Prishe (Dissidia 012): Difference between revisions

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(→‎Assist: Added prishe assist overview.)
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  Combo: Howling Fist (One) > Raging Fists (Two)
  Combo: Howling Fist (One) > Raging Fists (Two)


Prishe works best off of ground wall rushes with this move. Prishe won't charge Howling Fists which makes this a relatively fast assist on startup. The Raging Fists ender has decent hold, but moves the opponent quickly in one direction. The Assist Chase ender is what ties everything together and '''[[Glossary_(Dissidia_012)#HP_linker|HP linkers]]''' who can wall rush on the floor like {{012clo}} and {{012jec}} have no problem following up.
Prishe works best off of ground wall rushes with this move. Prishe won't charge Howling Fist which makes this a relatively fast assist on startup. The Raging Fists ender has decent hold, but moves the opponent quickly in one direction. The Assist Chase ender is what ties everything together and '''[[Glossary_(Dissidia_012)#HP_linker|HP linkers]]''' who can wall rush on the floor like {{012clo}} and {{012jec}} have no problem following up.


The total bravery damage is rather low, but it is better than nothing.
The total bravery damage is rather low, but it is better than nothing.

Revision as of 10:23, 9 January 2025


Prishe
General Starter Guide Combos Strategy Frame Data
Matchups Builds Match Videos Gallery Resources




Info
Name Prishe (プリッシュ)
Original game Final Fantasy XI
Base ATK (LV100) 109 (Low)
Base DEF (LV100) 110 (Low)
Run Speed 5 (Normal, Above Average), 2 (EX Mode, Fast)
Dash Speed 73 (Normal, Fast), 69 (EX Mode, Very Fast)
Fall Speed 75 (Normal, Above Average), 71 (EX Mode, Fast)
Fall Speed Ratio After Dodge 21 (Normal, Very Fast), 14 (EX Mode, Very Fast)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Thrown Weapons, Grappling Weapons, Instruments,
Poles, Parrying Weapons
Armor Bangles, Gauntlets, Hats, Hairpins, Headbands,
Clothing, Light Armor, Chestplates
Exclusive weapons Koenigs Knuckles, Spharai, Glanzfaust
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses


Overview

Bravery Attacks

Many of Prishe's bravery attacks can be chained into a separate, equippable bravery followup. The starting bravery is noted as "(One)" and the followup is noted as "(Two)" in the game.

The list of followups remain the same for every bravery attack starter and thus, will be listed separately.

Ground

Can be chained into another bravery.

If your attack starts with Combo, the finisher will yield about 10 % more EX force.

Base Damage 2, 2, 4 (8)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 39 (One)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Quick three-punch combo. Generates extra EX Force. Can combo without hitting.

Can be chained into another bravery.

When used as a finisher (Two), the required charge time is considerably shorter.

Base damage Startup frame Type Priority
1 x 3, 7 (10) 17F Physical Melee Low
1 x 13, 7 (20) 32F (charge), 2F (release) Physical Melee Mid
EX Force Effects Cancels Assist Gain (Hit)
15 (One) / 60 (Two) -
15 (One) -
Unlocked at
level
Mastered at
AP
CP (Mastered):
[Mid] Charge at opponent with fists. Charge to increase its strength.

Base damage Startup frame Type Priority
15 17F Physical Melee Low
15, 10 (25) 26F (charge), 10F (release) Physical Melee Low (kick), Ranged Mid (projectile)
EX Force Effects Cancels Assist Gain (Hit)
15 (One) -
15 (One) Chase
Unlocked at
level
Mastered at
AP
CP (Mastered):
[Mid] Use a leg sweep. Charge for additional hit.

Base Damage 12
Startup Frame 45F
Damage Type Physical
Priority Melee Low
EX Force 15 (One)
Effects Dodge
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Dodge] Backflip then charge at foe. Evade foe's attack on start.

Base Damage 10
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 15
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire high-speed pearls of light at opponent.

Aerial

Base Damage 18
Startup Frame 29F
Damage Type Physical
Priority Melee High
EX Force 15 (One)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Strike down with a backhand blow. Useful for attacking from above.

Base Damage 1 x 4, 11 (15)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 15 (One)
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Lunge upwards with fists. Great for attacking from below.

Base Damage 2 x 4, 7 (15)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 15 (One)
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


[Close] Five-punch combo. Can combo without hitting.

Base damage Startup frame Type Priority
2, 1 x 3, 2 (7) 13F Physical Melee Low
2 x 14, 7 (35) 32F (charge), 4F (release) Physical Melee High
EX Force Effects Cancels Assist Gain (Hit)
15 (One) -
15 (One) -
Unlocked at
level
Mastered at
AP
CP (Mastered):
[Close] Pummel energy shards into foe. Charge to increase strength.

Base Damage 10
Startup Frame 19F
Damage Type Magical
Priority Ranged Low
EX Force 15
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire pearls of light. Slow speed, strong homing.

