EX (Dissidia 012) and Dodge (Dissidia 012): Difference between pages

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(→‎EX Core: Added info.)
 
 
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EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).
Dodge is a gameplay mechanic in Dissidia 012.


= Overview =
= Overview =


When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.
Dodge is one of the game's defensive options that is used to evade against incoming attacks. After equipping the two basic abilities, players can perform a burst of movement by pressing R + X  that has 20 frames of invincibility (at 60 FPS).


A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.
Ground dodge has a few different versions depending on the directional input, while air dodge functions identically regardless of input. However, air dodge can move the character in a variety of different directions.


Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like [[Assist_(Dissidia_012|'''the assist mechanic''']], this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.
Dodging is a crucial defensive technique in competitive play, as it allows characters to make attacks safer to use, create openings against the opponent's attacks, generate assist meter more quickly and otherwise survive dire situations. Many attacks can be cancelled into a dodge earlier than other actions, making it one of the most accessible defensive mechanics in the game. And because of the invincibility provided by other abilities, it is also one of the most powerful defensive mechanics overall.


A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. [[Gabranth_(Dissidia_012)|'''Gabranth''']] revolves entirely around the EX mechanic, while characters such as [[Cloud_Strife_(Dissidia_012)|'''Cloud''']], [[Lightning_(Dissidia_012)|'''Lightning''']] and [[Garland_(Dissidia_012)|'''Garland''']] are known to work well with the EX meter economy.
Being able to facilitate favorable situations both with dodges and against them can greatly influence a character's ability to compete. [[Movement_Speed_Ranking_(Dissidia_012)#Fall_Speed_Ratio_After_a_Dodge|'''Fall speed after a dodge''']] directly impacts air dodges' safety, while the safety of acting out of a dodge is impacted by characters' individual repertoire.


In ''Dissidia 012'', EX is designed to be antithesis to the game's [https://dissidia.wiki/Assist_(Dissidia_012)]'''Assist'''] mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.
Concepts such as dodge punishment and variable dodge timing become important at higher levels of play and the defensive [[Blodge|'''blodge''']] technique combines both dodging and blocking for even stronger defensive play.


== Situations where EX can be gained ==
{| class="wikitable"
* Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
* Being near EX Force the opponent generated with their previous attack(s)
* Being near EX Force while attacking or taking damage (special accessories only)
* Touching an EX core
* Use [[Gabranth_(Dissidia_012)|'''Gabranth''']]'s EX Charge attack
* Getting hit by Gilgamesh assist who uses Excalipoor swords
* Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
* Activating the [https://dissidia.wiki/Abilities_(Dissidia_012)#Extra_Abilities-0]'''EXP to EX extra ability''']
 
== Situations where EX will not be gained ==
* Player character is too far from the EX spheres for the EX intake range to function
* Player character is in an attack animation or taking damage (circumvented with special accessories)
* Player character has Force to Courage or [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side_(%E3%82%B9%E3%82%BF%E3%83%B3%E3%83%89%E3%83%90%E3%82%A4%E3%83%9F%E3%83%BC)|'''Side by Side'''] special accessory currently equipped
* Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipent dependent)
* Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge
 
= Mechanics =
 
== EX Break ==
Introduced in ''Dissidia 012''.
 
== EX Burst ==
A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square when prompted. Once initiated, press the appropriate inputs to perform the devastating flurry of attacks. Failing the sequence of inputs will result in reduced damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site.
 
The opponent can mitigate bravery damage by repeatedly pressing Circle to raise the base defense. This is indicated with a small arrow that moves vertically alongside the graphic indicating base defense values. Overdoing it will result in decreased defense however, so players must input diligently. The [https://dissidia.wiki/Abilities_(Dissidia_012)#Support_Abilities-0 '''support abilities'''] Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP.
 
Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as [[Tidus_(Dissidia_012)|'''Tidus''']] or [[Jecht_(Dissidia_012)|'''Jecht''']].
 
EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.
 
Booster accessories will not be in effect during EX Burst. However, the % damage increase from accessories still affect EX Burst damage.
 
== EX Core ==
During a fight, an EX core appear somewhere on the field after a period of time has passed. This provides a flat 150 EX and will attract any remaining EX floating on the field towards it, further increasing the amount of EX gained when touching it.
 
This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.
 
