Summons (Dissidia 012) and Chase (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
Chase is a battle mechanic in ''Dissidia Final Fantasy'' and Dissidia 012 during which players take turns in attacking each other.


Summons is a gameplay mechanic in Dissidia 012. By equipping a summonstone to a character and using it in battle, the player can cause an effect that influences their own or their opponent's bravery.
= Overview =


Many summons have an AUTO version and a manual version. AUTO version activates automatically when a specified condition has been met during battle, while the manual version is activated at will by inputting R + Circle. The only exception to this are countersummons, which only activate if the opponent calls a summon first.
Whenever a move with Chase properties connects, the player who performed this attack will have an X button prompt at the center of the screen for a brief period of time. Should the player take this prompt, the player character will initiate a Chase sequence and is then presented with three options to interact with the opponent. The opponent must defend against these options either by dodging at the right time by pressing X or using Recovery Attack.


== Ifrit ==
Dodging during chase generates 15 EX Force.


<tabber>
== Chase Bravery attack ==
|-|Auto=
{{AbilityInfo
Bravery boosted to 150%.
|damage=30
Auto when stage bravery gained.
|startup=19F
|type=Magical ({{012bez}} / {{012kef}} / {{012kuja}} / {{012shan}}) / Physical (Others)
|priority=?
|ex=60
|effect=Wall Rush, Chase
|cp=-
}}


|-|Manual=
'''Bravery attack''' is a single hit attack that will send the opponent back, with the ability to [[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''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.
Bravery boosted to 150%.  


</tabber>
If {{012pri}} performs a chase bravery attack with a directional input, the damage type will be magical. If no directional input is done, the damage type will be physical.


== Shiva ==
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.


<tabber>
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.
|-|Auto=
Opponent's bravery prevented from rising for a short time (10 seconds).
Auto summon when foe's BRV=0.  


|-|Manual=
== Chase HP attack ==
Opponent's bravery prevented from rising for a short time (15 seconds). Duration longer than Auto.
{{AbilityInfo
|damage=-
|startup=61F
|type=-
|priority=?
|ex=60?
|effect=Wall Rush
|cp=-
}}


</tabber>
'''HP attack''' is also a single hit attack that will greatly send the opponent away from the current position with the ability to wall rush. This attack will only deal HP damage, '''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.
== Ramuh ==


<tabber>
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 as well as generate a lot of assist meter thanks to Side by Side and to a lesser extent, 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.
|-|Auto=
Opponent's summons sealed for a short time (30 seconds).
Auto when foe gains stage bravery.  


|-|Manual=
Due to the attack's lengthy windup, it is possible to use it to set up Aerith assist's Seal Evil to connect on an opponent who attempts to dodge the HP attack. This can be considered a checkmate situation in which neither outcome can be beneficial for the opponent.
Opponent's summons sealed for a short time (50 seconds). Duration longer than Auto.  


</tabber>
Chase HP attack is the only way Gabranth can deal HP damage without EX Mode or Assist.


== Carbuncle ==
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.


<tabber>
== Empty Chase ==
|-|Auto=
Matches opponent's bravery to yours.
Auto summon when BRV=0.


|-|Manual=
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.
Matches opponent's bravery to yours.  


</tabber>
== 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.


== Magic Pot ==
'''Example of an illegal scenario'''
* Cloud connects his Double Cut bravery attack and initiates chase
* Cloud performs bravery attack and it connects
* Cloud continues chase
* Cloud performs a bravery attack or HP attack in chase


<tabber>
Example of a legal scenario (one sided interaction):
|-|Auto=
* [[Cloud Strife (Dissidia 012)|'''Cloud''']] connects his Double Cut bravery attack and initiates chase
Copies opponent's bravery.
* Cloud performs bravery attack and it connects
Auto when foe's BRV=3x base value.
* Cloud does not continue chase


|-|Manual=
If Cloud [[Wall Rush (Dissidia 012 Final Fantasy)|'''wall rushed''']] the opponent, the player can call the assist for a combo. If HP attack is performed in chase instead, the chase sequence will automatically end and assists can be used to follow up.
Copies opponent's bravery.  