Followups

Attack data is mostly shared with (One) versions, but (Two) followups generate a different amount of EX and can also wall rush or initiate chase. These braveries also cost less CP to equip.

Base Damage 2, 2, 4 (8)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 75 (Two)
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 10 (5)
Unlocked at
level
Mastered at
AP


Branching from _ (One) [Combo] Three-punch combo.

When (Two) is used as a finisher, the required charge time is considerably shorter.

Base damage Startup frame Type Priority
1 x 3, 7 (10) 17F Physical Melee Low
1 x 13, 7 (20) 32F (charge), 2F (release) Physical Melee Mid
EX Force Effects Cancels Assist Gain (Hit)
60 (Two) Chase
0 (Two) Wall Rush
Unlocked at
level
Mastered at
AP
CP (Mastered):
Branching from _ (One) [Combo] Charge foe with fists.

Base damage Startup frame Type Priority
15 17F Physical Melee Low
15, 10 (25) 26F (charge), 10F (release) Physical Melee Low (kick), Ranged Mid (projectile)
EX Force Effects Cancels Assist Gain (Hit)
60 (Two) Chase
75 (Two) Chase
Unlocked at
level
Mastered at
AP
CP (Mastered):
Branching from _ (One) [Combo] Use a leg sweep.

Base Damage 12
Startup Frame 45F
Damage Type Physical
Priority Melee Low
EX Force 0 (Two)
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


Branching from _ (One) [Combo] Attack with body slam.

Base Damage 18
Startup Frame 29F
Damage Type Physical
Priority Melee High
EX Force 0 (Two)
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


Branching from _ (One) [Combo] Strike w/backhand blow.

Base Damage 1 x 4, 11 (15)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 0 (Two)
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


Branching from _ (One) [Combo] Upward lunge attack.

Base Damage 2 x 4, 7 (15)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 72 (Two)
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 20 (10)
Unlocked at
level
Mastered at
AP


Branching from _ (One) [Combo] Five-punch combo.

When used as a (Two) finisher, the required charge time is considerably shorter. The exact timing is undocumented.

Base damage Startup frame Type Priority
2, 1 x 3, 2 (7) 13F Physical Melee Low
2 x 14, 7 (35) 32F (charge), 4F (release) Physical Melee High
EX Force Effects Cancels Assist Gain (Hit)
0 (Two) Wall Rush
0 (Two) Wall Rush
Unlocked at
level
Mastered at
AP
CP (Mastered):
Branching from _ (One) [Combo] Beat w/energy shards.

HP Attacks

Ground

Base Damage 3 x 7 (21)
Startup Frame 43F
Damage Type Physical
Priority Melee High
EX Force 15
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Quickly charge and pummel foe. Good vs any height.

Base Damage -
Startup Frame 49F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 40 (20)
Unlocked at
level
Mastered at
AP


[Mid] Hit foe with charging dropkick. Slow start, good range.

Aerial

Base Damage 2 x 5 (10)
Startup Frame 43F
Damage Type Physical
Priority Melee High
EX Force 15
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Rise] Quick upward punch. Great for attacking from below.

Base Damage 2 x 5 (10)
Startup Frame 47F
Damage Type Physical
Priority Ranged High
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 40 (20)
Unlocked at
level
Mastered at
AP


[Mid] Emit shockwave of light. Effective horizontal attack.

EX Mode: Two-Hour Ability!

Effects:

  • Regen
  • Critical Boost
  • Hundred Fists

Hundred Fists

[Always active while in EX Mode] Chains up to three weapon skills and increases movement speed.

EX Burst: The Five Lights

Throws a glowing shard of Magicite at an opponent. Enter the commands shown in clockwise fashion to increase the number of blows dealt.

Damage multiplier (initial) Damage multiplier (rest) Type
3 x 5, 5 (20) 12 x 5, 20 (80) (100 total) ??


Prishe's mechanics (Skillchain)

Damage multiplier Type EX Force
5 Physical 0


When certain bravery attacks are chained together, Prishe will activate a Skillchain. This is a burst of energy that deals additional bravery damage, which occurs alongside Prishe's current attack. When a Skillchain is activated, its name will also be displayed at the top of the screen, much like HP attacks and EX Mode activations.

Skillchains only activate with physical bravery attack chains. Banish, Holy and HP attacks will not activate a Skillchain.

The following table lists all viable combinations for a Skillchain.

