List of Useful Info (Dissidia 012): Difference between revisions

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
= Attack Priority =
== Unblockable ==
{|class="wikitable"
! Character !! Attack
|-
|{{012gar}} || Earthquake (HP, the rocks)
|-
|{{012emp}} || Thunder Crest (BRV) <br>Starfall (HP) <br>Dreary Cell (HP)
|-
|{{012bez}} || Rising Wave (BRV, the 1st wave)
|-
|{{012bartz}} || Goblin Punch (HP, '''[[EX_(Dissidia_012)#EX_Mode|EX mode]]''' only)
|-
|{{012exd}} || Black Hole (BRV) <br>Grand Cross (HP)
|-
|{{012ter}} || Graviga (BRV) <br>Fire (BRV, the explosion) <br>Flood (HP) <br>Ultima (HP)
|-
|{{012kef}} || Hyperdrive (HP)
|-
|{{012lag}} || Sticky Bomb (BRV, the explosion)
|-
|{{012zid}} || Shift Break (HP, the water)
|}
== Special ==
{|class="wikitable"
! Character !! Attack
|-
|{{012emp}} || Dynamite (BRV, when sticked to surface)
|-
|{{012kuja}} || Remote Flare (BRV)
|-
|{{012ulti}} || Knight's Arrow (charged, when static)
|}


= Base ATK / DEF Stats =
= Base ATK / DEF Stats =
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= Command Block =
= Command Block =
These are attacks that can guard. A common trait for them is the guarding happens instantly on frame 1 and lasts for a period of time. They are useful as an emergency measure if the character is going to get hit after dodging. Because these attacks can block, they also work against dashes.


{|class="wikitable"
{|class="wikitable"
|-
|-
|{{012wol}} || Shield of Light (ground & midair)
|{{012wol}} || Shield of Light (HP, ground & midair)
|-
|-
|{{012cod}} || [Wrath] Particle Beam
|{{012cod}} || [Wrath] Particle Beam (HP)
|-
|-
|{{012exd}} || Turn Guard <br>Shell Guard <br>Protect Guard <br>Omni Block <br> Delta Attack
|{{012exd}} || Turn Guard (BRV)<br>Shell Guard (BRV)<br>Protect Guard (BRV)<br>Omni Block (BRV)<br> Delta Attack (HP)
|-
|-
|{{012seph}} || Scintilla (ground & midair)
|{{012seph}} || Scintilla (HP, ground & midair)
|-
|-
|{{012jec}} || Jecht Block
|{{012jec}} || Jecht Block (BRV)
|-
|-
|{{012vaan}} || Sword & Shield (Switch)
|{{012vaan}} || Sword & Shield (BRV, Switch)
|}
|}


= Double Dodges =  
= Double Dodges =  
These are attacks that can be used after a dodge to evade incoming attacks. They are useful as an emergency measure if the character is going to get hit after dodging.
Only Tidus and Vaan have moves with a dodge property as determined by the game. Others use their movement or lack of a '''[https://glossary.infil.net/?t=Hurtbox hurtbox]''' to evade attacks. Their effectiveness may vary, however.


{|class="wikitable"
{|class="wikitable"
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! Character !! Attack
! Character !! Attack
|-
|-
|{{012cod}} || [Feint] Particle Beam
|{{012gar}} || Chain Cast (BRV)
|-
|-
|{{012gil}} || Jump
|{{012cod}} || [Feint] Particle Beam (HP)
|-
|-
|{{012kain}} || Jump
|{{012gil}} || Jump (HP)
|-
|-
|{{012pri}} || Shoulder Tackle (One)
|{{012kain}} || Jump (HP)
|-
|-
|{{012tid}} || Stick & Move <br>Cut & Run <br>Dart & Weave
|{{012pri}} || Shoulder Tackle (BRV, One)
|-
|{{012tid}} || Stick & Move (BRV) <br>Cut & Run (BRV) <br>Dart & Weave (BRV)
|-
|-
|{{012tifa}} || BRV > Feint
|{{012tifa}} || BRV > Feint
|-
|-
|{{012vaan}} || Rifle (Switch)
|{{012vaan}} || Rifle (BRV, Switch)
|}
 
= Safe Empty Chase =
 
When a character initiates '''[[Chase_(Dissidia_012)|chase]]''', they can choose to not attack and end chase early. However, Recovery Attack makes this unsafe as many characters can then strike back with a bravery, punishing an empty chase altogether.
 
Few attacks cause enough '''[https://glossary.infil.net/?t=Hit%20Stun hit stun]''' to make these empty chases safe. In these cases, chase must be usually done as soon as possible.
 
== Safe Empty Chase (Anywhere) ==
 
These attacks work anywhere due to their hit stun. Be sure to chase as soon as the prompt appears.
 