</tabber>
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.


== Demon Wall ==
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.
 
<tabber>
|-|Auto=
Bravery shielded for a time (10 seconds).
Auto when BRV=50% base value.
 
|-|Manual=
Bravery shielded for a time (15 seconds). Duration longer than Auto.
 
</tabber>
 
== Magus Sisters ==
 
<tabber>
|-|Auto=
Opponent's bravery halved for a short time (30 seconds). Base bravery halved.
Auto when foe gains stage BRV.
 
|-|Manual=
Opponent's bravery halved for a short time. Base bravery halved. Duration longer than Auto.
 
</tabber>
 
== Odin ==
 
<tabber>
|-|Auto=
50% chance of inflicting Break.
Auto summon when near death.
 
|-|Manual=
50% chance of inflicting Break.
 
</tabber>
 
== Phoenix ==
 
<tabber>
|-|Auto=
Protected from Break for a time (20 seconds). BRV is restored to base value.
Auto when BRV=50% base value.
 
|-|Manual=
Protected from Break for a time (30 seconds). BRV is restored to base value. Duration longer than Auto.
 
</tabber>
 
== Alexander ==
 
<tabber>
|-|Auto=
Bravery frozen for a short time (15 seconds).
Auto when stage bravery gained.
 
|-|Manual=
Bravery frozen for a short time (10 seconds). Duration is shorter than Auto, but can be devastating if timed right.
 
</tabber>
== Leviathan ==
 
<tabber>
|-|Auto=
Opponent's bravery decreases (-50 BRV per second) for a short period of time (30 seconds).
Auto when foe gains stage bravery.  
 
Total bravery reduction is 1500.
 
|-|Manual=
Opponent's bravery decreases for a short period of time (-66 BRV per second, 30 seconds). More effective than Auto.
 
<br><br>Total bravery reduction is 1980.
 
</tabber>
 
== Bahamut ==
 
<tabber>
|-|Auto=
Bravery rises of a short time (+75 BRV per second, 20 seconds).
Auto when BRV=50% base value.
 
Total bravery increase is 1500.
 
|-|Manual=
Bravery rises for a short time (+99 BRV per second, 20 seconds). More effective than Auto.
 
<br><br>Total bravery increase is 1980.
 
</tabber>
 
== Chocobo ==
Both fighters' BRV values are randomly shuffled.
 
== Moogle ==
Who knows what will happen...
 
== Mandragora ==
For a short period (50 seconds), recover BRV to base value more quickly.
 
== Bomb ==
After a set period of time (10 seconds), opponent takes BRV damage corresponding to your BRV.
 
== Asura ==
Will either seal summons, induce a summon, or destroy opponent's Summonstone.
 
Duration (seal): 75 seconds.
 
== Titan ==
For a period of time (10 seconds), BRV tripled when you take HP damage.
 
== Atomos ==
For a period (10 seconds), absorb double the opponent's BRV when you take HP damage.
 
== Iron Giant ==
For a period of time (50 seconds), when you deal HP damage, opponent's BRV is halved.
 
== Cactuar ==
Opponent's BRV is reduced by 1000.
 
== Tonberry ==
After a set period of time (25 seconds), opponent loses BRV equal to the HP damage you take.
 
== Malboro ==
Constantly reduces foe's BRV (for 30 seconds). The closer you are, the greater the reduction.
 
== Ultros ==
Opponent cannot see BRV for a short period (120 seconds).
 
== Typhon ==
One digit of the opponent's BRV is blown away.
 
== Deathgaze ==
Inflicts Break if opponent's BRV is a multiple of 5.
 
