Glitch (Dissidia 012): Difference between revisions
Muggshotter (talk | contribs) (Created page with "''Glitch'' refers to behavior that is unintended by developers of a video game. Whether or not the following behavior is intended is up to debate, but nevertheless, Dissidia 012 exhibits various instances of abnormal or illogical gameplay. == Assist Chase Retainment Glitch == Japanese version only. After an assist hit that causes assist chase, landing Warrior of Light's Shining Wave and dodge canceliing while the opponent is still in...") |
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''Glitch'' refers to behavior that is unintended by developers of a video game. Whether or not the following behavior is intended is up to debate, but nevertheless, Dissidia 012 exhibits various instances of abnormal or illogical gameplay. | ''Glitch'' refers to behavior that is unintended by developers of a video game. Whether or not the following behavior is intended is up to debate, but nevertheless, Dissidia 012 exhibits various instances of abnormal or illogical gameplay. | ||
== 60 FPS Glitches == | |||
Dissidia 012 runs at 30 frames-per-second (FPS) and doubling the framerate through cheats will cause erratic behavior or malfunctionality for various attacks. | |||
Attacks that induce movement are mostly affected. | |||
''R/F'' refers to Rise or Fall distance and speed during startup ('''<''' means nerf) ('''>''' means buff)' | |||
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;">60 FPS Changes</div> | |||
<div class="mw-collapsible-content"> | |||
{| class="wikitable" | |||
|- | |||
! Character !! Attack !! Notes | |||
|- | |||
|[[Warrior of Light (Dissidia 012)|'''Warrior of Light''']] || None || None | |||
|- | |||
|[[Garland (Dissidia 012)|'''Garland''']] || Earthquake || Knockback removed and cannot [[Wall Rush (Dissidia 012 Final Fantasy)|'''wall rush''']] (<) | |||
|- | |||
|Garland || Cyclone || Increased rise / fall distance (>) | |||
|- | |||
|[[Firion (Dissidia 012)|'''Firion''']] || Weaponmaster || Increased rise / fall distance (>) | |||
|- | |||
|[[The Emperor (Dissidia 012)|'''The Emperor''']] || None || None | |||
|- | |||
|[[Onion Knight (Dissidia 012)|'''Onion Knight''']] || None || None | |||
|- | |||
|[[Cloud of Darkness (Dissidia 012)|'''Cloud of Darkness''']] || Long Range Particle Beam || Increased glide speed on startup (>) | |||
|- | |||
|[[Cecil Harvey (Dissidia 012)|'''Cecil''']] || None || None | |||
|- | |||
|[[Kain Highwind (Dissidia 012)|'''Kain''']] || Gungnir || Does not do continuous damage, enemies fall out sometimes (<<) | |||
|- | |||
|Kain || Sky Rave || Will make the enemy fall out unless they are near floor, then HP hit occurs immediately (<<) | |||
|- | |||
|Kain || Rising Drive || Does less damage and does not gain height (<<) | |||
|- | |||
|Kain || Jump || Stops rising if you hit them on initial upward leap (>) | |||
|- | |||
|[[Golbez (Dissidia 012)|'''Golbez''']] || Gravity Force || Increased rise / fall distance (>) | |||
|- | |||
|Golbez || Genesis Rock || Increased rise / fall distance (>) | |||
|- | |||
|Golbez || Sector Ray || Hurtbox and range reduced (<) | |||
|- | |||
|Golbez || Cosmic Ray || Does not cause knockback (<) | |||
|- | |||
|[[Bartz Klauser (Dissidia 012)|'''Bartz''']] || Solid Ascension || Greatly reduced input window for follow up attacks (<<) | |||
|- | |||
|[[Exdeath (Dissidia 012)|'''Exdeath''']] || Almagest || Increased rise / fall distance during startup. | |||
|- | |||
|[[Gilgamesh (Dissidia 012)|'''Gilgamesh''']] || None || None | |||
|- | |||
|[[Terra Branford (Dissidia 012)|'''Terra''']] || None || None | |||
