EX (Dissidia 012) and Dodge (Dissidia 012): Difference between pages

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EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).
Dodge is a gameplay mechanic in Dissidia 012.


= Overview =
= Overview =


When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.
Dodge is one of the game's defensive options that is used to evade against incoming attacks. After equipping the two basic abilities, players can perform a burst of movement by pressing R + X  that has 20 frames of invincibility (at 60 FPS).


A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.
Ground dodge has a few different versions depending on the directional input, while air dodge functions identically regardless of input. However, air dodge can move the character in a variety of different directions.


Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like [[Assist_(Dissidia_012|'''the assist mechanic''']], this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.
Dodging is a crucial defensive technique in competitive play, as it allows characters to make attacks safer to use, create openings against the opponent's attacks, generate assist meter more quickly and otherwise survive dire situations. Many attacks can be cancelled into a dodge earlier than other actions, making it one of the most accessible defensive mechanics in the game. And because of the invincibility provided by other abilities, it is also one of the most powerful defensive mechanics overall.


A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. [[Gabranth_(Dissidia_012)|'''Gabranth''']] revolves entirely around the EX mechanic, while characters such as [[Cloud_Strife_(Dissidia_012)|'''Cloud''']], [[Lightning_(Dissidia_012)|'''Lightning''']] and [[Garland_(Dissidia_012)|'''Garland''']] are known to work well with the EX meter economy.
Being able to facilitate favorable situations both with dodges and against them can greatly influence a character's ability to compete. [[Movement_Speed_Ranking_(Dissidia_012)#Fall_Speed_Ratio_After_a_Dodge|'''Fall speed after a dodge''']] directly impacts air dodges' safety, while the safety of acting out of a dodge is impacted by characters' individual repertoire.


In ''Dissidia 012'', EX is designed to be antithesis to the game's [https://dissidia.wiki/Assist_(Dissidia_012)]'''Assist'''] mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.
Concepts such as dodge punishment and variable dodge timing become important at higher levels of play and the defensive [[Blodge|'''blodge''']] technique combines both dodging and blocking for even stronger defensive play.


== Situations where can be EX gained ==
{| class="wikitable"
* Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
|-
* Being near EX Force the opponent generated with their previous attack(s)
! Ability !! CP (Mastered) !! AP || Description
* Being near EX Force while attacking or taking damage (special accessories only)
|-
* Touching an EX core
|Ground Evasion || 10 (5) || 50 || On the ground, push R + X to dodge opponent's attack.
* Use [[Gabranth_(Dissidia_012)|'''Gabranth''']]'s EX Charge attack
|-
* Getting hit by Gilgamesh assist who uses Excalipoor swords
|Midair Evasion || 10 (5) || 50 || In the air, push R + X to dodge opponent's attack.
* Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
|}
* Activating the [https://dissidia.wiki/Abilities_(Dissidia_012)#Extra_Abilities-0]'''EXP to EX extra ability''']


== Situations where EX will not be gained ==
== Ground Dodge (Neutral / Backward) ==
* Player character is too far from the EX spheres for the EX intake range to function
{|class="wikitable"
* Player character is in an attack animation or taking damage (circumvented with special accessories)
! Invincibility !! Attack<br>cancelable !! Total duration
* Player character has Force to Courage or [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side_(%E3%82%B9%E3%82%BF%E3%83%B3%E3%83%89%E3%83%90%E3%82%A4%E3%83%9F%E3%83%BC)|'''Side by Side'''] special accessory currently equipped
|-
* Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipent dependent)
|1~20F || 29F || 56F
* Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge
|}


== EX related abilities ==
== Ground Dodge (Side) ==
{|class="wikitable"
! Invincibility !! Attack<br>cancelable !! Total duration
|-
|1~20F || 43F || 56F
|}


== EX related accessories ==
== Ground Dodge (Forward) ==
{|class="wikitable"
! Invincibility !! Attack <br>cancelable !! Dodge / block <br>cancelable !! Total duration
|-
|1~20F || 41F || 57F || 78F
|}


