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

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(Changed hp attack ex force generation. Added empty chase. Added ability info for both attacks.)
 
 
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[[Category:Dissidia 012 Final Fantasy]]
Dodge is a gameplay mechanic in Dissidia 012.
Chase is a battle mechanic in ''Dissidia Final Fantasy'' and Dissidia 012 during which players take turns in attacking each other.


= Overview =
= Overview =


Whenever a move with Chase properties connects, the player who performed this attack will have an X button prompt at the center of the screen for a brief period of time. Should the player take this prompt, the player character will initiate a Chase sequence and is then presented with three options to interact with the opponent. The opponent must defend against these options either by dodging at the right time by pressing X or using Recovery Attack.
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).


Dodging during chase generates 15 EX Force.
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.


== Chase Bravery attack ==
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.
{{AbilityInfo
|damage=30
|startup=19F
|type=Magical ({{012bez}} / {{012kef}} / {{012kuja}} / {{012shan}}) / Physical (Others)
|priority=?
|ex=60
|effect=Wall Rush, Chase
|cp=-
}}


'''Bravery attack''' is a single hit attack that will send the opponent back, with the ability to [[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''wall rush''']] if near a wall. The angle of this attack can be altered with the analog stick to send the opponent upwards or downwards whenever this action can be performed, but the start-up speed and wall rush potential remain the same.
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.


If {{012pri}} performs a chase bravery attack with a directional input, the damage type will be magical. If no directional input is done, the damage type will be physical.
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.


The damage multiplier property depends on the character. Shantotto, Golbez, Kefka and Kuja have magic type bravery attacks and thus scale with equipment that boosts magic damage, while everyone else has a physical type bravery attack during Chase. Prishe is an exception, her damage type depends on the input of this attack. Up + Circle or Down + Circle is a magic type and only Circle is a physical type.
{| class="wikitable"
|-
! 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.
|}


Since the bravery chase attack can wall rush, assist followups are possible and any action that is related to Assist or EX meters can be performed after the attack has connected. To many people, this is an unreactable move and trying to evade this can be used to trick them into sustaining an HP attack during Chase instead.
== Ground Dodge (Neutral / Backward) ==
{|class="wikitable"
! Invincibility !! Attack<br>cancelable !! Total duration
|-
|1~20F || 29F || 56F
|}


== Chase HP attack ==
== Ground Dodge (Side) ==
{{AbilityInfo
{|class="wikitable"
|damage=-
! Invincibility !! Attack<br>cancelable !! Total duration
|startup=61F
|-
|type=-
|1~20F || 43F || 56F
|priority=?
|}
|ex=60?
|effect=Wall Rush
|cp=-
}}


'''HP attack''' is also a single hit attack that will greatly send the opponent away from the current position with the ability to wall rush. This attack will only deal HP damage, '''it takes 61 frames to impact'''. As such, waiting to react to this attack is well within the realm of possiblity but the risk of suffering a bravery attack can be very costly depending on the situation of the match.
== Ground Dodge (Forward) ==
{|class="wikitable"
! Invincibility !! Attack <br>cancelable !! Dodge / block <br>cancelable !! Total duration
|-
|1~20F || 41F || 57F || 78F
|}


The reward for landing an HP attack is much higher on average, given it deals inescapable damage that can end the match, deplete assist and / or ex meter as well as generate a lot of assist meter thanks to Side by Side and to a lesser extent, EXP to Assist. The damage potential is also high as a result, with wall rush enabling additional damage via wall rush damage boosts and Assist followups.
== Air Dodge ==


Due to the attack's lengthy windup, it is possible to use it to set up Aerith assist's Seal Evil to connect on an opponent who attempts to dodge the HP attack. This can be considered a checkmate situation in which neither outcome can be beneficial for the opponent.
{|class="wikitable"
! Invincibility !! Attack<br>cancelable !! Total duration
|-
|1~20F || 29F || 56F
|}


Chase HP attack is the only way Gabranth can deal HP damage without EX Mode or Assist.
== Ground / Midair Evasion Boost ==


Both BRV and HP attacks during Chase generate 60 EX Force. However, because a dodge also generates 15 EX Force, a successful HP attack that wins against an early dodge will yield more EX Force in total for the attacker.
{| class="wikitable"
|-
! 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.
|}


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


If no further action is done by the attacker after initiating Chase, the sequence will end. At this moment, the attacker will recover from the dash and their opponent will be considered in a damaged tumbling state.
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.


== 1 Hit Chase ==
However, equipping ground evasion boost is not as important in air oriented match-ups where dodging on the ground may not happen often.
1 hit chase ís a stipulation in modern competitive Dissidia 012 rulesets. The idea is simple: After a player connects with a chase Bravery attack, that player cannot continue chase '''and do another chase attack''', BRV nor HP. This is to avoid competitive gameplay being reduced to frequent chase sequences.


'''Example of an illegal scenario'''
== Evasion Boost ==
* Cloud connects his Double Cut bravery attack and initiates chase
* Cloud performs bravery attack and it connects
* Cloud continues chase
* Cloud performs a bravery attack or HP attack in chase


Example of a legal scenario (one sided interaction):
{| class="wikitable"
* [[Cloud Strife (Dissidia 012)|'''Cloud''']] connects his Double Cut bravery attack and initiates chase
|-
* Cloud performs bravery attack and it connects
! CP (Mastered) !! AP || Description
* Cloud does not continue chase
|-
|20 (10) || 100 || Increase duration of invincibility after evasion.
|}


If Cloud [[Wall Rush (Dissidia 012 Final Fantasy)|'''wall rushed''']] the opponent, the player can call the assist for a combo. If HP attack is performed in chase instead, the chase sequence will automatically end and assists can be used to follow up.
[[Abilities_(Dissidia_012)#Basic_Abilities-0|'''Basic ability.''']]


If a player connects with a chase bravery attack, that player can continue with another chase, but '''must not perform a chase BRV or HP attack'''. Think of this as an empty chase that can be used as a situational combo starter or extender. Since the opponent cannot perform any actions during the time a player dashes towards the opponent in chase, it can be used to extend the first chase bravery attack's knockback and secure a ground wall rush.
Evasion Boost doubles the invincibility time of all dodges from 20 frames to 40 frames.


This rule applies to both players regardless of who initiates chase first. What is important is not following a chase bravery attack with another chase bravery or HP attack in a row.
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