|- | |||
|[[Kefka Palazzo (Dissidia 012)|'''Kefka''']] || Havoc Wing || Greatly increased rise / fall distance (>) | |||
|- | |||
|Kefka || Forsaken || Increased Kefka's movement speed and projectile portal's speed. (>>) | |||
|- | |||
|[[Cloud Strife (Dissidia 012)|'''Cloud''']] || None || None | |||
|- | |||
|[[Tifa Lockhart (Dissidia 012)|'''Tifa''']] || None || None | |||
|- | |||
|[[Sephiroth (Dissidia 012)|'''Sephiroth''']] || Hell's Gate || Whiffs or descends forever (<) | |||
|- | |||
|[[Squall Leonhart (Dissidia 012)|'''Squall''']] || Beat Fang || Second hit cannot be delayed as long or it whiffs due to increased fall speed by gravity (<) | |||
|- | |||
|Squall || Solid Barrel || Second hit must be delayed or it will whiff | |||
|- | |||
|Squall || Revolver Drive || Significant movement speed boost (>) | |||
|- | |||
|[[Laguna Loire (Dissidia 012)|'''Laguna''']] || None || None | |||
|- | |||
|[[Ultimecia (Dissidia 012)|'''Ultimecia''']] || Knight's Axe (charged) (?) || Increased rise / fall distance. | |||
|- | |||
|[[Zidane Tribla (Dissidia 012)|'''Zidane''']] || Solution 9 || Projectiles have smaller hitbox (<) | |||
|- | |||
|[[Kuja (Dissidia 012)|'''Kuja''']] || Force Symphony || Greatly increased rise / fall speed (distance travelled unchanged) | |||
|- | |||
|Kuja || Burst Energy || Greatly increased rise / fall distance. (>) | |||
|- | |||
|Kuja || Strike Energy || Increased rise / fall distance. (>) | |||
|- | |||
|Kuja || Snatch Blow || Increased rise / fall distance. (>) | |||
|- | |||
|Kuja || Flare Star || Increased rise / fall distance. (>) | |||
|- | |||
|[[Tidus (Dissidia 012)|'''Tidus''']] || Stick and Move || Slightly increased rise / fall distance. | |||
|- | |||
|[[Yuna (Dissidia 012)|'''Yuna''']] || None || None | |||
|- | |||
|[[Jecht (Dissidia 012)|'''Jecht''']] || Altered input timing for combo chains. | |||
|- | |||
|[[Shantotto (Dissidia 012)|'''Shantotto''']] || None || None | |||
|- | |||
|[[Prishe (Dissidia 012)|'''Prishe''']] || One-Inch Punch || Increased rise / fall distance. | |||
|- | |||
|Prishe || Banishga || Increased rise / fall distance. | |||
|- | |||
|[[Vaan (Dissidia 012)|'''Vaan''']] || Greatsworod (on-hand) || Increased rise / fall distance. (>) | |||
|- | |||
|Vaan || Spear (both) || Increased rise / fall distance (>) | |||
|- | |||
|Vaan || Staff (on-hand) || Increased rise / fall distance (>) | |||
|- | |||
|Vaan || Katana (Switch) || Final hit does no damage (<) | |||
|- | |||
|[[Gabranth (Dissidia 012)|'''Gabranth''']] || Vortex of Judgment || Slight rise / fall distance increase (>) | |||
|- | |||
|Gabranth || Execution || Slight range increase (>) | |||
|- | |||
|[[Lightning (Dissidia 012)|'''Lightning''']] || Thundaga || More bolts (>) | |||
|- | |||
|Lightning || Crushing Blow || Increased rise / fall distance (>) | |||
|} | |||
</div></div></div> | |||
== Assist Chase Retainment Glitch == | == Assist Chase Retainment Glitch == | ||
Japanese version only. | Japanese version only. | ||
After an assist hit that causes assist chase, landing [[Warrior of Light (Dissidia 012)|Warrior of Light' | After an assist hit that causes assist chase, landing [[Warrior of Light (Dissidia 012)|'''Warrior of Light''']]'s Shining Wave and dodge canceliing while the opponent is still in hitstun, it is possible to assist chase ''even though the last attack to connect was the HP''. It is unknown if this works with other attacks or attack types. | ||
== Assist FPS Move Property Glitch == | == Assist FPS Move Property Glitch == | ||
Line 12: | Line 129: | ||
* Knockback effects are cancelled or redirected | * Knockback effects are cancelled or redirected | ||
