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== 1 ver ==
== 1 ver ==
<gallery widths=250 heights=150 mode="nolines">
File:Hp_cloud_omnislash5.jpeg|Omnislash Version 5 does a lot of damage and stuff. its really good.|alt=alt language
File:Hp_cloud_meteorain_aerial.jpeg|Meteorain (midair)|alt=alt language
</gallery>


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Revision as of 14:31, 11 May 2025

This page is for experimenting with edits.

Show visuals
Test.gif

Ability infos

1 ver

Base damage 30 (8, 8, 14)
Startup frame 18F
Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge
Assist Gain (Hit) Stale: 800
Fresh: 1050
A Comrade's Vow accessory_basic.png: 50
CP (Mastered) 30 (15)
[Long] Fire crimson sword.
Change effect by holding or
repeatedly pressing button.
Unlocked at
level
Mastered at
AP

template

Base Damage 7, 13 (20)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge, Attack (1st hit), Block (1st hit)
Assist Gain (Hit) Stale: 800
Fresh: 1050
A Comrade's Vow accessory_basic.png: 50
CP (Mastered) 30 (15)
[Close] Distance self from foe. Weak but fast. Unlocked at
level
Mastered at
110 AP


2 version

Base damage Startup frame Type Priority
Normal each (3), max x14 43F Magical Ranged Low
Charged each (2), max x25 91F Magical Ranged Mid
EX Force Effects Cancels Assist Gain (Hit)
Normal each 3 - Dodge Stale: 800
Fresh: 1050
ACV accessory_basic.png: 50
Charged each 3 - Dodge Stale: 800
Fresh: 1050
ACV accessory_basic.png: 50
Unlocked at
level
Mastered at
AP
CP (Mastered): 30 (15) [Long] Fire crimson sword.
Change effect by holding
or repeatedly pressing button.


3 version

Normal Charged Extra
Base damage 30 (8, 8, 14) 48 (12 x 4) 12 (4 x 3)
Startup frame 11F / 43F (max charge) 23F 11F / 33F (max charge)
Type Physical Physical Magical
Priority Melee Low / Melee Mid Melee Low Melee Low / Melee Mid
EX Force 90 30 30
Effects Chase Wall Rush Wall Rush, faster charge
Cancels Dodge Dodge, Block Dodge, Block, Attack
Assist Gain (Hit) Stale: 800
Fresh: 1050
ACV accessory_basic.png: 50
Stale: 800
Fresh: 1050
ACV accessory_basic.png: 50
Stale: 800
Fresh: 1050
ACV accessory_basic.png: 50
[Long] Fire crimson sword.
Change effect by holding or
repeatedly pressing button.
Unlocked at
level
Mastered at
AP
CP (Mastered): 30 (15)

test

Ver 1 Ver 2 Ver 3
Base damage
Startup frame
Type
Priority
EX Force
Effects
Cancels
Assist Gain (hit)
Unlocked at Mastered at CP (master) Game text
Base damage Startup frame Type Priority
EX Force Effects Cancels Assist Gain (Hit)
Unlocked at
level
Mastered at
AP
CP (Mastered): '


Bravery Attacks

Double Cut (ground)

Base Damage 7, 13 (20)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge, Block, Attack
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Quick slash. Low power, fast execution. Unlocked at
level 1
Mastered at
100 AP


Double Cut is Cloud's close-range poke. It is a 2-part attack that moves Cloud forward during the first swing. It has fast startup, short recovery and multiple cancel options for the first hit that are useful in mind games. This is an effective move for building assist gauge with and generates a good 90 EX on hit.

If Double Cut connects, Cloud has a decent amount of time to confirm the follow-up slash. It has average knockback that leads to Chase, but it can lead to an assist combo against a wall [1]. With a fast ground assist, Double Cut's first hit also functions as an assist combo starter. It can even anti-air aerial opponents close to the ground and combo into Cross-slash. [2]

Cloud has a variety of grounded moves, but none of them are as fast as Double Cut. Even though it's usually low reward, it can help tie his ground combat together. Double Cut is a good bravery with an aerial version that is arguably even more important to Cloud.

Sonic Break

Base Damage 8, 12, 25 (45)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush, Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Strike with three powerful blows. Sends foe flying. Unlocked at
level 22
Mastered at
120 AP


Sonic Break is a slower, secondary poke for Cloud. It's a 3-hit combo attack with good wall rush potential, and a dedicated HP link after the second hit. Cloud moves forward during the first slash, but it has more range in practice; Thanks to the absorb property that was added in Dissidia 012, Sonic Break can be used more reliably as a whiff punisher and occasionally as a gap closer on the ground. It pulls nearby opponents towards Cloud, with an effective range of roughly 1.8 tiles in World of Darkness. The pull has very short vertical coverage, but can guarantee a block punish against airborne opponents close to ground.

