Prishe (Dissidia 012): Difference between revisions

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(→‎Overview: Added pros and cons. Adjusted overview to be more concise.)
 
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|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,<br> Poles, Parrying Weapons
|armor=Bangles, Gauntlets, Hats, Hairpins, Headbands,<br> Clothing, Light Armor, Chestplates
|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 chain into each other. When certain braveries are equipped, they create a "Skillchain" reaction for extra bravery damage.
Prishe is known for her risk-averse defensive play in close quarters. Raging Fists and One-Inch Punch are the standouts here: Fast startup, short recovery and rewarding on hit. Threaten the opponent with delayable advancing strikes, charge One-Inch Punch to crush blocks and dodge out of the way if they miss. Her air dodges are difficult to punish due to her fast fall speed. Also, Prishe's dash speed is among the fastest, which helps her chase down opponents and EX Cores when necessary. Fast, safe and hard to hit, Prishe is a textbook example of effective "hit and run" in Dissidia 012. Patience is rewarded greatly, as Prishe is very capable of playing the war of attrition.
Prishe’s builds usually focus on EX and bravery damage. Adamant Chains accentuates her safe air dodges even further. Side by Side {{accsp}} is not recommended due to her average HP attacks and lack of solo HP combos.
Her weaknesses are more nuanced; While braveries are difficult to punish, she cannot cancel them into blocks or other attacks. This limits her maximum potential for defensive {{keyword|mind games|mindgame=1}}, though it’s already effective. Most of her attacks have lackluster vertical tracking and suffer against long active disjoints (e.g. {{012emp}} Thunder Crest, {{012seph}} Godspeed). Her 1-hit HPs are also situational in EX Revenge checkmate situations. And lastly, Prishe suffers from a bravery slot dilemma similar to Vaan due to the abundance of viable combo chains.
In competitive play, Prishe has been frequently ranked as one of the strongest characters in the game. Her strategy is consistent and relatively easy to execute in most {{keyword|matchups|matchup=1}}, making her a notable choice for {{keyword|blind picks|blindpick=1}}. She provides steady gameplay to aspiring competitors even if she is not at clear advantage.


{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Mobility''' - High dash speed makes Prishe strong in offense and EX Core races. She falls fast after air dodges, which makes it much safer to dodge on average.
* '''{{keyword|Turtling|turtling=1}}''' - Prishe has fast braveries with short {{keyword|recovery|recovery=1}} and strong {{keyword|mixup|mixup=1}} potential thanks to fully charged high priority One Inch Punch. Prishe can fight with little risk, which makes her difficult to hit.
* '''Safe and Reliable''' - Prishe's defense and synergy with {{012aer}} assist lets her play the long game with EX gauge and bravery stacking.
* '''High Bravery Damage''' - Despite low base ATK, charged One Inch Punch and EX Mode combos hurt, particularly if Prishe gets a guard break.
|cons=
|cons=
* '''Mediocre HP attacks''' - Compared to her braveries, HP attacks have poor tracking and coverage.
* '''Low Base DEF''' - If Prishe gets hit, it will hurt a lot
* '''Three Slot Dilemma''' - Her competitive loadouts are strong, but she cannot have full coverage with them.
* '''EX Revenge Checkmates''' - Prishe's 1-hit HP attacks are situational at best (Nullifying Dropkick on ground, max range Banishga midair), so she relies on movement and assist to resolve these situations.
* '''Relies on {{keyword|Dodge Cancels|dc=1}}''' - More of a weakness at high level, but this limits her maximum mixup potential and punishes relentless {{keyword|whiffs|whiff=1}} in EX Core races.
}}
}}
= Overview =


= Bravery Attacks =
= Bravery Attacks =
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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
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|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.''
 


|-|Howling Fist (One)=
|-|Howling Fist (One)=
Can be chained into another bravery.
Can be chained into another bravery.