== EX related equipment ==
== Air Dodge ==


= EX related equipment set bonuses ==
{|class="wikitable"
! Invincibility !! Attack<br>cancelable !! Total duration
|-
|1~20F || 29F || 56F
|}


== Ground / Midair Evasion Boost ==


== EX Break ==
{| class="wikitable"
Introduced in ''Dissidia 012''.
|-
! Ability !! CP (Mastered) !! AP || Description
|-
| Ground Evasion Boost || 20 (10) || 100 || Increase movement distance for ground evasion.<br>Must enable Ground Evasion.
|-
| Midair Evasion Boost || 20 (10) || 100 || Increase movement distance for midair evasion.<br>Must enable Midair Evasion.
|}


== EX Burst ==
[[Abilities_(Dissidia_012)#Basic_Abilities-0|'''Basic ability.''']]


== EX Core ==
Increases dodge distance by 2m. Both ground and midair boosts are staple picks as the increased movement helps evading attacks more consistently regardless of remaining invincibility.
During a fight, EX cores appear somewhere on the field. This provides a flat 150 EX and will attract any remaining EX floating on the field towards it, further increasing the amount of EX gained when touching it. This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.


== EX Intake Range ==
However, equipping ground evasion boost is not as important in air oriented match-ups where dodging on the ground may not happen often.


== Evasion Boost ==


== EX Mode ==
{| class="wikitable"
|-
! CP (Mastered) !! AP || Description
|-
|20 (10) || 100 || Increase duration of invincibility after evasion.
|}


== EX Revenge ==
[[Abilities_(Dissidia_012)#Basic_Abilities-0|'''Basic ability.''']]
Introduced in ''Dissidia 012''.
 
Evasion Boost doubles the invincibility time of all dodges from 20 frames to 40 frames.
 
The generous invincibility provided by this ability has had rippling effects in competitive play. Dodges have a much smaller window for any guaranteed punishment, bolstering defense for many characters while also restricting options for the attacker.
 
For one, this enables gapless defense for characters with defensive attacks such as {{012exd}}, {{012seph}} and {{012jec}} when cancelled out of a neutral ground dodge or any air dodge. And HP attacks that can punish air dodges such as {{012lag}}'s Ragnarok Blade now struggle to connect at all and presents a bigger risk to the user.
 
Because of Evasion Boost, dodge punishment is more difficult and risky across the board, but defending against attacks with strong tracking or projectiles also becomes a lot more reliable.
 
That is not to say dodging is entirely safe, far from it. However, much of Dissidia 012's established defensive gameplay can be attributed to the nature of dodge and the invincibility granted by this ability. Unfortunately, enforcing a ban on Evasion Boost can negatively impact tournament logistics - This is not an ability that that can be viewed in equipment briefing prior to a fight and the in-game battle information does not notify either player about it. As such, monitoring the use of this ability can be time consuming.
 
Evasion Boost remains a part of Dissidia 012's competitive play, but recent years have also had players engage in fights with mutual agreement of not using it.
 
= Precision Evasion =
{|class="wikitable"
! CP (Mastered) !! AP !! Description
|-
|90 (45) || 200 || Evasions are more effective when well-timed.
|}
 
If an attack is dodged within the first 4 frames of the dodge, this [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''extra ability''']] extends invincibility to the end of a dodge.
 
This means any character can act out of a dodge without a gap of vulnerability dodges usually have. Another dodge can be performed and it will be invincible, though it cannot trigger another Precision Evasion this way. Regular blocks are technically possible as well, but a more common application of guarding is seen with characters who possess an attack with frame 1 block properties. {{012wol}}'s Shield of Light, {{012cod}}'s [Wrath] Particle Beam and {{012jec}}'s Jecht Block all take advantage of this well.
 
= Dodge punishment =

Revision as of 04:58, 14 January 2024

Dodge is a gameplay mechanic in Dissidia 012.

Overview

Dodge is one of the game's defensive options that is used to evade against incoming attacks. After equipping the two basic abilities, players can perform a burst of movement by pressing R + X that has 20 frames of invincibility (at 60 FPS).

Ground dodge has a few different versions depending on the directional input, while air dodge functions identically regardless of input. However, air dodge can move the character in a variety of different directions.