The base damage is pretty good by itself, and the threat of a wall rush HP link makes Sonic Break one of Cloud's more potent ground attacks. Cloud has plenty of time to confirm each follow-up input when Sonic Break hits, making it easier to use as an assist combo starter as well.

The absorb property is accompanied by distinct wind visuals and a sound effect during startup. They can make Sonic Break easier to react to even though the move itself is fairly fast to come out.

Climhazzard

Base Damage 3 x 4, 8, 15 (35)
Startup Frame 27F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Charging attack. Slow strike, easy to wall rush. Unlocked at
level 1
Mastered at
100 AP


Climhazzard is Cloud's slowest melee bravery on the ground. It usually functions as a punish move or as a combo move. This attack is telegraphed and moves Cloud forward the most out of all his ground braveries, but it also contributes greatly to his ground combo damage. The reason is two-pronged; The base damage isn't as high as Sonic Break, but the second hit can naturally combo into his air braveries for more damage and assist gauge. Because of this link, it also empowers any combos that use Fire and assists with ground wall rush.

Like Cloud's other braveries, each hit must be pressed separately with circle (ddff-icon-button-circle.png). It can set up ground wall rushes and assist follow-ups with ease

When locked off, Climhazzard will move Cloud in the direction he is facing. This can be used as a gimmicky way to retreat or move to an opponent's side. If Climhazzard hits without lock on, Cloud can still finish the combo sequence without major issues.

Blade Beam

Base Damage 15, 5, 10 (30)
Startup Frame 37F
Damage Type Magical
Priority Melee Mid (sword), Ranged Low (projectile)
EX Force 90
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Launch shockwave. Fast, but has weak homing. Unlocked at
level 35
Mastered at
100 AP


Blade Beam is a low priority projectile that moves quickly in a linear arc once fired. The attack is composed of two parts - The stationary sword swing which is melee mid priority and the projectile itself. Blade Beam travels along the ground and explodes when it reaches maximum travel distance or hits the opponent. This explosion creates a chase prompt and it can even combo into Kuja assist after a dodge cancel. [3] The majority of EX Force is also generated with the explosion (60), which is important to note when using this move from a distance.

This is not a must-have move for Cloud in most scenarios. However, it is useful for sniping air dodges close to the ground [4]. The mid priority sword can be used to reflect Ranged Mid projectiles such as Lightning's Watera, but this is not usually needed, practical or without risk.

Blade Beam itself doesn't have tracking, but Cloud will realign the projectile until it appears. In rare instances, it is possible to only get hit by the moving projectile and have the explosion miss.

Firaga

Base Damage each (7, 10)
Startup Frame 25F
Damage Type Magical
Priority Ranged Mid
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot three fireballs.
Short range, but can restrain opponent with explosions.
Unlocked at
level 31
Mastered at
80 AP


Firaga is Cloud's mid-range poke. Three mid priority fireballs spread out in front of him. Cloud can use this move to keep opponents at a distance thanks to the ranged mid priority. Each fireball can hit twice for 17 base damage per fireball. When used during assist combos, this can be a devastating 51 base damage that shreds through bravery in very close range.

The fireballs have decent vertical tracking, as they can curve to a roughly 80~90 degree angle upwards. But they don't enable assist conversions on hit without assist storage glitch due to relatively short hit stun period. The knockback isn't high either. However, since Firaga is mid priority, it will stagger a blocking opponent which assists can follow up on.

There aren't many uses cases for Firaga outside of occasional ranged zoning and combo fillers. It doesn't act as an end point for Cloud's gameplan, nor is it usable in the air. Cloud stands still for the entire animation, and the fireballs don't have enough coverage against assists with fast startup or at high altitude. The recovery has a late cancel window, which makes repeated uses much riskier for Cloud. Firaga still loses to higher priority command blocks and well placed invincibility (air dodges, Tifa's feints).

Fira

Base Damage 5 x 3 (15)
Startup Frame 25F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Hurl fireball. Faster than Fire. Unlocked at
level 18
Mastered at
80 AP


Fira is the odd one out of the three Fire spells Cloud can use. It is a single fireball with fastest travel time out of the three with multiple low knockback hits on contact. The total base damage is shared with Fire, but without its other benefits. The vertical tracking is weak and the projectile is still low priority as well. Fira offers no combo utility without assist [5] or close positioning near a wall.

All this can make Fira difficult to justify in competitive play. Cloud's other projectiles can achieve more for similar or lower risk. And when there are only 3 slots available for ground braveries, Fira ends up being outclassed in an already competitive bravery slot economy.

Fire

Base Damage 10
Startup Frame 25F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Hurl fireball. Slowly tracks opponent. Unlocked at
level 15
Mastered at
80 AP


Fire is a single hit projectile that slowly moves towards the opponent. It stays on the field for roughly 5 seconds. Up to 2 Fires can be on the stage at the same time. Its low priority and slow movement make it less ideal for zoning, but it is also less threatening when reflected back. The vertical tracking is the best out of Cloud's bravery projectiles, but Fire's overall duration keeps the travel distance in check.