When used as a finisher (Two), the required charge time is considerably shorter.
{{AbilityInfo2
 
|ver1=Normal
{{AbilityInfoUltimecia
|damage1='''10''' (1 x 3, 7)
|damage1=1 x 3, 7 (10)
|startup1=17F
|startup1=17F
|type1=Physical
|type1=Physical
|priority1=Melee Low
|priority1=Melee Low
|ex1=15 (One) / 60 (Two)
|ex1=15
|effect1=-
|effect1=-
|cp1=20 (10)
|cancels1=Dodge
|damage2=1 x 13, 7 (20)
|asthit1=
|gametext=[Mid] Charge at opponent with fists. <br>Charge to increase its strength.
|level=25
|ap=150
|cp=20 (10)
|ver2=Charged
|damage2='''20''' (1 x 13, 7)
|startup2=32F (charge), 2F (release)
|startup2=32F (charge), 2F (release)
|type2=Physical
|type2=Physical
|priority2=Melee Mid
|priority2=Melee Mid
|ex2=15 (One)
|ex2=15
|effect2=-
|effect2=-
|cp2=-
|cancels2=Dodge
|asthit2=
}}
}}
''[Mid] Charge at opponent with fists. Charge to increase its strength.''


|-|Dragon Kick (One)=
|-|Dragon Kick (One)=
{{AbilityInfoUltimecia
 
|damage1=15
{{AbilityInfo2
|ver1=Normal
|damage1='''15'''
|startup1=17F
|startup1=17F
|type1=Physical
|type1=Physical
|priority1=Melee Low
|priority1=Melee Low
|ex1=15 (One)
|ex1=15
|effect1=-
|effect1=-
|cp1=20 (10)
|cancels1=Dodge
|damage2=15, 10 (25)
|asthit1=
|gametext=[Mid] Use a leg sweep. <br>Charge for additional hit.
|level=19
|ap=150
|cp=20 (10)
|ver2=Charged
|damage2='''25''' (15, 10)
|startup2=26F (charge), 10F (release)
|startup2=26F (charge), 10F (release)
|type2=Physical
|type2=Physical
|priority2=Melee Low (kick), Ranged Mid (projectile)
|priority2=Melee Low (kick), Ranged Mid (projectile)
|ex2=15 (One)
|ex2=15
|effect2=Chase
|effect2=-
|cp2=-
|cancels2=Dodge
|asthit2=
}}
}}
''[Mid] Use a leg sweep. Charge for additional hit.''


|-|Shoulder Tackle (One)=
|-|Shoulder Tackle (One)=
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|-|One Inch Punch (One)=
|-|One Inch Punch (One)=
{{AbilityInfoUltimecia
 
|damage1=2, 1 x 3, 2 (7)
{{AbilityInfo2
|ver1=Normal
|damage1='''7''' (2, 1 x 3, 2)
|startup1=13F
|startup1=13F
|type1=Physical
|type1=Physical
|priority1=Melee Low
|priority1=Melee Low
|ex1=15 (One)
|ex1=15
|effect1=-
|effect1=-
|cp1=20 (10)
|cancels1=Dodge
|damage2=2 x 14, 7 (35)
|asthit1=
|gametext=[Close] Pummel energy shards into foe. <br>Charge to increase strength.
|level=33
|ap=150
|cp=20 (10)
|ver2=Charged
|damage2='''35''' (2 x 14, 7)
|startup2=32F (charge), 4F (release)
|startup2=32F (charge), 4F (release)
|type2=Physical
|type2=Physical
|priority2=Melee High
|priority2=Melee High
|ex2=15 (One)
|ex2=15
|effect2=-
|effect2=-
|cp2=-
|cancels2=Dodge
|asthit2=
}}
}}
''[Close] Pummel energy shards into foe. Charge to increase strength.''


|-|Holy=
|-|Holy=
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|effect=Chase
|effect=Chase
|cp=10 (5)
|cp=10 (5)
|level=1
|ap=150
}}
}}
''Branching from _ (One) [Combo] Three-punch combo.''
''Branching from _ (One) [Combo] Three-punch combo.''
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When (Two) is used as a finisher, the required charge time is considerably shorter.
When (Two) is used as a finisher, the required charge time is considerably shorter.


