Wall Rush (Dissidia 012 Final Fantasy): Difference between revisions

From Dissidia Wiki
(Minor wording changes.)
 
(One intermediate revision by the same user not shown)
Line 7: Line 7:
When a wall rush occurs, the character will take additional damage and is vulnerable to attacks from '''[[Assist_(Dissidia_012)|Assist]]''' characters. Wall rush has a prominent role in offensive pressure, assist combos and increasing damage.
When a wall rush occurs, the character will take additional damage and is vulnerable to attacks from '''[[Assist_(Dissidia_012)|Assist]]''' characters. Wall rush has a prominent role in offensive pressure, assist combos and increasing damage.


Despite its name, wall rush also happens when a wall rush attack slams the opponent to the ceiling or the floor. In practice, they mostly work the same with a few subtle changes.
Despite its name, wall rush also happens when a wall rush attack slams the opponent to the ceiling or the floor. In practice, they work similarly with few changes.
<div style="clear: both"></div>
<div style="clear: both"></div>


Line 43: Line 43:
This type of wall rush has a few differences. The animation is unique, the state takes longer to finish and the character is considered on the ground. Players also have a longer time period during which they can remain invincible or act instantly. That is good for throwing off the opponent's attack timing, which can be likened to '''[https://glossary.infil.net/?t=Delayed%20Wakeup delayed wakeup]''' in other fighting games. This is strictly in the context of invincibility though; Grounded wall rush always forces the character to a neutral state when it ends.
This type of wall rush has a few differences. The animation is unique, the state takes longer to finish and the character is considered on the ground. Players also have a longer time period during which they can remain invincible or act instantly. That is good for throwing off the opponent's attack timing, which can be likened to '''[https://glossary.infil.net/?t=Delayed%20Wakeup delayed wakeup]''' in other fighting games. This is strictly in the context of invincibility though; Grounded wall rush always forces the character to a neutral state when it ends.


Another notable difference is in the activation range. Ground wall rush can happen if a character lands on the ground while they are in an aerial, tumbling damaged state. No extra damage is taken, but everything else works the same. This can be facilitated through '''[[Chase_(Dissidia_012)#Empty_Chase|an empty chase]]''', and some attacks cause enough knockback to achieve the same effect. Players who are not using aerial recovery may find themselves wall rushed like this on an occasion as well.
Another notable difference is in the activation range. Ground wall rush can happen if a character lands on the ground while they are in an aerial, tumbling damaged state. No extra damage is taken, but everything else works the same. This can be facilitated through '''[[Chase_(Dissidia_012)#Empty_Chase|an empty chase]]'''. Some attacks cause enough knockback to achieve the same effect, even when aerial recovery is attempted. Players who are not using aerial recovery may find themselves wall rushed like this on an occasion as well.


<div style="clear: both"></div>
<div style="clear: both"></div>
Line 56: Line 56:
* Gungnir (Spear) - HP -328, ATK +69, DEF -1, Wall Rush BRV Damage +50 %
* Gungnir (Spear) - HP -328, ATK +69, DEF -1, Wall Rush BRV Damage +50 %
* Earthbreaker (Axe) - BRV -80, ATK +69, Wall Rush HP Damage +20 %
* Earthbreaker (Axe) - BRV -80, ATK +69, Wall Rush HP Damage +20 %
* Fenrir (Exclusive, Cloud) - ATK +69, DEF -1, Wall Rush HP Damage +20 %, slight Sneak Attack effect
* Fenrir (Exclusive, {{012clo}}) - ATK +69, DEF -1, Wall Rush HP Damage +20 %, slight Sneak Attack effect
* Sin's Fang (Exclusive, Jecht) - HP -595, BRV +79, ATK +68, Wall Rush BRV Damage +50 %, slight Sneak Attack effect
* Sin's Fang (Exclusive, {{012jec}}) - HP -595, BRV +79, ATK +68, Wall Rush BRV Damage +50 %, slight Sneak Attack effect
* Air Anchor (Machine) - HP -595, BRV +79, ATK +67, Accessory Breakability +5 %, Wall Rush BRV Damage +30 %
* Air Anchor (Machine) - HP -595, BRV +79, ATK +67, Accessory Breakability +5 %, Wall Rush BRV Damage +30 %



Latest revision as of 11:31, 4 March 2025


Wall Rush is a damaged state where a character is unable to move for a moment. Certain attacks will cause this hit reaction when the opponent is near a wall or other stage boundaries.

When a wall rush occurs, the character will take additional damage and is vulnerable to attacks from Assist characters. Wall rush has a prominent role in offensive pressure, assist combos and increasing damage.

Despite its name, wall rush also happens when a wall rush attack slams the opponent to the ceiling or the floor. In practice, they work similarly with few changes.

Basics

The main requirement for causing a wall rush is simple; Connect an attack with wall rush property while being close enough to a wall. Only certain attacks can wall rush, such as Warrior of Light's Sword Thrust and Cloud's Cross-slash. The distance for a wall rush varies depending on the attack.

