Chase (Dissidia 012): Difference between revisions

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'''Chase HP''' is a single hit HP attack that sends the opponent back even further than chase bravery. This deals HP damage and its wall rush potential is higher thanks to the significantly longer knockback. Chase HP '''takes 61 frames (~1 sec.) to impact'''. As such, waiting to react to this attack is practical, but the risk of suffering a bravery attack can be very costly depending on the situation.
'''Chase HP''' is a single hit HP attack that sends the opponent back even further than chase bravery. This deals HP damage and its wall rush potential is higher due to the significantly longer knockback. Chase HP '''takes 61 frames (~1 sec.) to impact'''. As such, waiting to react to this attack is practical, but the risk of suffering a bravery attack can be very costly depending on the situation.


The reward for landing an HP attack is much higher on average; It deals inescapable damage that can end a match, depletes assist and / or ex gauge (with appropriate equipment) and generates a lot of assist gauge when Side by Side {{accsp}} and EXP to Assist are equipped. The damage potential is also high as a result, since wall rush deals additional damage and allows Assist follow-ups.
The reward for landing an HP attack is much higher on average; It deals inescapable damage that can end a match, depletes assist and / or ex gauge (with appropriate equipment) and generates a lot of assist gauge when Side by Side {{accsp}} and EXP to Assist are equipped. The damage potential is also high as a result, since wall rush deals additional damage and allows Assist follow-ups.
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== Empty Chase ==
== Empty Chase ==


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.
Empty Chase is when the player does nothing after starting Chase. In this situation, Chase will end, the attacker will recover from the dash and their opponent will be considered in a damaged tumbling state. Because of this, the opponent can use Recovery Attack and hit the attacker before they can move again. This makes empty Chase risky to do by itself, but few characters have moves that make it safer to use, such as {{012gar}}'s Twist Drill and {{012yuna}}'s Aerospark. In these rare cases, empty Chase is good for getting EX and starting assist combos.
 
An empty Chase can also enforce a ground wall rush if the opponent is almost touching the ground. While this is more practical for most characters, it remains situational due characters' moves and positioning requirements.


= 1 Hit Chase =
= 1 Hit Chase =

Latest revision as of 01:33, 10 June 2025


Overview

Chase is a battle mechanic where players take turns in attacking each other. Whenever an attack with Chase property connects, the player can pursue the opponent, and attack with a bravery or an HP attack. The opponent must defend against these options by dodging at the right time by pressing Cross ddff-icon-button-cross.png. If no action is taken, Chase ends almost immediately.

Compared to the original Dissidia Final Fantasy, Chase has been sped up considerably. The chase dash is almost instant and the bravery attack is much faster. This means reacting to both attacks is no longer as practical as it is in the original game.

Chase is known to enforce interaction and promote polarising gameplay in competitive play. Since interactions are reduced to an attack and a dodge, the possibility space during Chase is small. It presents a good risk / reward ratio for the attacker (especially with Side by Side accessory_special.png), and requires two consecutive correct decisions from the defender to resolve it. Doing nothing during chase is usually unsafe for the attacker, so chase will create certain risk for both players regardless of outcome.

Chase is also used to create assist combos that aren't normally possible, of which Aerith assist capitalizes on the most.

Basics

Chase prompt, as seen after Warrior of Light's Dayflash.

The main requirement for initiating chase is simple: Connect an attack with Chase property and press Cross ddff-icon-button-cross.png when the button prompt appears. Only certain attacks can chase, such as Warrior of Light's Dayflash and Cloud's Double Cut.

When chase begins, two attacks can be done: A quick bravery with circle ddff-icon-button-circle.png or a slow HP attack with square ddff-icon-button-square.png. The principle is similiar to the dichotomy of braveries and HPs in general, so use braveries to pressure and then HPs after conditioning opponents to dodge. If bravery hits, the player can chase again and repeat the situation.

In order to evade an attack, dodge by pressing cross ddff-icon-button-cross.png. This must be done before the attack connects, but beware; The HP attack is slower, so the defender must wait before dodging. Once an attack has been evaded, the defender gets their turn to attack.