Where Fire really shines is in combos. Fire forces landing lag on hit, which is great for close-range solo combos and extending assist combos to their logical extreme. That puts Fire in an interesting spot, where it's a low stakes projectile that can occasionally disrupt an interaction if left unattended, but also enable some of the highest damaging combos Cloud can do. When used in conjunction with Climhazzard, a clean combo can pay off well.

If Fire is used without being locked on to opponent, it will travel in the direction it was shot. However, locking onto an opponent will cause the projectile to track the opponent. Given the overall duration of the projectile and its slow movement, this is not known to be very practical for tricking vigilant players.

Slashing Blow

Base Damage 5, 10, 25 (40)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Powerful slashes. Change combo with analog stick. Unlocked at
level 1
Mastered at
220 AP


Cloud advances forward with two horizontal slashes, followed by a third slash that knocks downwards. Slashing Blow is one of Cloud's most important braveries due to its overall versatility and damage potential. It has high base damage and knockback, as well as the HP link Omnislash Version 5 which is a great wall rush move and an assist combo starter. It is a staple punish move after blocking, a gap closer and a whiff punisher against slower moves. It works as a filler during assist combos as well.

While Slashing Blow has many comparable traits with Sonic Break, it does not have the absorb property. Also important to note is the tracking; Slashing Blow has good lateral tracking when used at the same height as the opponent. But if they are above or below Cloud (1-2 jumps height), using this move will barely move Cloud anywhere.

Slashing Blow has a downward slash as the default finisher. By holding up on the analog stick (ddff-icon-analog.png), Cloud can perform an upward slash that sends opponents up instead. This is good for confirming a wall rush near the ceiling, but functions similarly otherwise.

Cloud can transition into Omnislash Version 5 even if only the second hit connects. [6] [7]

Aerial Fang

Base Damage 25
Startup Frame 25F
Damage Type Physical
Priority Melee Low
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Diving attack, scooping foe with sword. Useful from above. Unlocked at
level 1
Mastered at
100 AP


Aerial Fang moves Cloud down before blowing the opponent at a diagonal upward angle. This move is best suited for punishing attacks below Cloud, especially in air-to-ground scenarios. The knockback isn't huge, but the base damage is average. The overall reward on hit isn't high without a wall rush and assist, though.

If Cloud is not positioned above opponent before using Aerial Fang, Cloud will stay almost stationary during the attack. The recovery isn't very long, so whiffing it is not punished often.

This is one of the two midair braveries that are interchangeable with Rising Fang.

Rising Fang

Base Damage 3, 1 x 10, 17 (30)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 33
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Powerful upward lunge. Effective near ceiling. Unlocked at
level 4
Mastered at
100 AP


Rising Fang is an airborne anti-air move. It is the opposite of Aerial Fang in many ways; Rising Fang moves Cloud upward, and on hit it will transition into a multi-hitting barrage that wall rushes upwards. The wall rush hit can also destroy Old Chaos Shrine's platform. [8] The recovery is longer when whiffed, but the attack is also active for a long time, the majority of Cloud's ascent. [9]

Rising Fang has no tracking once Cloud begins ascending. If Cloud is not directly below the opponent, he will move towards them before rising with the actual attack. [10] [11] [12] The startup speed remains the same either way. If this move is done elsewhere, Cloud will simply stay still before ascending.

This is one of the two midair braveries that are interchangeable with Aerial Fang. Rising Fang will move Cloud upwards even when it won't track the opponent, which can be good for evasive movement.

If Rising Fang hits an assist character, Cloud will not transition into the follow-up.

Double Cut (midair)

Base Damage 7, 13 (20)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge, Block, Attack
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Quick slash. Low power, fast execution. Unlocked at
level 25
Mastered at
100 AP


Midair Double Cut functions like the grounded version, except it can be done in the air. An essential move for Cloud that's great for poking and building assist gauge safely through whiffs [13]. All of the ground version's good qualities are shared, including the variety of cancel options and short recovery.

Because it's Cloud's fastest aerial move, Double Cut can be used as a consistent low damage punisher in most situations where other braveries may be too slow. It can punish air dodges after Free Air Dash [14] [15], and follow up after staggering with LV2 Assist Change. [16] Double Cut won't lead to HP damage without assist, but each hit adds up over time due to the 90 EX it generates.

