>Raging Fists <br>Shoulder Tackle <br>Spinning Attack || Backhand Blow |
| | |- |
| | |'''Fusion''' || Spinning Attack || Combo <br>Howling Fist <br>Raging Fists <br>Shoulder Tackle <br>Spinning Attack |
| | |- |
| | |'''Gravitation''' || Backhand Blow || One Inch Punch |
| | |- |
| | |'''Impaction''' || Shoulder Tackle || Combo <br>Howling Fist <br>Raging Fists <br>Shoulder Tackle <br>Spinning Attack |
| | |- |
| | |'''Liquefaction''' || Combo <br>Howling Fist <br>Raging Fists || Spinning Attack |
| | |- |
| | |'''Reverberation''' || Howling Fist || Shoulder Tackle |
| | |- |
| | |'''Transfixion''' || One Inch Punch || Howling Fist |
| | |} |
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| | Backhand Blow finishers are great for setting up {{012kuja}} assist combos and the Skillchain activates off of her most practical starters. That makes Detonation one of the more practical Skillchains. Howling Fist finisher provides a bit more flexibility in setting up aerial assist combos (Chase or Wall Rush) at the cost of bravery damage or EX Force depending on its charge level. |
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| | Skillchains are often Prishe's 3rd best choices for follow-up; They are good on select high bravery damage focused sets, but are otherwise outclassed in reward or utility by Prishe's other follow-ups. Prishe can only assign one bravery attack chain per bravery slot, which restricts the viability of Skillchains overall. However, the input timing for connecting charged attacks during Skillchains is more generous compared to more optimal follow-ups. This is not due to the Skillchain system specifically, but the synergy between bravery attacks in a chain (frame data and hit stun). |
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| | = Combos = |
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| | == Solo == |
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| | == Assist == |
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| | = Builds = |
| Builds here. | | Builds here. |
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| <tabber> | | <tabber> |
| |-|Build #1= | | |-|Adamant Chains= |
| {{Build | | {{Build |
| |hp= | | |hp=9972 |
| |cp= | | |cp=450 |
| |brv= | | |brv=917 |
| |atk= | | |atk=178 |
| |def= | | |def=183 |
| |luk= | | |luk=60 |
| |booster= | | |booster=x1.3 |
| |setbonus= | | |setbonus=Adamant Chains |
| |ast= | | |ast={{012aer}} |
| |wpn= | | |wpn=Cleaver |
| |hand= | | |hand=Adamant Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |head= | | |head=Adamant Helm ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| |armor= | | |armor=Adamant Vest |
| |acc1= | | |acc1={{accbas}} Hyper Ring |
| |acc2= | | |acc2={{accbas}} Muscle Belt |
| |acc3= | | |acc3={{accbas}} Dismay Shock |
| |acc4= | | |acc4={{accbas}} Battle Hammer |
| |acc5= | | |acc5={{accboo}} Summon Unused |
| |acc6= | | |acc6={{accsp}} White Drop |
| |acc7= | | |acc7={{accsp}} White Drop |
| |acc8= | | |acc8={{accsp}} White Drop |
| |acc9= | | |acc9={{accsp}} White Gem |
| |acc10= | | |acc10={{accsp}} Glutton |
| |summon= | | |summon=Rubicante |
| }} | | }} |
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| | Damage, ex absorption and adamant chains for safer air dodges. |
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| |-|Build #2= | | |-|Build #2= |
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| </tabber> | | </tabber> |
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| == Assist == | | = Assist = |
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| | == Prishe Assist Data == |
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| {{012Assist | | {{012Assist |
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| |effect4=Wall Rush | | |effect4=Wall Rush |
| }} | | }} |
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| | == Prishe Assist Overview == |
| | |
| | Prishe is one of the weaker assists in the game with couple notable strengths and plenty of weaknesses to offset them. She can provide practical combos off of ground wall rushes and represent a '''[[Attack_Priority_(Dissidia_012)|Melee High]]''' priority hitbox in Backhand Blow. However, her short combo time, reliance on wall rush and slow startup on her air bravery limit Prishe's viability overall. Backhand Blow is still Melee High priority however, which |
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| | === Howling Fist === |
| | Combo: Howling Fist (One) > Raging Fists (Two) |
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| | Prishe works best off of ground wall rushes with this move. Prishe won't charge Howling Fist which makes this a relatively fast assist on startup. The Raging Fists ender has decent hold, but moves the opponent quickly in one direction. The Assist Chase ender is what ties everything together and '''[[Glossary_(Dissidia_012)#HP_linker|HP linkers]]''' who can wall rush on the floor like {{012clo}} and {{012jec}} have no problem following up. |
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| | The total bravery damage is rather low, but it is better than nothing. |
| | |
| | === Backhand Blow === |
| | Combo: Backhand Blow (One) > Shoulder Tackle (Two) |
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| | Backhand Blow is quite slow on startup to be used reliably as a midair assist combo starter, but Prishe can still pick up opponents off of regular wall rushes. Its quick wall rush finisher makes follow-ups difficult if not impractical though. Being the only 1-bar Melee High air BRV assist in the game offers the unique utility of setting up checkmate situations where other assists cannot, such as against '''[[Jecht_(Dissidia_012)#Jecht_Block_(midair)-2|Jecht Block]]'''. |
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| | Aerial bravery assists are most commonly used in whiff punishes and combos alike, so Backhand Blow being the way it is leaves a lot to be desired. |
| | |
| | === Nullifying Dropkick === |
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| | Nullifying Dropkick is slow on startup, but it can be used sparingly as a hard callout tool against grounded opponents thanks to its active frames and lateral reach. Because it is a single hit HP, it can quickly end a match if the opponent is not prepared for it. |
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| | == Assists == |
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| Prishe works well with Kuja and Aerith assists. | | Prishe works well with Kuja and Aerith assists. |
| | |
| | = References = |
| | <references /> |
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| | {{navbox012}} |
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| | {{roadmap012pri}} |