Chase (Dissidia 012): Difference between revisions

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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. If no action is taken, Chase ends almost immediately.
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. 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 {{accsp}}), 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 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 {{accsp}}), 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.

Latest revision as of 18:25, 12 March 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. 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 attaack. This practically punishes most characters for backpedalling 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 Startup frame Type Priority EX Force
30 19F Magical (Golbez, Kefka, Kuja & Shantotto)
Physical (Others)
? 60
Effects CP (Mastered) Cancels Assist Gain (Hit)
Wall Rush, Chase - Chase
Unlocked at
level
Mastered at
AP


Chase Bravery is a single hit attack that will send the opponent back, with the ability to wall rush if near a wall. The angle of this attack can be altered with the analog stick to send the opponent upwards or downwards whenever this action can be performed, but the start-up speed and wall rush potential remain the same.

The damage multiplier property depends on the character. Shantotto, Golbez, Kefka and Kuja have magic type bravery attacks and thus scale with equipment that boosts magic damage, while everyone else has a physical type bravery attack during Chase. Prishe is an exception, her damage type depends on the input of this attack. Up + Circle or Down + Circle is a magic type and only Circle is a physical type.

Since the bravery chase attack can wall rush, assist followups are possible and any action that is related to Assist or EX meters can be performed after the 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 Type Priority EX Force
- 61F - ? 60?
Effects CP (Mastered) Cancels Assist Gain (Hit)
Wall Rush -
Unlocked at
level
Mastered at
AP


Chase HP is a single hit attack that will send the opponent away from the current position with the ability to wall rush. The knockback is significantly longer than with the bravery attack. This attack will only deal HP damage and it takes 61 frames to impact. As such, waiting to react to this attack is well within the realm of possiblity but the risk of suffering a bravery attack can be very costly depending on the situation of the match.

The reward for landing an HP attack is much higher on average, given it deals inescapable damage that can end the match, deplete assist and / or ex meter, generate a lot of assist meter thanks to Side by Side and EXP to Assist. The damage potential is also high as a result, with wall rush enabling additional damage via wall rush damage boosts and Assist followups.

Due to the attack'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 attack 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

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.

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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