The first hit can combo into Cloud's commonly used assists, but the hit stun is somewhat short for doing it on reaction. Like the ground version, the second hit leads to chase. Since Cloud is considered airborne during this move, he can call Aerith assist and create a guaranteed setup for follow-ups. Note, that the second hit can be delayed long enough for it to miss the opponent if done late. [17]

HP Attacks

Cross-slash

Base Damage 5, 5 (10)
Startup Frame 41F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Break through defenses with cross-shaped slashes. Unlocked at
level 1
Mastered at
130 AP


A 3-hit combo with high knockback. Cloud moves towards the opponent with each slash, and the maximum travel distance for individual slashes is long. The tracking works whenever the opponent is in Cloud's general direction. Cross-slash has great reach against grounded opponents, and it's pretty effective against most ground dodges. If Cloud anti-airs with Double Cut, Cross-slash can be used as a solo follow-up for HP damage. The base damage isn't high, but it can wall rush from afar, which is good for starting assist combos.

If the opponent is above Cloud, his movement is almost completely compromised. The same is true when Cross-slash is done against a ledge. The first vertical slash can anti-air opponents close to ground, but other slashes have no vertical coverage. That means it won't work well against forward ground dodge and aerial opponents in general. Cloud cannot cancel the attack once it starts, which makes Cross-slash a rather risky move overall.

Meteorain (ground)

Base Damage each (10)
Startup Frame 21F (up), 81F (down)
Damage Type Magical
Priority Ranged Mid (up), Ranged High (down)
EX Force each 60
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Send countless meteors towards opponent. Unlocked at
level 9
Mastered at
130 AP


Meteors rise above Cloud before pursuing the opponent. Meteorain is Cloud's only ranged priority HP, but its long startup restricts its uses as a projectile. The meteor projectiles are fired as a barrage, with each projectile acting as a 1-hit HP attack. The maximum height from which they are fired is somewhat low. [18] However, the projectiles have horizontal tracking, which can technically protect Cloud against some air-to-ground punish attempts. The projectiles have a bravery hitbox when going up, which can combo into the projectiles going down. [19] [20]

They can also catch side dodges on the ground and there is enough hit stun for an assist combo near the wall.

Meteorain's recovery is long and Cloud has no innate protection outside of the projectiles. He can be pushed away from the projectiles with a dash during startup for a punish. The projectiles also cannot instantly realign to opponent's assist with Auto Assist Lock On once the projectiles are coming down.

Finishing Touch

Base Damage 1 x 4, 2 x 5 (+ = 34)
Startup Frame ?
Damage Type Physical
Priority Melee High
EX Force 27
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Sonic Break.
[Combo] A whirlwind of attacks.
Unlocked at
level
Mastered at
130 AP


A rising flurry of attacks that end with a downward slam. This is the HP link that amplifies Sonic Break's power as a grounded bravery. The overall base damage isn't massive, but the wall rush enables a variety of assist combos for big damage. Finishing Touch sends down at a diagonal angle, so if it's done near a ledge, the opponent is sent off the platform. This is not a problem on a stage like Lunar Subterrane, but other stages such as Orphan's Cradle have banish traps around platforms. That can reduce Finishing Touch's damage due to the missing wall rush. Some assists, like Kuja and Tidus can convert into a combo even without the wall rush. [21] [22]

Cloud is vulnerable to attacks if an opponent escapes with LV1 Assist Change. However, the time period for doing this is short, at the end of the move. Normally, Cloud will continue to ascend after a LV1 Assist Change and then stop after the final slash. If the opponent has Auto Assist Lock On equipped, Cloud will stop moving and attack in place instead.

Braver

Base Damage 2, 1 x N (4+)
Startup Frame 47F
Damage Type Physical
Priority Melee High
EX Force each 15
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Midair charge. Effective against any height. Unlocked at
level 1
Mastered at
130 AP


Braver is an advancing homing move that transitions into a downward dive on hit. The bravery damage is low, but each hit generates a bit of EX. If Braver connects, the dive will cause damage for a maximum of 8 hits. The attack will finish at that point regardless of remaining height, sending the opponent down. If Cloud reaches floor during Braver, he will land on the ground and send the opponent up at a diagonal angle. [23] Braver can generate up to 135 EX when all 9 hits connect (based on Force to Courage accessory_special.png).

Braver has tracking all around Cloud, which is good for vertically aligned punishes. The long active frames are good for reflecting mid & high priority projectiles such as Vaan's Windburst. However, Braver also has short reach. Punishing air dodges and blocks from mid range is difficult, but the wall can mitigate this issue against dodges. Its risky to use though, as its telegraphed startup and relatively long recovery leave him vulnerable if he misses. This is also true when reflecting projectiles, so caution is advised.

Regardless, this is a staple HP attack for Cloud. It's a faster, safer alternative for ending assist combos and Cloud's only high priority mixup against immediate blocks in the air.