{{AbilityInfoUltimecia
{{AbilityInfo2
|damage1=1 x 3, 7 (10)
|ver1=Normal
|damage1='''10''' (1 x 3, 7)
|startup1=17F
|startup1=17F
|type1=Physical
|type1=Physical
|priority1=Melee Low
|priority1=Melee Low
|ex1=60 (Two)
|ex1=60
|effect1=Chase
|effect1=Chase
|cp1=20 (10)
|cancels1=Dodge
|damage2=1 x 13, 7 (20)
|asthit1=
|gametext=Branching from _ (One) <br>[Combo] Charge foe with fists.
|level=19
|ap=150
|cp=10 (5)
|ver2=Charged
|damage2='''20''' (1 x 13, 7)
|startup2=32F (charge), 2F (release)
|startup2=32F (charge), 2F (release)
|type2=Physical
|type2=Physical
|priority2=Melee Mid
|priority2=Melee Mid
|ex2=0 (Two)
|ex2=0
|effect2=Wall Rush
|effect2=Wall Rush
|cp2=-
|cancels2=Dodge
|asthit2=
}}
}}
''Branching from _ (One) [Combo] Charge foe with fists.''


|-|Dragon Kick (Two)=
|-|Dragon Kick (Two)=
{{AbilityInfoUltimecia
 
|damage1=15
{{AbilityInfo2
|ver1=Normal
|damage1='''15'''
|startup1=17F
|startup1=17F
|type1=Physical
|type1=Physical
|priority1=Melee Low
|priority1=Melee Low
|ex1=60 (Two)
|ex1=60
|effect1=Chase
|effect1=Chase
|cp1=20 (10)
|cancels1=Dodge
|damage2=15, 10 (25)
|asthit1=
|gametext=Branching from _ (One) <br>[Combo] Use a leg sweep.
|level=25
|ap=150
|cp=10 (5)
|ver2=Charged
|damage2='''25''' (15, 10)
|startup2=26F (charge), 10F (release)
|startup2=26F (charge), 10F (release)
|type2=Physical
|type2=Physical
|priority2=Melee Low (kick), Ranged Mid (projectile)
|priority2=Melee Low (kick), Ranged Mid (projectile)
|ex2=75 (Two)
|ex2=75
|effect2=Chase
|effect2=Chase
|cp2=-
|cancels2=Dodge
|asthit2=
}}
}}
''Branching from _ (One) [Combo] Use a leg sweep.''


|-|Shoulder Tackle (Two)=
|-|Shoulder Tackle (Two)=
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|ex=0 (Two)
|ex=0 (Two)
|effect=Wall Rush
|effect=Wall Rush
|cp=20 (10)
|cp=10 (5)
|level=29
|ap=150
}}
}}
''Branching from _ (One) [Combo] Attack with body slam.''
''Branching from _ (One) [Combo] Attack with body slam.''
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|ex=0 (Two)
|ex=0 (Two)
|effect=Wall Rush
|effect=Wall Rush
|cp=20 (10)
|cp=10 (5)
|level=4
|ap=150
}}
}}
''Branching from _ (One) [Combo] Strike w/backhand blow.''
''Branching from _ (One) [Combo] Strike w/backhand blow.''
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|ex=0 (Two)
|ex=0 (Two)
|effect=Wall Rush
|effect=Wall Rush
|cp=20 (10)
|cp=10 (5)
|ap=150
|level=1
}}
}}
''Branching from _ (One) [Combo] Upward lunge attack.''
''Branching from _ (One) [Combo] Upward lunge attack.''
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|ex=72 (Two)
|ex=72 (Two)
|effect=Chase
|effect=Chase
|cp=20 (10)
|cp=10 (5)
|ap=150
|level=22
}}
}}
''Branching from _ (One) [Combo] Five-punch combo.''
''Branching from _ (One) [Combo] Five-punch combo.''
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When used as a (Two) finisher, the required charge time is considerably shorter. The exact timing is undocumented.
When used as a (Two) finisher, the required charge time is considerably shorter. The exact timing is undocumented.