Known examples include [[Golbez (Dissidia 012)|Golbez]]'s Cosmic Ray doing no knockback, [[Squall Leonhart (Dissidia 012)|Squall]]'s Revolver Drive moving incredibly fast, [[Bartz Klauser (Dissidia 012)|Bartz]]'s Slide Shooter, [[Tidus (Dissidia 012)|Tidus]]' Full Slide and [[Jecht (Dissidia 012)|Jecht]]'s LV3 Jecht Stream moving extra distance. | Known examples include [[Golbez (Dissidia 012)|'''Golbez''']]'s Cosmic Ray doing no knockback, [[Squall Leonhart (Dissidia 012)|'''Squall''']]'s Revolver Drive moving incredibly fast, [[Bartz Klauser (Dissidia 012)|'''Bartz''']]'s Slide Shooter, [[Tidus (Dissidia 012)|'''Tidus''']]' Full Slide and [[Jecht (Dissidia 012)|'''Jecht''']]'s LV3 Jecht Stream moving extra distance. | ||
== Assist Projectile Lifespan Glitch == | == Assist Projectile Lifespan Glitch == | ||
When a projectile spawned by an assist connects with the opponent after the assist has already disappeared, the projectile will not trigger assist chase, and if comboed off; the assist bar will not gray | When a projectile spawned by an assist connects with the opponent after the assist has already disappeared, the projectile will not trigger assist chase, and if comboed off; the assist bar will not gray | ||
This happens with all of [[The Emperor (Dissidia 012)|The Emperor]]'s Assists, the tip of [[Kefka Palazzo (Dissidia 012)|Kefka]]'s air BRV assist, Golbez's air BRV assist at long range, [[Shantotto (Dissidia 012)|Shantotto]]'s air BRV assist, and [[Ultimecia (Dissidia 012)|Ultimecia]]'s air BRV assist). | This happens with all of [[The Emperor (Dissidia 012)|The Emperor]]'s Assists, the tip of [[Kefka Palazzo (Dissidia 012)|'''Kefka''']]'s air BRV assist, Golbez's air BRV assist at long range, [[Shantotto (Dissidia 012)|'''Shantotto''']]'s air BRV assist, and [[Ultimecia (Dissidia 012)|'''Ultimecia''']]'s air BRV assist). | ||
== Chase Assist Hitstun Reset (JP Only) == | == Chase Assist Hitstun Reset (JP Only) == | ||
Line 27: | Line 144: | ||
== CP Glitch == | == CP Glitch == | ||
[[CP Glitch (Dissidia 012)]] allows characters to equip weapons and armor that they | [[CP Glitch (Dissidia 012)|'''CP Glitch''']] allows characters to equip weapons and armor that they cannot normally wield without using the designated extra abilities for them such as Ranger's Gear. It does not work on character exclusive weapons. | ||
== Delay Chase Forced Knockdown Assist Reset == | == Delay Chase Forced Knockdown Assist Reset == | ||
Not exactly a "glitch" but an exploit in how hitstun is registered. If a move has a small amount of hitstun and launches at an angle close to the ground, you can do a delayed chase right before hitstun ends and force a knockdown, reset the assist guage, absorb EX, and continue the combo with another assist at the same time. | Not exactly a "glitch" but an exploit in how hitstun is registered. If a move has a small amount of hitstun and launches at an angle close to the ground, you can do a delayed chase right before hitstun ends and force a knockdown, reset the assist guage, absorb EX, and continue the combo with another assist at the same time. |
Revision as of 04:55, 8 October 2023
Glitch refers to behavior that is unintended by developers of a video game. Whether or not the following behavior is intended is up to debate, but nevertheless, Dissidia 012 exhibits various instances of abnormal or illogical gameplay.
60 FPS Glitches
Dissidia 012 runs at 30 frames-per-second (FPS) and doubling the framerate through cheats will cause erratic behavior or malfunctionality for various attacks.
Attacks that induce movement are mostly affected.