The appearence of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players.
 
If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.
 
EX cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as [[Firion_(Dissidia_012)|'''Firion''']] and [[Golbez_(Dissidia_012)|'''Golbez''']] are more likely to be in a favorable position to touch the EX core first against aerial characters who are playing passively outside of their reach. This means that EX cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.
 
Characters who cannot absorb EX Force due to [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side) '''Side by Side'''] or other equipment related factors are still encouraged to collect EX cores if their opponent can absorb EX. Any EX Force generated by the EX-less player will compound for the opponent if they get the EX core first.
 
Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb {{accbas}} and [[Squall_Leonhart_(Dissidia_012)|'''Squall's''']] exclusive weapon at level 100 enhance EX gained from EX cores directly. While not a common focus in competitive builds, they can be an effective solution in match-ups where the opponent is difficult to catch without risk such as [[Exdeath_(Dissidia_012)|'''Exdeath''']].
 
== EX Intake Range ==
 
 
== EX Mode ==
When the EX gauge is full, it can be spent to activate the character's unique powered up state.
 
Input R + Square while moving freely, attacking, blocking, dodging or being staggered to consume the entire EX gauge and enter EX Mode. This will last for '''20 seconds''' without modifications by equipment or custom rulesets. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state. And in Dissidia 012 specifically the activation will also '''drain all of the opponent's assist gauge'''.
 
That alone makes a full EX meter very valuable. Assist is a common resource many characters will have access to and this is the best way to nullify it without landing an HP attack or relying on the opponent's assist meter decay rate.
 
In addition, each character has traits exclusive to their EX mode, such as increased priority on [[Cloud_Strife_(Dissidia_012)|'''Cloud's''']] bravery attacks. These can be viewed in the customization menu or in the character pages on this site.
 
== EX Revenge ==
Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX meter and will empty it entirely upon using it.
 
Input R + Square while getting hit to use EX Revenge. Upon using it, time is slowed down significantly and the opponent will be in a staggered state. The default duration is '''5 seconds''' before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once this state has concluded, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.
 
Several interactions are altered during this time.
 
* Knockback is greatly reduced, likely due to the slow-motion effect
 
* EX Force cannot be absorbed or generated by any attacks.
 
* Countdowns involving summons is temporarily halted
 
* EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.
 
* The recovery of a finished attack can be cancelled into another attack or a dash.
 
* Wall rush can be immediately followed up with another attack without assist.
 
=== What does this mean for the opponent ===
Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.
 
If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.
 
If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change.
 
=== Other traits ===
 
If the player who used EX Revenge can accumulate another full EX meter and activate EX mode during this time, EX revenge will continue unaffected. [[Gabranth_(Dissidia_012)|'''Gabranth''']] can take advantage of this with the King of Tragedy set bonus, Spider's Web, Spider's Bane and EX Charge (ground).
 
When EX Revenge is activated, any assists and opponent projectiles (e.g. [[The_Emperor_(Dissidia_012)|'''The Emperor's''']] Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as [[Lightning_(Dissidia_012)|'''Lightning's''']] Watera and using EX Revenge, the projectile will continue to exist.
 
The player who initiated EX Revenge will also remove any negative effects they had on them such as [[Laguna_Loire_(Dissidia_012)|'''Laguna's''']] Sticky Bomb or [[Shantotto_(Dissidia_012)|'''Shantotto's''']] Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage.
 
Stage elements may still be destroyed.
 
The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.
 
=== Omega stage effects ===
 
{|class="wikitable"
!Stage !! Effect
|-
|-
|Old Chaos Shrine || Stage does not take bravery from players.
! Ability !! CP (Mastered) !! AP || Description
|-
|-
|Pandaemonium || Spikes will no longer pop up, but any that are out will finish their animation very slowly.
|Ground Evasion || 10 (5) || 50 || On the ground, push R + X to dodge opponent's attack.  
Touching these spikes will end EX Revenge.
|-
|-
|World of Darkness || Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.
|Midair Evasion || 10 (5) || 50 || In the air, push R + X to dodge opponent's attack.
Stage bravery rises very slowly during second and third stage forms.
|}
|-
 