Meteorain (midair)

Base Damage each (10)
Startup Frame 21F (up), 81F (down)
Damage Type Magical
Priority Ranged Mid (up), Ranged High (down)
EX Force each 60
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Send countless meteors towards opponent. Unlocked at
level 28
Mastered at
130 AP


Meteorain's aerial version is mostly similar to the ground version, but with one key difference; When the projectiles come down, they have no horizontal tracking. As a result, it has less applications out in the open. Therefore, Meteorain is best used against static targets; Meteorain avoids LV2 Assist Change staggers during combos and it can even generate an obscene amount of EX in the corner with a proper setup. [24]

If an assist character stays out on the field for a while, Cloud can target them with aerial Meteorain and generate lots of EX Force that way. [25] Cloud gets some EX from the Assist Lock, but a portion of the EX will remain on the field. This can be done after escaping a combo with LV1 Assist Change, or by simply evading the assist attack and punishing it. A mistimed assist punish against a Cloud with Auto Assist Lock On can also cause this interaction. Cloud's mileage will vary depending on the assist, as some attacks keep the assist on the field longer than others.

Just like the ground version, aerial Meteorain causes enough hit stun that allows combos, even with EX Revenge. Assists can follow up near the wall [26], and assist storage glitch alleviates that restriction. [27]

Omnislash Version 5

Base Damage 2 x 4, 5, 7 (+ = 35)
Startup Frame ?
Damage Type Physical
Priority ?
EX Force 36
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Slashing Blow.
[Combo] Series of speedy slices.
Unlocked at
level
Mastered at
150 AP


Omnislash Version 5 is Cloud's aerial HP link from Slashing Blow, and arguably one of the character-defining attacks for him. Similar to Finishing Touch, Omnislash Ver. 5 is what makes Slashing Blow as dangerous as it is, with the HP wall rush that has very high downward knockback. It is what enables high damaging assist combos from a variety of positions. The nature of an HP link gives Cloud some independence from the assist mechanic, but it also empowers him greatly with Side by Side accessory_special.png. This strength is shared with Finishing Touch, which gives Cloud his HP linker archetype, but it is even more valuable on an aerial move.

The long animation gives Cloud plenty of time to recover to base bravery after starting an assist combo with HP attack. But it also works against him; Escaping from this move with LV1 Assist Change gives the opponent plenty of time to attack Cloud who is stuck in the animation. [28] On a similar note, if Cloud hits the assist character during Assist Change, he can attempt to dodge cancel a hit reaction from a punish. [29]

Cloud will dive towards the ground before inflicting HP damage with a separate explosion. Cloud will land on his feet if he reaches the ground during the dive. The opponent will be left close to Cloud, behind his back, so he must be careful to avoid getting broken. If Cloud doesn't land on the ground at the end, he will remain airborne and is at much bigger frame advantage for EX Cores, assist combo fillers [30] or even pressure.

Character Select 1

Characters
ddff-port-light.png

ddff-port-vaan.png

ddff-port-laguna.png

ddff-port-yuna.png

ddff-port-kain.png

ddff-port-tifa.png

ddff-icon-aerith.png

Lightning Vaan Laguna Yuna Kain Tifa Aerith

ddff-port-wol.png

ddff-port-firion.png

ddff-port-ok.png

ddff-port-cecil.png

ddff-port-bartz.png

ddff-port-terra.png

ddff-port-cloud.png

ddff-port-squall.png

ddff-port-zidane.png

ddff-port-tidus.png

Warrior of Light Firion Onion Knight Cecil Bartz Terra Cloud Squall Zidane Tidus

ddff-port-garland.png

ddff-port-empy.png

ddff-port-cod.png

ddff-port-golbez.png

ddff-port-exd.png

ddff-port-kefka.png

ddff-port-sephi.png

ddff-port-ulti.png

ddff-port-kuja.png

ddff-port-jecht.png

Garland The Emperor Cloud of Darkness Golbez Exdeath Kefka Sephiroth Ultimecia Kuja Jecht

ddff-port-totto.png

ddff-port-gab.png

ddff-port-prishe.png

ddff-port-gilgamesh.png

ddff-port-fc.png

ddff-port-chaos2.png

Shantotto Gabranth Prishe Gilgamesh Feral Chaos Chaos


Game info
Developer Square-Enix
Platform PlayStation Portable
Release date(s) March 3, 2011 (Japan) [31]
March 22, 2011 (North America) [32]
March 25, 2011 (Europe) [33]
May 9, 2011 (Asia) [34]
Netcode Delay / Lockstep
Title ID NPJH50377 (Japan) [35]
ULUS10566 (North America) [36]
ULES01505 (Europe) [37]
NPHH00293 (Asia) [38]
Community links

Forum (Web Archive)
Replay Theater
YouTube

Preceded by Dissidia Final Fantasy (Universal Tuning)
Followed by Dissidia Final Fantasy NT

What is Dissidia 012

Dissidia 012 [duodecim] Final Fantasy is an action role-playing game released for the PlayStation Portable console in 2011. It is an expanded stand-alone release of the previously released Dissidia Final Fantasy that features additional content such as story scenarios, playable characters, stages, game modes, new Assist and EX Revenge mechanics and more.