== Behemoth ==
BRV doubled, but afterwards, quickly falls'
 
Duration: -60 BRV per second, 50 seconds for total of 3000 BRV.
 
== PuPu ==
BRV halved, but afterwards quickly rises'
 
Duration: +60 BRV per second, 50 seconds for total of 3000 BRV.
 
== Lich ==
Opponent's BRV falls to 0 after a set period of time (15 seconds).
 
== Marilith ==
Opponent's BRV frozen after a set period of time.
 
Activation: 5 seconds
Duration: 15 seconds
 
== Kraken ==
Opponent's BRV switched with yours after a set period of time (15 seconds).
 
== Tiamat ==
BRV tripled after a set period of time.
 
Activation: 20 seconds.
 
== Scarmiglione ==
When opponent calls a summon, their BRV falls to 0.
 
== Cagnazzo ==
When opponent calls a summon, their BRV swap with yours.
 
== Rubicante ==
When opponent calls a summon, your BRV is tripled.
 
== Gilgamesh ==
A strike with the strongest of swords triples your BRV.
But if you're unlucky...
 
== Ultima Weapon ==
Focuses a massive energy beam at the foe, inflicting Break after a set period of time (50 seconds).
 
== Omega ==
For a short period of time (13 seconds), opponent's BRV decreases.
 
== Calcabrina ==
Cancels opponent's Break status.
 
== Giant of Babil ==
Transfers 30% of both fighter's BRV to stage BRV.
 
== Syldra ==
Nullifies active summon effects.
 
== Ultima, the High Seraph ==
For a short period, receive stage BRV after suffering an AST Break or EX Break.
 
Duration: 50 seconds.
 
== Zalera, the Death Seraph ==
Inflicts Break if opponent's BRV value is 9999.
 
This summon will miss when forcefully activated by Asura.
 
== Brynhildr ==
Doubles stage BRV and doubles base BRV for a set period.
 
Duration: 50 seconds.
 
== Hecatoncheir ==
Resets stage BRV to 0.
 
== Land Worm ==
 
Constantly reduces foe's BRV (for 30 seconds). The farther you are, the greater the reduction.

Revision as of 16:36, 14 January 2024

Chase is a battle mechanic in Dissidia Final Fantasy and Dissidia 012 during which players take turns in attacking each other.

Overview

Whenever a move with Chase properties connects, the player who performed this attack will have an X button prompt at the center of the screen for a brief period of time. Should the player take this prompt, the player character will initiate a Chase sequence and is then presented with three options to interact with the opponent. The opponent must defend against these options either by dodging at the right time by pressing X or using Recovery Attack.

Dodging during chase generates 15 EX Force.

Chase Bravery attack

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
30 19F Magical (Golbez / Kefka / Kuja / Shantotto) / Physical (Others) ? 60 Wall Rush, Chase -

Bravery attack 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.

If Prishe performs a chase bravery attack with a directional input, the damage type will be magical. If no directional input is done, the damage type will be physical.

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

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 61F - ? 60? Wall Rush -

HP attack is also a single hit attack that will greatly send the opponent away from the current position with the ability to wall rush. This attack will only deal HP damage, 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 as well as generate a lot of assist meter thanks to Side by Side and to a lesser extent, 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 windup, it is possible to use it to set up Aerith assist's Seal Evil to connect on an opponent who attempts to dodge the HP attack. This can be considered a 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.

Example of an illegal scenario

  • Cloud connects his Double Cut bravery attack and initiates chase
  • Cloud performs bravery attack and it connects
  • Cloud continues chase
  • Cloud performs a bravery attack or HP attack in chase

Example of a legal scenario (one sided interaction):

  • Cloud connects his Double Cut bravery attack and initiates chase
  • Cloud performs bravery attack and it connects
  • Cloud does not continue chase

If Cloud wall rushed the opponent, the player can call the assist for a combo. If HP attack is performed in chase instead, the chase sequence will automatically end and assists can be used to follow up.

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.