Skillchain Starter Finisher
Compression Howling Fist One Inch Punch
Detonation Combo
Howling Fist
One Inch Punch
Raging Fists
Shoulder Tackle
Spinning Attack
Backhand Blow
Fusion Spinning Attack Combo
Howling Fist
Raging Fists
Shoulder Tackle
Spinning Attack
Gravitation Backhand Blow One Inch Punch
Impaction Shoulder Tackle Combo
Howling Fist
Raging Fists
Shoulder Tackle
Spinning Attack
Liquefaction Combo
Howling Fist
Raging Fists
Spinning Attack
Reverberation Howling Fist Shoulder Tackle
Transfixion One Inch Punch Howling Fist

Backhand Blow finishers are great for setting up Kuja assist combos and the Skillchain activates off of her most practical starters. That makes Detonation one of the more practical Skillchains. Howling Fist finisher provides a bit more flexibility in setting up aerial assist combos (Chase or Wall Rush) at the cost of bravery damage or EX Force depending on its charge level.

Skillchains usually provide less reward on hit compared to other chains with no distinct utility of their own. Since Prishe can only assign one bravery attack chain per bravery slot, Skillchains compete with other well known chains such as Raging Fists > Dragon Kick, Raging Fists > Raging Fists and One Inch Punch > One Inch Punch. One Inch Punch and Dragon Kick synergize well with other starters and assists for plenty of EX Force, damage or wall rush without ever activating a Skillchain. As a result, this mechanic is not commonly seen in competitive play or known to be essential for high level Prishe gameplay.

Combos

Solo

Assist

Builds

Builds here.

Stats
HP 9972
CP 450
BRV 917
ATK 178
DEF 183
LUK 60
Max Booster x1.3
Special Effect: Adamant Chains
Equipment
Assist Aerith
Weapon ddff-icon-equip-weapon.png Cleaver
Hand ddff-icon-equip-hand.png Adamant Shield (CP Glitch)
Head ddff-icon-equip-head.png Adamant Helm (CP Glitch)
Body ddff-icon-equip-body.png Adamant Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_special.png White Drop
Accessory 7 accessory_special.png White Drop
Accessory 8 accessory_special.png White Drop
Accessory 9 accessory_special.png White Gem
Accessory 10 accessory_special.png Glutton
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.



Damage, ex absorption and adamant chains for safer air dodges.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.

Assist

Prishe Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Howling Fists 17F Ground Opponent 1 x 3, 7, 2 x 4, 7 (25) Chase
BRV Backhand Blow 29F Air Opponent 18, 12 (30) Wall Rush
HP Nullifying Dropkick 49F Ground Opponent - Wall Rush
HP Auroral Uppercut 43F Air Opponent 2 x 5 (10) Wall Rush


Prishe Assist Overview

Prishe is one of the weaker assists in the game with couple notable strengths and plenty of weaknesses to offset them. She can provide practical combos off of ground wall rushes and represent a Melee High priority hitbox in Backhand Blow. However, her short combo time, reliance on wall rush and slow startup on her air bravery limit Prishe's viability overall. Backhand Blow is still Melee High priority however, which

Howling Fist

Combo: Howling Fist (One) > Raging Fists (Two)

Prishe works best off of ground wall rushes with this move. Prishe won't charge Howling Fist which makes this a relatively fast assist on startup. The Raging Fists ender has decent hold, but moves the opponent quickly in one direction. The Assist Chase ender is what ties everything together and HP linkers who can wall rush on the floor like Cloud and Jecht have no problem following up.

The total bravery damage is rather low, but it is better than nothing.

Backhand Blow

Combo: Backhand Blow (One) > Shoulder Tackle (Two)

Backhand Blow is quite slow on startup to be used reliably as a midair assist combo starter, and its quick wall rush finisher makes follow-ups difficult if not impractical. However, it can work as a 1-bar checkmate against high priority blocks such as Jecht Block thanks to its high priority and tracking during startup.

Aerial bravery assists are most commonly used in whiff punishes and combos alike, so Backhand Blow being the way it is leaves a lot to be desired.

Nullifying Dropkick

Nullifying Dropkick is slow on startup, but it can be used sparingly as a hard callout tool against grounded opponents thanks to its active frames and lateral reach. Because it is a single hit HP, it can quickly end a match if the opponent is not prepared for it.

Assists

Prishe works well with Kuja and Aerith assists.

References


Navigation


Wiki Roadmap (012 Prishe)

Please edit this page's roadmap template when relevant additions and changes are made.

6,52 % done

   


Page Completed In progress To-do Score
General Add skillchains. 1 / 5 / 86
Pros / Cons Pros and cons. 0 / 5 / ?
Overview / Character Data Overview 0 / 5 / 2
Bravery Attacks Ability info overviews and images. 1 / 5 / 5
HP Attacks Ability info overviews and images. 1 / 5 / 5
EX Mode Basic info Add overview 1 / 5 / 3
Combos Add solo and assist combos with video examples. 0 / 5 / 7
Builds 1 build. Add more builds with overviews as seen on Tifa's page. 1 / 5 / 10
Assist Assist data Common viable assists with overviews. 1 / 5 / 3
Matchups Matchup analysis and tips. 0 / 5 / 32
Frame Data / 1
Starter Guide Concise pvp guide with core concepts and essentials. 0 / 5 / 8
Strategy Strategies and counterplays. 0 / 5 / 10