{{AbilityInfoUltimecia
{{AbilityInfo2
|damage1=2, 1 x 3, 2 (7)
|ver1=Normal
|damage1='''7''' (2, 1 x 3, 2)
|startup1=13F
|startup1=13F
|type1=Physical
|type1=Physical
|priority1=Melee Low
|priority1=Melee Low
|ex1=0 (Two)
|ex1=0
|effect1=Wall Rush
|effect1=Wall Rush
|cp1=20 (10)
|cancels1=Dodge
|damage2=2 x 14, 7 (35)
|asthit1=
|gametext=Branching from _ (One) <br>[Combo] Beat w/energy shards.
|level=33
|ap=150
|cp=10 (5)
|ver2=Charged
|damage2='''35''' (2 x 14, 7)
|startup2=32F (charge), 4F (release)
|startup2=32F (charge), 4F (release)
|type2=Physical
|type2=Physical
|priority2=Melee High
|priority2=Melee High
|ex2=0 (Two)
|ex2=0
|effect2=Wall Rush
|effect2=Wall Rush
|cp2=-
|cancels2=Dodge
|asthit2=
}}
}}
''Branching from _ (One) [Combo] Beat w/energy shards.''


</tabber>
</tabber>
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}}
}}


= Prishe's mechanics (Skillchain) =
= Unique Mechanics: Skillchain =
{|class="wikitable"
{|class="wikitable"
|-
|-
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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.
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.


Skillchains usually provide less reward on hit compared to other chains with no distinct utility of their own. Since Prishe can only assign one bravery attack chain per bravery slot, Skillchains compete with other well known chains such as Raging Fists > Dragon Kick, Raging Fists > Raging Fists and One Inch Punch > One Inch Punch. One Inch Punch and Dragon Kick synergize well with other starters and assists for plenty of EX Force, damage or wall rush without ever activating a Skillchain. As a result, this mechanic is not commonly seen in competitive play or known to be essential for high level Prishe gameplay.
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).


= Combos =
= Combos =
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== Prishe Assist Overview ==
== 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
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.


=== Howling Fist ===
=== Howling Fist ===
Combo: Howling Fist (One) > Raging Fists (Two)
'''Combo:''' Howling Fist (One) > Raging Fists (Two)


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.
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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=== Backhand Blow ===
=== Backhand Blow ===
Combo: Backhand Blow (One) > Shoulder Tackle (Two)
'''Combo:''' Backhand Blow (One) > Shoulder Tackle (Two)


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. However, it can work as a 1-bar checkmate against high priority blocks such as '''[[Jecht_(Dissidia_012)#Jecht_Block_(midair)-2|Jecht Block]]''' thanks to its high priority and tracking during startup.
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]]'''.


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.
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.

Latest revision as of 11:12, 26 February 2026


Prishe
General Starter Guide Combos Strategy Frame Data
Matchups Builds Match Videos Gallery Resources




Info
Name Prishe (プリッシュ)
Original game Final Fantasy XI
Base ATK (LV100) 109 (Low)
Base DEF (LV100) 110 (Low)
Run Speed 5 (Normal, Above Average), 2 (EX Mode, Fast)
Dash Speed 73 (Normal, Fast), 69 (EX Mode, Very Fast)
Fall Speed 75 (Normal, Above Average), 71 (EX Mode, Fast)
Fall Speed Ratio After Dodge 21 (Normal, Very Fast), 14 (EX Mode, Very Fast)
Fastest BRV 11F (Combo One)
Fastest HP 43F (Asuran Fists, Auroral Uppercut)
1-Hit HP Yes (Nullifying Dropkick, Banishga max range)
HP Links No
Command Block No
Weapon Thrown Weapons, Grappling Weapons, Instruments,
Poles, Parrying Weapons
Armor Bangles, Gauntlets, Hats, Hairpins, Headbands,
Clothing, Light Armor, Chestplates
Exclusive weapons Koenigs Knuckles, Spharai, Glanzfaust
Unlock
Alignment Cosmos
Voice Actor (JP) Aya Hirano
Voice Actor (ENG) Julie Nathanson


Overview

Prishe is a fast close-range fighter with a variety of melee braveries that can chain into each other. When certain braveries are equipped, they create a "Skillchain" reaction for extra bravery damage.