Getting Started

If you are new to competitive Dissidia 012, Starter Guide, FAQ page and Online Setup Guide for Emulator are great places to start. If you want information on how to practice in the game, refer to this article.

If you are new to Dissidia 012 as a whole, check this, this and that.

Character Select 2

ddff-port-wol.png
ddff-port-firion.png
ddff-port-ok.png
ddff-port-cecil.png
ddff-port-bartz.png
Warrior of Light Firion Onion Knight Cecil Bartz
ddff-port-terra.png
ddff-port-cloud.png
ddff-port-squall.png
ddff-port-zidane.png
ddff-port-tidus.png
Terra Cloud Squall Zidane Tidus
ddff-port-garland.png
ddff-port-empy.png
ddff-port-cod.png
ddff-port-golbez.png
ddff-port-exd.png
Garland The Emperor Cloud of Darkness Golbez Exdeath
ddff-port-kefka.png
ddff-port-sephi.png
ddff-port-ulti.png
ddff-port-kuja.png
ddff-port-jecht.png
Kefka Sephiroth Ultimecia Kuja Jecht
ddff-port-totto.png
ddff-port-gab.png
ddff-port-chaos2.png
Shantotto Gabranth Chaos

Playable Characters 1

ddff-port-ok.png
ddff-port-cecil.png
ddff-port-terra.png
ddff-port-cloud.png
ddff-port-sephi.png
Onion Knight Cecil Terra Cloud Sephiroth

Playable Characters 2

ddff-port-light.png
ddff-port-kain.png
ddff-port-wol.png
ddff-port-cloud.png
ddff-port-garland.png
ddff-port-kefka.png
Lightning Kain Warrior of Light Cloud Garland Kefka
ddff-port-sephi.png
ddff-port-jecht.png
Sephiroth Jecht

another char select

Game info
Developer Square-Enix
Platform PlayStation 4, Steam, Arcade
Release date(s) November 26, 2015 (Arcade)[39]

January 11, 2018 (PS4, Japan)[40]
January 30, 2018 (PS4, Worldwide)[41]
March 12, 2019 (Steam, Worldwide)[42]

Netcode Rollback
Community links

Forum (Web Archive)
Replay Theater
YouTube

Preceded by Dissidia 012 Final Fantasy
Followed by Dissidia Final Fantasy Opera Omnia

translateY(30px)

Characters

Dffnt-port-wol.png

ddff-port-garland.png

ddff-port-firion.png

ddff-port-empy.png

ddff-port-ok.png

ddff-port-cod.png

ddff-port-cecil.png

Warrior of Light Garland Firion The Emperor Onion Knight Cloud of Darkness Cecil

ddff-port-kain.png

ddff-port-golbez.png

ddff-port-bartz.png

ddff-port-exd.png

ddff-port-terra.png

ddff-port-terra.png

ddff-port-kefka.png

Kain Golbez Bartz Exdeath Terra Locke Kefka

ddff-port-cloud.png

ddff-port-tifa.png

ddff-port-sephi.png

ddff-port-squall.png

ddff-port-squall.png

ddff-port-ulti.png

ddff-port-zidane.png

Cloud Tifa Sephiroth Squall Rinoa Ultimecia Zidane

ddff-port-kuja.png

ddff-port-tidus.png

ddff-port-yuna.png

ddff-port-jecht.png

ddff-port-totto.png

ddff-port-totto.png

ddff-port-vaan.png

Kuja Tidus Yuna Jecht Shantotto Kam'lanaut Vaan

ddff-port-gab.png

ddff-port-gab.png

ddff-port-light.png
ddff-port-light.png

ddff-port-chaos2.png

ddff-port-chaos2.png

ddff-port-chaos2.png

Vayne Gabranth Lightning Snow Y'shtola Zenos Noctis

ddff-port-gab.png

ddff-port-gab.png

ddff-port-light.png
Ardyn Ramza Ace

AST-Centric

Parameters Value
Initial Stage Bravery 100
Stage Bravery Recovery Time 100
Banish Trap Damage 100
Warp Damage 100
Critical Hit Rate 0
Critical Damage 0
EX Core Appearence Rate 0
EX Core Absorption 100
EX Force Absorption 100
EX Mode Duration 20
Wall Rush Damage 25
Bravery Bonus 10
Stage Bravery 100
Assist Break Rate 0
EX Break Rate 100
Assist Gauge Charge (Attack) 1000
Assist Gauge Charge (Hit) 1000
Assist Lock Duration 0
Assist Gauge Depletion Rate 0
EX Damage from Assist Attack 10000
EX Revenge Duration 1