Chase can be extended with braveries until players end up in banish traps or near walls. Both chase attacks can force a banish trap teleport and Wall Rush. As per wall rush conventions, assist combos and using EX Revenge are possible.

If nothing is done, Chase ends and the defender is considered in a damaged, tumbling state. That gives them an opportunity to retaliate with a recovery attack. This practically punishes most characters for backpedaling on chase, but few characters can make it safe on their own.

The player who initiates chase will absorb all EX Force floating in the stage.

Dodging during chase generates 15 EX Force.

Chase Bravery attack

Base Damage 30
Startup Frame 19F
Damage Type Magical (Golbez, Kefka, Kuja & Shantotto)
Physical (Others)
Priority ?
EX Force 60
Effects Wall Rush, Chase
Cancels Chase
Assist Gain (Hit)
CP (Mastered)
Unlocked at
level
Mastered at
AP


Chase Bravery is a single hit attack that sends the opponent back. It can wall rush if done near a wall. The angle of this attack can be altered with the analog stick ddff-icon-analog.png to send the opponent upwards or downwards, but the start-up speed and wall rush potential remain the same.

The damage type depends on the character. Golbez, Kefka, Kuja and Shantotto have magic type bravery attacks and thus scale with equipment that boosts magic damage. Everyone else has a physical type bravery attack during Chase. Prishe is an exception, her damage type depends on the input of this attack; Circle ddff-icon-button-circle.png is a physical type, while Up + Circle (Up + ddff-icon-button-circle.png) and Down + Circle (Down + ddff-icon-button-circle.png) are magic type.

Since chase bravery can wall rush, assist follow-ups are possible. Any action that is related to assist or EX can be performed after this 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.

Chase HP attack

Base Damage -
Startup Frame 61F
Damage Type -
Priority ?
EX Force 60?
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered)
Unlocked at
level
Mastered at
AP


Chase HP is a single hit HP attack that sends the opponent back even further than chase bravery. This deals HP damage and its wall rush potential is higher due to the significantly longer knockback. Chase HP takes 61 frames (~1 sec.) to impact. As such, waiting to react to this attack is practical, but the risk of suffering a bravery attack can be very costly depending on the situation.

The reward for landing an HP attack is much higher on average; It deals inescapable damage that can end a match, depletes assist and / or ex gauge (with appropriate equipment) and generates a lot of assist gauge when Side by Side accessory_special.png and EXP to Assist are equipped. The damage potential is also high as a result, since wall rush deals additional damage and allows Assist follow-ups.

Due to chase HP's lengthy startup, it is possible to use it to set up Aerith assist's Seal Evil against opponents who dodge it. This can be considered a sort of checkmate situation in which neither outcome can be beneficial for the opponent.

Chase HP is the only way Gabranth can deal HP damage without EX Mode or Assist.

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.

Empty Chase

Empty Chase is when the player does nothing after starting Chase. In this situation, Chase will end, the attacker will recover from the dash and their opponent will be considered in a damaged tumbling state. Because of this, the opponent can use Recovery Attack and hit the attacker before they can move again. This makes empty Chase risky to do by itself, but few characters have moves that make it safer to use, such as Garland's Twist Drill and Yuna's Aerospark. In these rare cases, empty Chase is good for getting EX and starting assist combos.

An empty Chase can also enforce a ground wall rush if the opponent is almost touching the ground. While this is more practical for most characters, it remains situational due characters' moves and positioning requirements.

1 Hit Chase

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.

Examples

Illegal scenario
Cloud initiates chase
Cloud performs bravery attack and it connects
Cloud continues chase
Cloud performs a bravery attack or HP attack in chase
Legal scenario (one sided interaction)
Cloud initiates chase
Cloud performs bravery attack and it connects
Cloud does not continue chase
Legal scenario (both sides interact)
Cloud initiates chase
Cloud performs bravery, opponent dodges
Opponent performs bravery, Cloud dodges
Cloud performs bravery, it connects
Cloud does not continue chase
Legal scenario (empty chase follow-up)
Cloud initiates chase
Cloud performs bravery, it connects
Cloud continues chase, but does nothing

If Cloud wall rushed the opponent at any point, he can call assist for a combo. Doesn't matter if it's bravery or HP.

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.

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 when the first one hits.

References


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