Prishe is known for her risk-averse defensive play in close quarters. Raging Fists and One-Inch Punch are the standouts here: Fast startup, short recovery and rewarding on hit. Threaten the opponent with delayable advancing strikes, charge One-Inch Punch to crush blocks and dodge out of the way if they miss. Her air dodges are difficult to punish due to her fast fall speed. Also, Prishe's dash speed is among the fastest, which helps her chase down opponents and EX Cores when necessary. Fast, safe and hard to hit, Prishe is a textbook example of effective "hit and run" in Dissidia 012. Patience is rewarded greatly, as Prishe is very capable of playing the war of attrition.

Prishe’s builds usually focus on EX and bravery damage. Adamant Chains accentuates her safe air dodges even further. Side by Side accessory_special.png is not recommended due to her average HP attacks and lack of solo HP combos.

Her weaknesses are more nuanced; While braveries are difficult to punish, she cannot cancel them into blocks or other attacks. This limits her maximum potential for defensive mind games, though it’s already effective. Most of her attacks have lackluster vertical tracking and suffer against long active disjoints (e.g. The Emperor Thunder Crest, Sephiroth Godspeed). Her 1-hit HPs are also situational in EX Revenge checkmate situations. And lastly, Prishe suffers from a bravery slot dilemma similar to Vaan due to the abundance of viable combo chains.

In competitive play, Prishe has been frequently ranked as one of the strongest characters in the game. Her strategy is consistent and relatively easy to execute in most matchups, making her a notable choice for blind picks. She provides steady gameplay to aspiring competitors even if she is not at clear advantage.

Strengths Weaknesses
  • Mobility - High dash speed makes Prishe strong in offense and EX Core races. She falls fast after air dodges, which makes it much safer to dodge on average.
  • Turtling - Prishe has fast braveries with short recovery and strong mixup potential thanks to fully charged high priority One Inch Punch. Prishe can fight with little risk, which makes her difficult to hit.
  • Safe and Reliable - Prishe's defense and synergy with Aerith assist lets her play the long game with EX gauge and bravery stacking.
  • High Bravery Damage - Despite low base ATK, charged One Inch Punch and EX Mode combos hurt, particularly if Prishe gets a guard break.
  • Mediocre HP attacks - Compared to her braveries, HP attacks have poor tracking and coverage.
  • Low Base DEF - If Prishe gets hit, it will hurt a lot
  • Three Slot Dilemma - Her competitive loadouts are strong, but she cannot have full coverage with them.
  • EX Revenge Checkmates - Prishe's 1-hit HP attacks are situational at best (Nullifying Dropkick on ground, max range Banishga midair), so she relies on movement and assist to resolve these situations.
  • Relies on Dodge Cancels - More of a weakness at high level, but this limits her maximum mixup potential and punishes relentless whiffs in EX Core races.


Bravery Attacks

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.

The list of followups remain the same for every bravery attack starter and thus, will be listed separately.

Ground

Can be chained into another bravery.

If your attack starts with Combo, the finisher will yield about 10 % more EX force.

Base Damage 2, 2, 4 (8)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 39 (One)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Close] Quick three-punch combo. Generates extra EX Force. Can combo without hitting. Unlocked at
level
Mastered at
AP

Can be chained into another bravery.

Normal Charged
Base Damage 10 (1 x 3, 7) 20 (1 x 13, 7)
Startup Frame 17F 32F (charge), 2F (release)
Damage Type Physical Physical
Priority Melee Low Melee Mid
EX Force 15 15
Effects - -
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Charge at opponent with fists.
Charge to increase its strength.
Unlocked at
level 25
Mastered at
150 AP

Normal Charged
Base Damage 15 25 (15, 10)
Startup Frame 17F 26F (charge), 10F (release)
Damage Type Physical Physical
Priority Melee Low Melee Low (kick), Ranged Mid (projectile)
EX Force 15 15
Effects - -
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Mid] Use a leg sweep.
Charge for additional hit.
Unlocked at
level 19
Mastered at
150 AP

Base Damage 12
Startup Frame 45F
Damage Type Physical
Priority Melee Low
EX Force 15 (One)
Effects Dodge
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Dodge] Backflip then charge at foe. Evade foe's attack on start.