Official

Parameters Value
Initial Stage Bravery 100
Stage Bravery Recovery Time 100
Banish Trap Damage 100
Warp Damage 100
Critical Hit Rate 100
Critical Damage 100
EX Core Appearence Rate 2
EX Core Absorption 100
EX Force Absorption 100
EX Mode Duration 20
Wall Rush Damage 25
Bravery Bonus 10
Stage Bravery 100
Assist Break Rate 100
EX Break Rate 100
Assist Gauge Charge (Attack) 100
Assist Gauge Charge (Hit) 100
Assist Lock Duration 100
Assist Gauge Depletion Rate 100
EX Damage from Assist Attack 100
EX Revenge Duration 5


new table layout

Characters

ddff-icon-light.png

ddff-icon-vaan.png

ddff-icon-laguna.png

ddff-icon-yuna.png

ddff-icon-kain.png

ddff-icon-tifa.png

ddff-icon-aerith.png

Lightning Vaan Laguna Yuna Kain Tifa Aerith

ddff-icon-wol.png

ddff-icon-firion.png

ddff-icon-ok.png

ddff-icon-cecil.png

ddff-icon-bartz.png

ddff-icon-terra.png

ddff-icon-cloud.png

ddff-icon-squall.png

ddff-icon-zidane.png

ddff-icon-tidus.png

Warrior of Light Firion Onion Knight Cecil Bartz Terra Cloud Squall Zidane Tidus

ddff-icon-garland.png

ddff-icon-empy.png

ddff-icon-cod.png

ddff-icon-golbez.png

ddff-icon-exd.png

ddff-icon-kefka.png

ddff-icon-sephi.png

ddff-icon-ulti.png

ddff-icon-kuja.png

ddff-icon-jecht.png

Garland The Emperor Cloud of Darkness Golbez Exdeath Kefka Sephiroth Ultimecia Kuja Jecht

ddff-icon-totto.png

ddff-icon-gab.png

ddff-icon-prishe.png

ddff-icon-gilgamesh.png

ddff-icon-fc.png

ddff-port-chaos2.png

Shantotto Gabranth Prishe Gilgamesh Feral Chaos Chaos

ddff-port-light.png


Garland
Characters

ddff-icon-light.png

Lightning

ddff-icon-vaan.png

Vaan

ddff-icon-laguna.png

Laguna

ddff-icon-yuna.png

Yuna

ddff-icon-kain.png

Kain

ddff-icon-tifa.png

Tifa

ddff-icon-aerith.png

Aerith

ddff-icon-wol.png

Warrior of
Light

ddff-icon-firion.png

Firion

ddff-icon-ok.png

Onion
Knight

ddff-icon-cecil.png

Cecil

ddff-icon-bartz.png

Bartz

ddff-icon-terra.png

Terra

ddff-icon-cloud.png

Cloud

ddff-icon-squall.png

Squall

ddff-icon-zidane.png

Zidane

ddff-icon-tidus.png

Tidus

ddff-icon-empy.png

The
Emperor

ddff-icon-cod.png

ddff-icon-golbez.png

Golbez

ddff-icon-exd.png

Exdeath

ddff-icon-kefka.png

Kefka
Palazzo

ddff-icon-sephi.png

Sephiroth

ddff-icon-ulti.png

Ultimecia

ddff-icon-kuja.png

Kuja

ddff-icon-jecht.png

Jecht

ddff-icon-totto.png

Shantotto

ddff-icon-gab.png

Gabranth

ddff-icon-prishe.png

Prishe

ddff-icon-gilgamesh.png

Gilgamesh

ddff-icon-fc.png

Feral
Chaos

ddff-port-chaos2.png

Chaos


Navigation
First-timers Resources
Starter Guide
FAQ
Glossary
Change log
HUD
Customisation Guide
Online Setup (PPSSPP)
Tier list
Tier list (Assist)
Translations
Combo videos
System Mechanics Customization
Aerial Recovery
Assist
Block
Bravery
Chase
Dash
Dodge
EX
HP
Landing lag
Quickmove
Abilities
Accessories
Artifacts
Battlegen
Equipment
Play Plan
Shop
Special Effects
Statistic
Summons
Techniques Community rules

Blodge
Dash feint
Lock Off

DC Ranked
Dissidence
Japan Ranked
Tournament Rules

Stages Data
Old Chaos Shrine
Pandaemonium
World of Darkness
Lunar Subterrane
The Rift
Kefka's Tower
Planet's Core
Ultimecia's Castle
Crystal World
Dream's End
Order's Sanctuary
Edge of Madness
Empyreal Paradox
Sky Fortress Bahamut
Orphan's Cradle
Pandaemonium - Top Floor
Crystal Tower
Phantom Train
M.S. Prima Vista
Attack Info
Attack Priority
CP Glitch
Damage Formula
Frame Data
Glitches
List of xxx
Movement Speed
Music
Quotes
Skills
Staff credits
Unlockables
Modding Misc.