{|class="wikitable"
|-
! Character !! Attack
|-
|{{012gar}} || Twist Drill
|-
|{{012ok}} || Blizzaga (EX only)
|-
|{{012kef}} || Lickety-Split Thundaga <br>Zap-Trap Thundaga (one bolt)
|-
|{{012ter}} || Thundara
|-
|{{012yuna}} || Aerospark (max)
|-
|}
|}
== Safe Empty Chase (Extra Projectile) ==
These attacks can be made safe if an additional projectile on them hits late.
{|class="wikitable"
! Character !! Attack
|-
|{{012fir}} || Magic Arts: Frost
|-
|{{012bartz}} || Holy
|-
|{{012kef}} || Extra-Crispy Firaga
|-
|{{012ulti}} || Knight's Axe (uncharged)
|-
|}
== Safe Empty Chase (Wall Rush) ==
These attacks can be made safe, because they force a ground '''[[Wall_Rush_(Dissidia_012_Final_Fantasy)#Wall_Rush_(Ground)|wall rush]]''' by chasing late. They provide enough '''[https://glossary.infil.net/?t=Frame%20Advantage frame advantage]''' that they can be used as an assist combo starter as well.
{|class="wikitable"
|-
! Character !! Attack
|-
|{{012wol}} || Dayflash (ground)
|-
|{{012cec}} || Sacred Cross
|-
|{{012kain}} || Lance Barrage (down) <br>Celestial Shooter (down)
|-
|{{012pri}} || Howling Fist (Two, uncharged. Slopes only)
|-
|{{012fc}} || Brute Force <br>Splinter <br>Destroy (far from wall)
|}
Only Feral Chaos can empty chase when an aerial wall rush happens.
Technically, more attacks could make empty chases safe by chasing against uneven surface. For example, Jecht's '''[[Jecht_(Dissidia_012)#Ground_(Neutral)-5|Jecht Rush (neutral 2)]]''' causes a wall rush reaction if the opponent delays their air recovery. This form of empty chase is not known to be practical most of the time, because of the required positioning and attacks' knockback angles. Opponents can also recover earlier depending on the move.


= 1-hit HP attacks =
= 1-hit HP attacks =
These are attacks that inflict HP damage the moment they hit. They are important in circumventing '''[[Glossary_(Dissidia_012)#Final_EX_Revenge|EX Revenge checkmates]]''' with EX depletion.
{|class="wikitable"
{|class="wikitable"
|-
|-
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|{{012cec}} || Dark Flame <br>Luminous Shard
|{{012cec}} || Dark Flame <br>Luminous Shard
|-
|-
|{{012bez}} || Jump (lv1) <br>Dragon's Fang (ground & midair)
|{{012kain}} || Jump (lv1) <br>Dragon's Fang (ground & midair)
|-
|-
|{{012bartz}} || Hellfire <br>Dark Flame <br>Ragnarok Blade <br>Luminous Shard
|{{012bartz}} || Hellfire <br>Dark Flame <br>Ragnarok Blade <br>Luminous Shard

Latest revision as of 09:14, 7 April 2025


Attack Priority

Unblockable

Character Attack
Garland Earthquake (HP, the rocks)
The Emperor Thunder Crest (BRV)
Starfall (HP)
Dreary Cell (HP)
Golbez Rising Wave (BRV, the 1st wave)
Bartz Goblin Punch (HP, EX mode only)
Exdeath Black Hole (BRV)
Grand Cross (HP)
Terra Graviga (BRV)
Fire (BRV, the explosion)
Flood (HP)
Ultima (HP)
Kefka Hyperdrive (HP)
Laguna Sticky Bomb (BRV, the explosion)
Zidane Shift Break (HP, the water)

Special

Character Attack
The Emperor Dynamite (BRV, when sticked to surface)
Kuja Remote Flare (BRV)
Ultimecia Knight's Arrow (charged, when static)

Base ATK / DEF Stats


ATK affects how much damage a character can perform with their bravery attacks. DEF affects how much damage is mitigated when a character takes damage from the opponent's attacks.

Refer to the damage formula for details on how the stats influence damage.

Base ATK and DEF stats at level 100
Character ATK DEF
Warrior of Light 110 113 (+10 EX Mode)
Garland 111 112
Firion 111 112
The Emperor 110 112
Onion Knight 107 111
Cloud of Darkness 109 111
Cecil 109 (+2 in DK) 110 (+2 in PLD)
Golbez 110 112
Kain 110 111
Bartz 110 111
Exdeath 110 113
Gilgamesh 111 111
Terra 111 110
Kefka 111 110
Cloud 110 112
Sephiroth 111 111
Tifa 108 111
Squall 109 111
Ultimecia 111 109
Laguna 111 110
Zidane 108 110
Kuja 109 111
Tidus 110 111
Jecht 112 111
Yuna 110 110
Shantotto 112 109
Prishe 109 110
Vaan 109 112
Gabranth 108 (+4 EX Mode) 109 (+3 EX Mode)
Lightning 109 (+1 COM) 111
Feral Chaos 113 (+1 EX Mode) 114 (+1 EX Mode)

Both of these stats are listed on every character's page, along with an arbitrary ranking in ellipses to better illustrate the value of the stats.