Base Damage 10
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 15
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire high-speed pearls of light at opponent.

Aerial

Base Damage 18
Startup Frame 29F
Damage Type Physical
Priority Melee High
EX Force 15 (One)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Strike down with a backhand blow. Useful for attacking from above.

Base Damage 1 x 4, 11 (15)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 15 (One)
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Lunge upwards with fists. Great for attacking from below.

Base Damage 2 x 4, 7 (15)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 15 (One)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Five-punch combo. Can combo without hitting.

Normal Charged
Base Damage 7 (2, 1 x 3, 2) 35 (2 x 14, 7)
Startup Frame 13F 32F (charge), 4F (release)
Damage Type Physical Physical
Priority Melee Low Melee High
EX Force 15 15
Effects - -
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 20 (10)
[Close] Pummel energy shards into foe.
Charge to increase strength.
Unlocked at
level 33
Mastered at
150 AP

Base Damage 10
Startup Frame 19F
Damage Type Magical
Priority Ranged Low
EX Force 15
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire pearls of light. Slow speed, strong homing.

Followups

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.

Base Damage 2, 2, 4 (8)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 75 (Two)
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 1
Mastered at
150 AP


Branching from _ (One) [Combo] Three-punch combo.

When (Two) is used as a finisher, the required charge time is considerably shorter.

Normal Charged
Base Damage 10 (1 x 3, 7) 20 (1 x 13, 7)
Startup Frame 17F 32F (charge), 2F (release)
Damage Type Physical Physical
Priority Melee Low Melee Mid
EX Force 60 0
Effects Chase Wall Rush
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 10 (5)
Branching from _ (One)
[Combo] Charge foe with fists.
Unlocked at
level 19
Mastered at
150 AP

Normal Charged
Base Damage 15 25 (15, 10)
Startup Frame 17F 26F (charge), 10F (release)
Damage Type Physical Physical
Priority Melee Low Melee Low (kick), Ranged Mid (projectile)
EX Force 60 75
Effects Chase Chase
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 10 (5)
Branching from _ (One)
[Combo] Use a leg sweep.
Unlocked at
level 25
Mastered at
150 AP

Base Damage 12
Startup Frame 45F
Damage Type Physical
Priority Melee Low
EX Force 0 (Two)
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 29
Mastered at
150 AP


Branching from _ (One) [Combo] Attack with body slam.

Base Damage 18
Startup Frame 29F
Damage Type Physical
Priority Melee High
EX Force 0 (Two)
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 4
Mastered at
150 AP


Branching from _ (One) [Combo] Strike w/backhand blow.

Base Damage 1 x 4, 11 (15)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 0 (Two)
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 1
Mastered at
150 AP


Branching from _ (One) [Combo] Upward lunge attack.

Base Damage 2 x 4, 7 (15)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 72 (Two)
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level 22
Mastered at
150 AP


Branching from _ (One) [Combo] Five-punch combo.

When used as a (Two) finisher, the required charge time is considerably shorter. The exact timing is undocumented.

Normal Charged
Base Damage 7 (2, 1 x 3, 2) 35 (2 x 14, 7)
Startup Frame 13F 32F (charge), 4F (release)
Damage Type Physical Physical
Priority Melee Low Melee High
EX Force 0 0
Effects Wall Rush Wall Rush
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 10 (5)
Branching from _ (One)
[Combo] Beat w/energy shards.
Unlocked at
level 33
Mastered at
150 AP

HP Attacks

Ground

Base Damage 3 x 7 (21)
Startup Frame 43F
Damage Type Physical
Priority Melee High
EX Force 15
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Quickly charge and pummel foe. Good vs any height.

Base Damage -
Startup Frame 49F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 40 (20)
Unlocked at
level
Mastered at
AP


[Mid] Hit foe with charging dropkick. Slow start, good range.

Aerial

Base Damage 2 x 5 (10)
Startup Frame 43F
Damage Type Physical
Priority Melee High
EX Force 15
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Rise] Quick upward punch. Great for attacking from below.

Base Damage 2 x 5 (10)
Startup Frame 47F
Damage Type Physical
Priority Ranged High
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 40 (20)
Unlocked at
level
Mastered at
AP


[Mid] Emit shockwave of light. Effective horizontal attack.