R/F refers to Rise or Fall distance and speed during startup (< means nerf) (> means buff)'
Character | Attack | Notes |
---|---|---|
Warrior of Light | None | None |
Garland | Earthquake | Knockback removed and cannot wall rush (<) |
Garland | Cyclone | Increased rise / fall distance (>) |
Firion | Weaponmaster | Increased rise / fall distance (>) |
The Emperor | None | None |
Onion Knight | None | None |
Cloud of Darkness | Long Range Particle Beam | Increased glide speed on startup (>) |
Cecil | None | None |
Kain | Gungnir | Does not do continuous damage, enemies fall out sometimes (<<) |
Kain | Sky Rave | Will make the enemy fall out unless they are near floor, then HP hit occurs immediately (<<) |
Kain | Rising Drive | Does less damage and does not gain height (<<) |
Kain | Jump | Stops rising if you hit them on initial upward leap (>) |
Golbez | Gravity Force | Increased rise / fall distance (>) |
Golbez | Genesis Rock | Increased rise / fall distance (>) |
Golbez | Sector Ray | Hurtbox and range reduced (<) |
Golbez | Cosmic Ray | Does not cause knockback (<) |
Bartz | Solid Ascension | Greatly reduced input window for follow up attacks (<<) |
Exdeath | Almagest | Increased rise / fall distance during startup. |
Gilgamesh | None | None |
Terra | None | None |
Kefka | Havoc Wing | Greatly increased rise / fall distance (>) |
Kefka | Forsaken | Increased Kefka's movement speed and projectile portal's speed. (>>) |
Cloud | None | None |
Tifa | None | None |
Sephiroth | Hell's Gate | Whiffs or descends forever (<) |
Squall | Beat Fang | Second hit cannot be delayed as long or it whiffs due to increased fall speed by gravity (<) |
Squall | Solid Barrel | Second hit must be delayed or it will whiff |
Squall | Revolver Drive | Significant movement speed boost (>) |
Laguna | None | None |
Ultimecia | Knight's Axe (charged) (?) | Increased rise / fall distance. |
Zidane | Solution 9 | Projectiles have smaller hitbox (<) |
Kuja | Force Symphony | Greatly increased rise / fall speed (distance travelled unchanged) |
Kuja | Burst Energy | Greatly increased rise / fall distance. (>) |
Kuja | Strike Energy | Increased rise / fall distance. (>) |
Kuja | Snatch Blow | Increased rise / fall distance. (>) |
Kuja | Flare Star | Increased rise / fall distance. (>) |
Tidus | Stick and Move | Slightly increased rise / fall distance. |
Yuna | None | None |
Jecht | Altered input timing for combo chains. | |
Shantotto | None | None |
Prishe | One-Inch Punch | Increased rise / fall distance. |
Prishe | Banishga | Increased rise / fall distance. |
Vaan | Greatsworod (on-hand) | Increased rise / fall distance. (>) |
Vaan | Spear (both) | Increased rise / fall distance (>) |
Vaan | Staff (on-hand) | Increased rise / fall distance (>) |
Vaan | Katana (Switch) | Final hit does no damage (<) |
Gabranth | Vortex of Judgment | Slight rise / fall distance increase (>) |
Gabranth | Execution | Slight range increase (>) |
Lightning | Thundaga | More bolts (>) |
Lightning | Crushing Blow | Increased rise / fall distance (>) |
Assist Chase Retainment Glitch
Japanese version only.
After an assist hit that causes assist chase, landing Warrior of Light's Shining Wave and dodge canceliing while the opponent is still in hitstun, it is possible to assist chase even though the last attack to connect was the HP. It is unknown if this works with other attacks or attack types.
Assist FPS Move Property Glitch
During an attack, calling an assist modifies the game's framerate, which can cause a variety of effects.
- Attack frames last longer
- Attacks with movement will move farther
- Knockback effects are cancelled or redirected
Known examples include Golbez's Cosmic Ray doing no knockback, Squall's Revolver Drive moving incredibly fast, Bartz's Slide Shooter, Tidus' Full Slide and Jecht's LV3 Jecht Stream moving extra distance.
Assist Projectile Lifespan Glitch
When a projectile spawned by an assist connects with the opponent after the assist has already disappeared, the projectile will not trigger assist chase, and if comboed off; the assist bar will not gray
This happens with all of The Emperor's Assists, the tip of Kefka's air BRV assist, Golbez's air BRV assist at long range, Shantotto's air BRV assist, and Ultimecia's air BRV assist).
Chase Assist Hitstun Reset (JP Only)
Japanese version only.
If a chase is initiated after the last hit of an assist and the opponent stays in hitstun, the game will forget that the opponent was in hitstun because of an assist, and the assist bar will un-gray even if the sequence in question was a true combo
(Most often performed with Yuna assist)
CP Glitch
CP Glitch allows characters to equip weapons and armor that they cannot normally wield without using the designated extra abilities for them such as Ranger's Gear. It does not work on character exclusive weapons.
Delay Chase Forced Knockdown Assist Reset
Not exactly a "glitch" but an exploit in how hitstun is registered. If a move has a small amount of hitstun and launches at an angle close to the ground, you can do a delayed chase right before hitstun ends and force a knockdown, reset the assist guage, absorb EX, and continue the combo with another assist at the same time.