ATK
113 Highest
112 Very High
111 High
110 Average
109 Low
108 Very Low
107 Lowest
DEF
114 Highest
113 Very High
112 High
111 Average
110 Low
109 Lowest


Command Block

These are attacks that can guard. A common trait for them is the guarding happens instantly on frame 1 and lasts for a period of time. They are useful as an emergency measure if the character is going to get hit after dodging. Because these attacks can block, they also work against dashes.

Warrior of Light Shield of Light (HP, ground & midair)
Cloud of Darkness [Wrath] Particle Beam (HP)
Exdeath Turn Guard (BRV)
Shell Guard (BRV)
Protect Guard (BRV)
Omni Block (BRV)
Delta Attack (HP)
Sephiroth Scintilla (HP, ground & midair)
Jecht Jecht Block (BRV)
Vaan Sword & Shield (BRV, Switch)

Double Dodges

These are attacks that can be used after a dodge to evade incoming attacks. They are useful as an emergency measure if the character is going to get hit after dodging.

Only Tidus and Vaan have moves with a dodge property as determined by the game. Others use their movement or lack of a hurtbox to evade attacks. Their effectiveness may vary, however.

Character Attack
Garland Chain Cast (BRV)
Cloud of Darkness [Feint] Particle Beam (HP)
Gilgamesh Jump (HP)
Kain Jump (HP)
Prishe Shoulder Tackle (BRV, One)
Tidus Stick & Move (BRV)
Cut & Run (BRV)
Dart & Weave (BRV)
Tifa BRV > Feint
Vaan Rifle (BRV, Switch)

Safe Empty Chase

When a character initiates chase, they can choose to not attack and end chase early. However, Recovery Attack makes this unsafe as many characters can then strike back with a bravery, punishing an empty chase altogether.

Few attacks cause enough hit stun to make these empty chases safe. In these cases, chase must be usually done as soon as possible.

Safe Empty Chase (Anywhere)

These attacks work anywhere due to their hit stun. Be sure to chase as soon as the prompt appears.

Character Attack
Garland Twist Drill
Onion Knight Blizzaga (EX only)
Kefka Lickety-Split Thundaga
Zap-Trap Thundaga (one bolt)
Terra Thundara
Yuna Aerospark (max)

Safe Empty Chase (Extra Projectile)

These attacks can be made safe if an additional projectile on them hits late.

Character Attack
Firion Magic Arts: Frost
Bartz Holy
Kefka Extra-Crispy Firaga
Ultimecia Knight's Axe (uncharged)

Safe Empty Chase (Wall Rush)

These attacks can be made safe, because they force a ground wall rush by chasing late. They provide enough frame advantage that they can be used as an assist combo starter as well.

Character Attack
Warrior of Light Dayflash (ground)
Cecil Sacred Cross
Kain Lance Barrage (down)
Celestial Shooter (down)
Prishe Howling Fist (Two, uncharged. Slopes only)
Feral Chaos Brute Force
Splinter
Destroy (far from wall)

Only Feral Chaos can empty chase when an aerial wall rush happens.

Technically, more attacks could make empty chases safe by chasing against uneven surface. For example, Jecht's Jecht Rush (neutral 2) causes a wall rush reaction if the opponent delays their air recovery. This form of empty chase is not known to be practical most of the time, because of the required positioning and attacks' knockback angles. Opponents can also recover earlier depending on the move.

1-hit HP attacks

These are attacks that inflict HP damage the moment they hit. They are important in circumventing EX Revenge checkmates with EX depletion.

Character Attack
Warrior of Light Shield of Light
Shining Wave
Radiant Sword
Garland Cyclone
Blaze
Firion Straightarrow (ground & midair)
The Emperor Flare (ground & midair)
Onion Knight Firaga
Cloud of Darkness [Wide-Angle] Particle Beam
[Long-Range] Particle Beam
[Feint] Particle Beam
Aura Ball
[Fusillade] Particle Beam
Cecil Dark Flame
Luminous Shard
Kain Jump (lv1)
Dragon's Fang (ground & midair)
Bartz Hellfire
Dark Flame
Ragnarok Blade
Luminous Shard
Exdeath Delta Attack
Almagest
Gilgamesh Rocket Punch
Jump
Missile
Terra Flood
Meltdown
Kefka Havoc Wing
Hyperdrive
Trine
Forsaken Null
Cloud Meteorain (ground & midair)
Sephiroth Black Materia
Heaven's Light
Hell's Gate (not held)
Tifa Burning Arrow
Squall Fated Circle
Aerial Circle
Revolver Drive (not held)
Rough Divide (ground & midair)
Ultimecia Apocalypse
Shockwave Pulsar
Great Attractor
Laguna Ragnarok Blade
Split Laser
Zidane Tidal Flame
Free Energy
Kuja Force Symphony
Jecht Jecht Beam (ground & midair)
Yuna Energy Ray
Hellfire
Prishe Nullifying Dropkick
Banishga (max range)
Vaan Cataclysm (rocks)
Windburst (projectile)
Gabranth Innocence (ground & midair)
Lightning Razor Gale
Crushing Blow
Feral Chaos Via Dolorosa (projectile)
Flagro Maximus

References


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