DLC EDAT Reference

Dissidia 012 Prologus
Game Modes
Story Mode
Main Scenario 012
Main Scenario 013
Main Scenario 000
Report
Battle Mode
Quick Battle
Arcade Mode
Labyrinth
Communications Mode
Online Lobby
Group Battle
Friend Cards
Artifacts
Communications
Online play
PP Catalog
Collection
Creation
Original Quest
Battle Replay
Museum
Data Config
Options


ddff-icon-light.png

Lightning

ddff-icon-vaan.png

Vaan

ddff-icon-laguna.png

Laguna

ddff-icon-yuna.png

Yuna

ddff-icon-kain.png

Kain

ddff-icon-tifa.png

Tifa

ddff-icon-wol.png

Warrior of Light

ddff-icon-firion.png

Firion

ddff-icon-ok.png

Onion Knight

ddff-icon-cecil.png

Cecil Harvey

ddff-icon-bartz.png

Bartz Klauser

ddff-icon-terra.png

Terra Branford

ddff-icon-cloud.png

Cloud Strife

ddff-icon-squall.png

Squall Leonhart

ddff-icon-zidane.png

Zidane Tribal

ddff-icon-tidus.png

Tidus

ddff-icon-garland.png

Garland

ddff-icon-empy.png

The Emperor

ddff-icon-cod.png

Cloud of Darkness

ddff-icon-golbez.png

Golbez

ddff-icon-exd.png

Exdeath

ddff-icon-gilgamesh.png

Gilgamesh

ddff-icon-kefka.png

Kefka Palazzo

ddff-icon-sephi.png

Sephiroth

ddff-icon-ulti.png

Ultimecia

ddff-icon-kuja.png

Kuja

ddff-icon-jecht.png

Jecht

ddff-icon-totto.png

Shantotto

ddff-icon-prishe.png

Prishe

ddff-icon-gab.png

Gabranth

ddff-icon-aerith.png

Aerith

Feral
Chaos

References

  1. Double Cut (ground) leads to assist combo against a wall.
  2. Double Cut anti-air into Cross-slash combo.
  3. Blade Beam combos into Kuja assist.
  4. Blade Beam snipe against air dodge.
  5. Fira combos into Kuja assist.
  6. Slashing Blow into Omnislash Ver. 5 with only second hit (1).
  7. Slashing Blow into Omnislash Ver. 5 with only second hit (2).
  8. Rising Fang destroys platform.
  9. Rising Fang is active during majority of the ascent.
  10. Rising Fang moves towards opponent during startup.
  11. Rising Fang moves towards opponent during startup (hits).
  12. Rising Fang moves Cloud upward during startup.
  13. Double Cut (midair) is essential for building assist gauge safely through whiffs.
  14. Double Cut (midair) dodge punish (1).
  15. Double Cut (midair) dodge punish (2).
  16. Double Cut (midair) punish after staggering with LV2 Assist Change.
  17. Double Cut (midair) second hit misses when done late.
  18. Meteorain low maximum height.
  19. Meteorain anti-air hit (1).
  20. Meteorain anti-air hit (2).
  21. Finishing Touch assist conversion without wall rush (Kuja).
  22. Finishing Touch assist conversion without wall rush (Tidus).
  23. Braver sends up at a diagonal angle.
  24. Meteorain (midair) generates lots of EX in the corner.
  25. Meteorain (midair) hits opponent assist for lots of EX.
  26. Meteorain (midair) combo with assist near wall.
  27. Meteorain (midair) assist combo with assist storage glitch.
  28. Omnislash Ver. 5 punished after LV1 Assist Change.
  29. Omnislash Ver. 5 hits assist, Cloud can ignore a hit afterwards.
  30. Omnislash 5 keeps Cloud airborne for easier assist combo filler.
  31. https://web.archive.org/web/20101220030710/http://www.andriasang.com/e/blog/2010/12/18/dissidia_duodecim_date/ Archived news from andriasang
  32. https://web.archive.org/web/20110124132828/http://release.square-enix.com/na/2011/01/20_01.html An archived press release for North American version, announcing the release date
  33. https://web.archive.org/web/20101222001751/http://www.ffring.com/news/Dissidia-012-le-25-mars-2011-en-Europe-c545a95e6c80.html Archived news from Final Fantasy Ring
  34. https://www.play-asia.com/dissidia-012-duodecim-final-fantasy-chinese-language-version/13/7045e0 An online store Play-Asia that sold this version of the game
  35. https://serialstation.com/titles/NPJH/50377 Title ID for Japanese version
  36. https://serialstation.com/titles/ULUS/10566 Title ID for North American version
  37. https://serialstation.com/titles/ULES/01505 Title ID for European version
  38. https://serialstation.com/titles/NPHH/00293 Title ID for Asian (Chinese language) version
  39. release date
  40. release date
  41. release date
  42. release date