Wall rush inflicts additional 25 % damage of the last hit. This bonus applies to both braveries and HP attacks, and it can be increased with equipment or original rules. For example, if Squall's last hit of Upper Blues does 40 BRV damage, a wall rush will add another 10 BRV to it. HP attacks work the same way; If Squall has 1000 BRV and wall rushes with Fated Circle, he would do 1000 HP damage and then 250 more with the wall rush.

When a character is in a wall rush state, they cannot move, attack or defend by themselves. They are invincible against the player character's attacks, but assist characters can still hit them. This means wall rush is good for confirming an assist combo for more damage. Similarly, if an assist character wall rushes, the player character can follow up with their own attack.

Since wall rush is considered a damaged state, EX Revenge and Assist Change can still be used when they are available.

Wall Rush (Wall / Ceiling)

Warrior of Light's Crossover can wall rush at top, but ceiling wall rush moves are not common.
  • Invincible during frames 1-72
  • Cancellable after 71 frames
  • State ends after 73 frames. Can be canceled with an attack, dash, movement or block.

The titular "wall" rush is the most common form of wall rush. If the wall is not visible, bright hexagonal visuals will appear when a wall rush happens. The invincibility and actionable periods have very little overlap. When this wall rush state ends, the character is considered airborne.

The ceiling wall rush acts the same way as regular wall rush. However, it is important to note that the wall rushed character will always align themselves vertically afterwards (see image on the right). This affects how assists can hit the opponent, so calling them early may result in a missed combo.

Wall Rush (Ground)

Garland's Bardiche can only wall rush on the floor.
  • Invincible during frames 1-88
  • Cancellable after 71 frames
  • State ends after 123 frames. Can be canceled with an attack, dash, movement or a block.

This type of wall rush has a few differences. The animation is unique, the state takes longer to finish and the character is considered on the ground. Players also have a longer time period during which they can remain invincible or act instantly. That is good for throwing off the opponent's attack timing, which can be likened to delayed wakeup in other fighting games. This is strictly in the context of invincibility though; Grounded wall rush always forces the character to a neutral state when it ends.

Another notable difference is in the activation range. Ground wall rush can happen if a character lands on the ground while they are in an aerial, tumbling damaged state. No extra damage is taken, but everything else works the same. This can be facilitated through an empty chase. Some attacks cause enough knockback to achieve the same effect, even when aerial recovery is attempted. Players who are not using aerial recovery may find themselves wall rushed like this on an occasion as well.

Misc

If the player character and assist character connect a wall rush HP around the same time, no wall rush damage will be dealt. [1] The window for this is much larger during chase.

Equipment that influences Wall Rush

Only LV100 equipment is listed below.

Weapon

  • Gungnir (Spear) - HP -328, ATK +69, DEF -1, Wall Rush BRV Damage +50 %
  • Earthbreaker (Axe) - BRV -80, ATK +69, Wall Rush HP Damage +20 %
  • Fenrir (Exclusive, Cloud) - ATK +69, DEF -1, Wall Rush HP Damage +20 %, slight Sneak Attack effect
  • Sin's Fang (Exclusive, Jecht) - HP -595, BRV +79, ATK +68, Wall Rush BRV Damage +50 %, slight Sneak Attack effect
  • Air Anchor (Machine) - HP -595, BRV +79, ATK +67, Accessory Breakability +5 %, Wall Rush BRV Damage +30 %

Hand

  • Hero's Shield (Shield) - DEF +73, Wall Rush HP Defense +20 %
  • Chainsaw (Machine) - HP -595, BRV +79, DEF +73, Accessory Breakability +5 %, Wall Rush HP Damage +20 %

Body

  • Brigandine (Light Armor) - HP +2973, Wall Rush BRV Defense +50 %

Accessories that influence Wall Rush

Basic Accessories

  • Guard Ring - Wall Rush Defense +5 %
  • Block Ring - Wall Rush Defense +10 %
  • Booster - Wall Rush BRV Damage +40 %
  • Sniper Eye - Wall Rush HP Damage +10 %
  • Defense Veil - Wall Rush BRV Defense +20 %
  • Decoy - Wall Rush HP Defense +10 %

Special Accessories

  • Eye for an Eye - Add bravery to damage when reflecting a magical HP attack
  • Steel Curtain - Wall Rush Defense +10 %
  • Berserker Ring - Wall Rush Damage +10 %
  • Sturm und Drang - Physical Damage +3 %, Wall Rush BRV Damage +40 %, Chase BRV Damage +7 %
  • Soul of Thamasa - Magic Damage +3 %, Wall Rush BRV Damage +40 %, Chase BRV Damage +7 %

References

  1. https://www.youtube.com/watch?v=GfqwTcU7xl4&t=22 Player and assist wall rush no damage (chase)

Navigation