Assist Gauge Charge: Difference between revisions
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Latest revision as of 10:51, 10 March 2025
Introduction
When Assist is equipped, the player can fill the assist gauge by performing attacks and other actions. The mechanic that fills this assist gauge is known as "Assist Gauge Charge" or "Assist Gain" more informally. It determines how much assist gauge is filled via few different criterias.
Disclaimer: All values presented in this page have been read from the game's memory. While this provides a certain degree of accuracy, the values may not always be 100 % accurate due to update frequency
Assist Gauge Values
Each player has two assist gauges available. One full assist gauge has a value of 5000. Two full assist gauges have a value of 10,000.
How Assist Gauge Charge Works
As seen in Original Rules, Assist Gauge Charge has two distinct mechanics to it.
Assist Gauge Charge (Attack)
This is the amount of assist that is gained from simply performing the attack. The attack does not have to connect at all, so it can also be referred to as assist gain (whiff). It has two values, one for repeated moves (stale) and one for fresh moves (a different move). Stale moves generate 500 assist, and they happen whenever the previous move is used again. For example, Double Cut (500), Double Cut (500), Double Cut (500).
Fresh moves generate 750 assist. There is no limit on fresh moves; The game only checks if the used attack is different from the last. For example, alternating between Cloud's Double Cut and Slashing Blow will always result in 750 assist each time. Double Cut (750) + Slashing Blow (750), Double Cut (750) + Slashing Blow (750) and so on. And going from stale to fresh would be: Double Cut (500), Double Cut (500) and Slashing Blow (750).
This means that players are encouraged to use different attacks to build assist gauge more quickly. Filling one assist gauge with just stale moves would take ten moves (500 x10), while filling one assist gauge with fresh moves would take seven (750 x7).
Assist Gauge Charge (Hit)
This is a value that is added on top of the existing "stale" and "fresh" values. The amount of assist gained differs depending on the attack, but it is usually a bit less than simply performing the attack. The values appear to be based on an attack's base damage instead of character's equipment, accessories or stats.
That means few things. Any attacks that deal bravery damage can fill the assist gauge more, including HP attacks. HP attacks that don't deal bravery damage will not fill more assist gauge by default. And lastly, levels don't make a difference; A LV1 Cloud and a LV100 Cloud will get the same amount of assist when they do an attack or hit the opponent.
Side by Side
Side by Side will generate 3000 assist for each HP hit inflicted by the attack. So even if an attack does not deal bravery damage, this special accessory can be used to fill assist gauge faster.
EXP to Assist
This is a LV100 extra ability that converts experience points gained from HP attacks into assist. The conversion rate is 0.3 %. It can be increased with equipment and accessories. This is another way HP attacks without bravery damage can fill assist gauge, and it is commonly used with HP linkers. It works even when Side by Side is equipped.
Assist Gauge Charge Categories
Five categories are used for outlining assist gauge charge for each attack. Three of these categories are deemed most consistent: Stale, fresh and A Comrade's Vow (opponent). When reading assist gain values, they should be treated as baseline for a character's assist gain.
First time: The value for when the attack is used first in battle. This value has been inconsistent when researching this topic so far, so please excuse any confusion it may cause.
Stale: The value for an attack that connects when it's "stale" (500). This is a consistent value, and sometimes "first time" value gets this value as well. Currently it is unknown why that happens.
Partial refresh: The value for when one unfinished attack is followed by the same attack, but completed. For example: Connect Yuna's Meteor Strike (1st hit), stop and then connect Meteor Strike's both hits next time it is used. This can produce slightly more assist, but some attacks may not be affected by this "refresh".
Fresh: The value for an attack that connects when it's "fresh" (750). This is a consistent value, and always generates the highest amount of assist on whiff and when it hits.
A Comrade's Vow : The value for opponent's assist gauge when they are hit by an attack. When equipped, this basic accessory will produce a very small amount of assist for the opponent when they are taking bravery damage. This is another consistent value. The value appears to be 10 % of an attack's base damage. If an attack causes Wall Rush, the assist gain from the previous attack is repeated. For example, Yuna's Meteor Strike has a value of 15 (1st hit) > 45 (2nd hit). So the second hit fills assist gauge by 30. If Meteor Strike wall rushes, the total value will be 15 > 75. 45 + 30 = 75.
The values listed on this page assume that no booster accessories are used to enhance A Comrade's Vow.
How to read the table values
Many attacks have multiple parts to them, such as Cloud's Double Cut or Yuna's Heavenly Strike. Each part has been denoted with a value based on game's memory at the time, and then followed up by a > symbol. Some parts of the values may be slightly off due to game's memory updating values slightly later than when they happen in the game. The total value for these multi-hits will be highlighted in bold. Look for that when reading these values.