|Lunar Subterrane || Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
== Ground Dodge (Neutral / Backward) ==
|-
{|class="wikitable"
|The Rift || The entire stage freezes and no stage elements will change until after EX Revenge ends.
! Invincibility !! Attack<br>cancelable !! Total duration
If activated while a part of the stage is moving,
that part will remain textureless, <br> but solid until EX Revenge ends. Stage bravery will not rise.
|-
|Kefka's Tower || Stage bravery still accumulates after destroying stage elements.
Wall rushing the opponent at the lower sections will still take bravery and <br> bounce them away, but reduced knockback still applies.
|-
|Planet's Core || Stage will not change and stage bravery rises at normal speed.
|-
|Ultimecia's Castle || During time compression, stage bravery acts normally, but broken stage elements
will not repair themselves. Touching a gear will end EX Revenge. <br>It is unclear if time compression can begin or end during EX Revenge.
|-
|Crystal World || No crystals will appear and as such, stage bravery will not rise.
|-
|Dream's End || No changes.
|-
|Order's Sanctuary || No changes.
|-
|Edge of Madness || Stage bravery's fluctuation speed is reduced, but can still be quite fast.
|-
|Empyreal Paradox || Bravery is drained much slower.
|-
|Sky Fortress Bahamut || Stage bravery rises much slower when standing on the ground.
|-
|-
|Orphan's Cradle || Platforms can still move, but very slowly.
|1~20F || 29F || 56F
|}
|}


= EX related customization =
== Ground Dodge (Side) ==
 
{|class="wikitable"
== Abilities ==
! Invincibility !! Attack<br>cancelable !! Total duration
 
{|class="wikitable"  
|+ Support Abilities
|-
|-
! Ability !! CP (Mastered) !! AP || Description !! Notes
|1~20F || 43F || 56F
|-
|EX Core Lock On || 5 (0) || 50 || When EX Core is present, push L while locked on to lock onto the EX Core. ||
|-
|Auto EX Burst || 10 (5) || 50 || Automatically use EX Burst. ||
|-
|Auto EX Command || 30 (15) || 160 || Automatically input EX Burst commands. ||
|-
|Auto EX Command Ω || 40 (20) || 200 || Automatically input EX Burst commands perfectly. ||
|-
|Auto EX Defense || 30 (15) || 160 || Automatically defend against EX Bursts. ||
|-
|Auto EX Defense Ω || 40 (20) || 200 || Automatically defend against EX Bursts perfectly. ||
|}
|}


== Ground Dodge (Forward) ==
{|class="wikitable"
{|class="wikitable"
|+ Extra Abilities
! Invincibility !! Attack <br>cancelable !! Dodge / block <br>cancelable !! Total duration
! Ability !! CP (Mastered) !! AP || Description !! Notes
|-
|Disable EX Gauge Lock || 100 (50) || 300 || EX Gauge fills steadily. || [[Feral_Chaos_(Dissidia_012)|'''Feral Chaos''']] only. EX absorption fills the EX meter.
|-
|Bravery Regen || 20 (10) || 170 || In EX Mode, gain bravery instead of regenerating HP. ||
|-
|EX Critical Boost || 60 (45) || 200 || Further boosts critical hit rate during EX Mode. || +25 % critical hit rate.
|-
|Anti-EX || 60 (45) || 200 || Boosts critical hit rate when opponent is in EX Mode. || +50 % critical hit rate.
|-
|Disable EX Critical Boost || 40 (20) || 100 || EX Critical Boost ability effect disabled. ||
|-
|-
|Disable Anti-EX || 40 (20) || 100 || Anti-EX ability effect disabled. ||
|1~20F || 41F || 57F || 78F
|-
|EXP to EX Force || 60 (0) || 130 || Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. || 0.1 % conversion.
|}
|}


== Accessories ==
== Air Dodge ==


{|class="wikitable"  
{|class="wikitable"
|+ Basic Accessories {{accbas}}
! Invincibility !! Attack<br>cancelable !! Total duration
! Name !! Effect
|-
|Attractorb || EX Intake Range +1m, Assist Gauge Charge -20 %
|-
|Pearl Necklace || EX Force Absorption +10 %, Assist Gauge Charge -20 %
|-
|Dragonfly Orb || EX Core Absorption +10 %, Assist Gauge Duration -30 %
|-
|Silver Hourglass || EX Mode Duration +5 %, Assist Gauge Duration -10 %
|-
|Pendant || EX Core Appearence Boost, EX Force Absorption -10 %
|-
|Battle Gem || Assist Gauge Duration +10 %, EX Force Absorption -20 %
|-
|Angel's Bell || Regen +5 % (EX mode)
|-
|Dismay Shock || EX Gauge Depletion +1 %
|-
|EX Breaker || EX Iai Strike +2 %, Defense -10 %
|-
|-
|A Comrade's Vow || AST Charge on damage +15 %, EX Intake Range -1m
|1~20F || 29F || 56F
|}
|}