Dodging is a crucial defensive technique in competitive play, as it allows characters to make attacks safer to use, create openings against the opponent's attacks, generate assist meter more quickly and otherwise survive dire situations. Many attacks can be cancelled into a dodge earlier than other actions, making it one of the most accessible defensive mechanics in the game. And because of the invincibility provided by other abilities, it is also one of the most powerful defensive mechanics overall.

Being able to facilitate favorable situations both with dodges and against them can greatly influence a character's ability to compete. Fall speed after a dodge directly impacts air dodges' safety, while the safety of acting out of a dodge is impacted by characters' individual repertoire.

Concepts such as dodge punishment and variable dodge timing become important at higher levels of play and the defensive blodge technique combines both dodging and blocking for even stronger defensive play.

Ability CP (Mastered) AP Description
Ground Evasion 10 (5) 50 On the ground, push R + X to dodge opponent's attack.
Midair Evasion 10 (5) 50 In the air, push R + X to dodge opponent's attack.

Ground Dodge (Neutral / Backward)

Invincibility Attack
cancelable
Total duration
1~20F 29F 56F

Ground Dodge (Side)

Invincibility Attack
cancelable
Total duration
1~20F 43F 56F

Ground Dodge (Forward)

Invincibility Attack
cancelable
Dodge / block
cancelable
Total duration
1~20F 41F 57F 78F

Air Dodge

Invincibility Attack
cancelable
Total duration
1~20F 29F 56F

Ground / Midair Evasion Boost

Ability CP (Mastered) AP Description
Ground Evasion Boost 20 (10) 100 Increase movement distance for ground evasion.
Must enable Ground Evasion.
Midair Evasion Boost 20 (10) 100 Increase movement distance for midair evasion.
Must enable Midair Evasion.

Basic ability.

Increases dodge distance by 2m. Both ground and midair boosts are staple picks as the increased movement helps evading attacks more consistently regardless of remaining invincibility.

However, equipping ground evasion boost is not as important in air oriented match-ups where dodging on the ground may not happen often.

Evasion Boost

CP (Mastered) AP Description
20 (10) 100 Increase duration of invincibility after evasion.

Basic ability.

Evasion Boost doubles the invincibility time of all dodges from 20 frames to 40 frames.

The generous invincibility provided by this ability has had rippling effects in competitive play. Dodges have a much smaller window for any guaranteed punishment, bolstering defense for many characters while also restricting options for the attacker.

For one, this enables gapless defense for characters with defensive attacks such as Exdeath, Sephiroth and Jecht when cancelled out of a neutral ground dodge or any air dodge. And HP attacks that can punish air dodges such as Laguna's Ragnarok Blade now struggle to connect at all and presents a bigger risk to the user.

Because of Evasion Boost, dodge punishment is more difficult and risky across the board, but defending against attacks with strong tracking or projectiles also becomes a lot more reliable.

That is not to say dodging is entirely safe, far from it. However, much of Dissidia 012's established defensive gameplay can be attributed to the nature of dodge and the invincibility granted by this ability. Unfortunately, enforcing a ban on Evasion Boost can negatively impact tournament logistics - This is not an ability that that can be viewed in equipment briefing prior to a fight and the in-game battle information does not notify either player about it. As such, monitoring the use of this ability can be time consuming.

Evasion Boost remains a part of Dissidia 012's competitive play, but recent years have also had players engage in fights with mutual agreement of not using it.

Precision Evasion

CP (Mastered) AP Description
90 (45) 200 Evasions are more effective when well-timed.

If an attack is dodged within the first 4 frames of the dodge, this extra ability extends invincibility to the end of a dodge.

This means any character can act out of a dodge without a gap of vulnerability dodges usually have. Another dodge can be performed and it will be invincible, though it cannot trigger another Precision Evasion this way. Regular blocks are technically possible as well, but a more common application of guarding is seen with characters who possess an attack with frame 1 block properties. Warrior of Light's Shield of Light, Cloud of Darkness's [Wrath] Particle Beam and Jecht's Jecht Block all take advantage of this well.

Dodge punishment