EX Mode: Two-Hour Ability!

Effects:

  • Regen
  • Critical Boost
  • Hundred Fists

Hundred Fists

[Always active while in EX Mode] Chains up to three weapon skills and increases movement speed.

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.

Damage multiplier (initial) Damage multiplier (rest) Type
3 x 5, 5 (20) 12 x 5, 20 (80) (100 total) ??


Unique Mechanics: Skillchain

Damage multiplier Type EX Force
5 Physical 0


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 Mode activations.

Skillchains only activate with physical bravery attack chains. Banish, Holy and HP attacks will not activate a Skillchain.

The following table lists all viable combinations for a Skillchain.

Skillchain Starter Finisher
Compression Howling Fist One Inch Punch
Detonation Combo
Howling Fist
One Inch Punch
Raging Fists
Shoulder Tackle
Spinning Attack
Backhand Blow
Fusion Spinning Attack Combo
Howling Fist
Raging Fists
Shoulder Tackle
Spinning Attack
Gravitation Backhand Blow One Inch Punch
Impaction Shoulder Tackle Combo
Howling Fist
Raging Fists
Shoulder Tackle
Spinning Attack
Liquefaction Combo
Howling Fist
Raging Fists
Spinning Attack
Reverberation Howling Fist Shoulder Tackle
Transfixion One Inch Punch Howling Fist

Backhand Blow finishers are great for setting up Kuja 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.

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).

Combos

Solo

Assist

Builds

Builds here.

Stats
HP 9972
CP 450
BRV 917
ATK 178
DEF 183
LUK 60
Max Booster x1.3
Special Effect: Adamant Chains
Equipment
Assist Aerith
Weapon ddff-icon-equip-weapon.png Cleaver
Hand ddff-icon-equip-hand.png Adamant Shield (CP Glitch)
Head ddff-icon-equip-head.png Adamant Helm (CP Glitch)
Body ddff-icon-equip-body.png Adamant Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_special.png White Drop
Accessory 7 accessory_special.png White Drop
Accessory 8 accessory_special.png White Drop
Accessory 9 accessory_special.png White Gem
Accessory 10 accessory_special.png Glutton
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.



Damage, ex absorption and adamant chains for safer air dodges.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Assist

Prishe Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Howling Fists 17F Ground Opponent 1 x 3, 7, 2 x 4, 7 (25) Chase
BRV Backhand Blow 29F Air Opponent 18, 12 (30) Wall Rush
HP Nullifying Dropkick 49F Ground Opponent - Wall Rush
HP Auroral Uppercut 43F Air Opponent 2 x 5 (10) Wall Rush


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 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.

Howling Fist

Combo: Howling Fist (One) > Raging Fists (Two)

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 HP linkers who can wall rush on the floor like Cloud and Jecht have no problem following up.

The total bravery damage is rather low, but it is better than nothing.

Backhand Blow

Combo: Backhand Blow (One) > Shoulder Tackle (Two)

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 Block.

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

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.

Assists

Prishe works well with Kuja and Aerith assists.

References


Navigation


Wiki Roadmap (012 Prishe)

Please edit this page's roadmap template when relevant additions and changes are made.

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Page Completed In progress To-do Score
General Add skillchains. 1 / 5 / 86
Pros / Cons Pros and cons. 0 / 5 / ?
Overview / Character Data Overview 0 / 5 / 2
Bravery Attacks Ability info overviews and images. 1 / 5 / 5
HP Attacks Ability info overviews and images. 1 / 5 / 5
EX Mode Basic info Add overview 1 / 5 / 3
Combos Add solo and assist combos with video examples. 0 / 5 / 7
Builds 1 build. Add more builds with overviews as seen on Tifa's page. 1 / 5 / 10
Assist Assist data Common viable assists with overviews. 1 / 5 / 3
Matchups Matchup analysis and tips. 0 / 5 / 32
Frame Data / 1
Starter Guide Concise pvp guide with core concepts and essentials. 0 / 5 / 8
Strategy Strategies and counterplays. 0 / 5 / 10