Yuna
Source: Video (YouTube)
Bravery (Ground)
Attack | First time | Stale | Partial refresh | Fresh | A Comrade's Vow ![]() |
---|---|---|---|---|---|
Meteor Strike (both hits) | 630 > 890 | 600 > 800 | 600 > 900 | 850 > 1050 | 15 > 45
|
Meteor Strike (WR) | 600 > 800 | 600 > 800 | 600 > 900 | 850 > 1050 | 15 > 75
|
Aerospark (1 disc pair) | 656 > 786 | 620 > 720 | 620 > 720 | 870 > 970 | 18 > 33
|
Aerospark (2 disc pair) | 656 > 916 | 620 > 820 | 620 > 820 | 870 > 1070 | 18 > 48
|
Aerospark (max) | 620 > 920 | 620 > 920 | 620 > 920 | 870 > 1170 | 18 > 63
|
Energy Blast (1 hit) | 591 | 570 | 570 | 820 | 10
|
Energy Blast (all hits) | 955 | 850 | 1100 | 52-53 |
It should be noted that landing all Energy Blast projectiles against a moving opponent is impractical, if not impossible.
Bravery (Aerial)
Attack | First time | Stale | Partial refresh | Fresh | A Comrade's Vow ![]() |
---|---|---|---|---|---|
Heavenly Strike (1 hit) | 540 | 540 | 540 | 790 | 6
|
Heavenly Strike (2 hits) | 552 > 630 | 540 > 600 | 540 > 600 | 790 > 850 | 6 > 15
|
Heavenly Strike | 540 > 600 > 720 | 540 > 600 > 720 | 540 > 600 > 720 | 790 > 850 > 970 | 6 > 15 > 33
|
Heavenly Strike (WR) | 540 > 600 > 720 | 540 > 600 > 720 | 540 > 600 > 720 | 790 > 850 > 970 | 6 > 15 > 51
|
Sonic Wings | 760 > 955 | 700 > 850 | 700 > 925 | 950 > 1175 | 30 > 52~53
|
Impulse | 630 | 600 | 850 | 15
| |
Impulse (charged, all hits) | 745 | 700 | 700 | 950 | 30 |
HP Attacks
Attack | First time | Stale | Partial refresh | Fresh | A Comrade's Vow ![]() |
---|---|---|---|---|---|
Hellfire | 500 | 500 | 750 | 0
| |
Hellfire (claw) | 600 | 600 | 850 | 15
| |
Energy Ray | 500 | 500 | 750 | 0
| |
Diamond Dust | 630 | 600 | 850 | 15
| |
Thor's Hammer | 600 | 600 | 850 | 15
| |
Mega Flare | 708 | 660 | 910 | 24 |
Bravery EX (Ground)
Yuna gets an additional set of values due to additional summon attacks during EX mode. As expected, assist gain on hit will see an increase across the board. However, "first time" values were difficult to replicate and thus, they should be taken with a grain of salt.
Attack | First time | Stale | Partial refresh | Fresh | A Comrade's Vow ![]() |
---|---|---|---|---|---|
Meteor Strike | 695 > 1085 | 650 > 950 | 750 > 1050 | 850 > 1300 | 22 > 67
|
Meteor Strike (WR) | 650 > 950? | 650 > 950 | 650 > 1050 | 900 > 1200 | 22 > 97
|
Aerospark (1 disc pair) | 720 > 920? 786 > 1046 |
720 > 920 | 720 > 920 | 970 > 1170 | 33 > 63
|
Aerospark (2 disc pair) | 786 > 1176 | 720 > 1020 | 720 > 1020 | 970 > 1270 | 33 > 78
|
Aerospark (max) | 786 > 1306 830 > 1230? |
720 > 1120 | 720 > 1120 | 970 > 1370 | 33 > 93
|
Energy Blast (close, 2 hits) | 760 > 851 700 > 770? |
760 > 851 | 700 > 770 | 950 > 1020 | 30 > 40
|
Energy Blast (all hits) | 700 > 1050 | 700 > 1050 | 700 > 1050 | 950 > 1300 | 30 > 82 |
Bravery EX (Aerial)
Attack | First time | Stale | Partial refresh | Fresh | A Comrade's Vow ![]() |
---|---|---|---|---|---|
Sonic Wings | 838 > 968 | 760 > 860 | 760 > 910 | 1140 > 1290 | 39 > 54
|
Sonic Wings (WR) | 760 > 860? | 760 > 860 | 760 > 910 | 1140 > 1290 | 39 > 69
|
Heavenly Strike (2 hits) | 604 | 580 | 830 | 12
| |
Heavenly Strike (4 hits) | 604 > 734 580 > 680? |
540 > 680 | 580 > 700 | 830 > 930 | 12 > 27
|
Heavenly Strike | 580 > 720 > 840? | 580 > 720 > 840 | 580 > 680 > 860 | 830 > 930 > 1090 | 12 > 27 > 51
|
Heavenly Strike (WR) | 604 > 734 > 942 580 > 680 > 840 |
580 > 680 > 840 | 580 > 680 > 860 | 890 > 970 > 1090 | 12 > 27 > 69
|
Impulse (all hits) | 800 | 800 | 1050 | 45 |
References
ExpandDissidia 012 [duodecim] Final Fantasy |
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