{|class="wikitable"  
== Ground / Midair Evasion Boost ==
|+ Booster Accessories {{accboo}}
 
! Name !! Effect !! Condition
{| class="wikitable"
|-
|Full EX Gauge || 1.3 || When your EX Gauge is full
|-
|Empty EX Gauge || 1.5 || When your EX Gauge is empty
|-
|EX Core Present || 1.5 || When EX Core is present
|-
|EX Mode || 1.3 || While you are in EX Mode
|-
|EX Revenge || 1.4 || While you are in EX Revenge
|-
|Maintain EX Mode || 1.4 || When in EX Mode for more than 15 seconds
|-
|Full EX & Assist Gauge || 1.5 || When your EX & Assist Gauges are full
|-
|Pre-EX Mode || 1.4 || When you haven't yet entered EX Mode
|-
|Pre-EX Revenge || 1.3 || When you haven't yet used EX Revenge
|-
|EX Gauge Full || 1.3 || When opponent's EX Gauge is full
|-
|-
|Empty EX Gauge || 1.3 || When opponent's EX Gauge is empty
! Ability !! CP (Mastered) !! AP || Description
|-
|-
|EX Mode || 1.3 || While opponent is in EX Mode
| Ground Evasion Boost || 20 (10) || 100 || Increase movement distance for ground evasion.<br>Must enable Ground Evasion.
|-
|-
|EX Revenge || 1.5 || While opponent is in EX Revenge
| Midair Evasion Boost || 20 (10) || 100 || Increase movement distance for midair evasion.<br>Must enable Midair Evasion.
|}
|}


{|class="wikitable"
[[Abilities_(Dissidia_012)#Basic_Abilities-0|'''Basic ability.''']]
|+ Special Accessories {{accsp}}
! Name !! Effect
|-
|White Drop || EX Force Absorption +5 %, Assist Gauge Duration -5 %
|-
|Cyan Drop || Initial EX Force +10 %, Assist Gauge Duration -10 %
|-
|Cyan Gem || Initial EX Force +20 %, Assist Gauge Duration -20 %
|-
|White Gem || EX Force Absorption +10 %, Assist Gauge Duration -10 %
|-
|Tenacious Attacker || Absorb EX Force during attacks
|-
|Blazing Totema || Absorb EX Force on Summon, Summon Recharge +2
|-
|Force to Courage || EX Core & EX Force to BRV
|-
|Glutton || Absorb EX Force when taking damage
|-
|Platinum Hourglass || EX Mode Duration +15 %, EX Force Absorption -20 %
|-
|Spider Web || EX Revenge Duration +10 %
|-
|Ruby Hourglass || EX Mode Duration +10 %, EX Mode Damage -10 %
|-
|Spider's Bane || EX Revenge Duration +15 %
|-
|Aggressor || EX Mode Damage +20 %, EX Mode Duration -30 %
|-
|Avenger || EX Revenge Damage +30 %, EX Core Absorption -30 %
|-
|Glimmering Crystal || EX Core Absorption +15 %, Assist Gauge Charge -15 %
|-
|Badge of Trust || Initial Assist Charge +40 %, EX Force Absorption -30 %
|-
|Great Gospel || Regen +10 %, BRV Recovery +50 %
|-
|First to Victory || Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
|-
|Fake Mustache || LUK +10, EX Core Appearence Boost
|-
|Mystic Guard || EX Break Chance (Endure one EX Break)
|-
|Spider Silk || EX Revenge Duration +5 %
|-
|Close to You || Always Absorb EX Force, Assist Gauge Charge -30 %
|-
|Center of the World || EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
|-
|Together as One || Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
|-
|Side by Side || AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
|-
|Arcane Incense || Initial EX Force +25 %, Accessory breakability: 100 %
|-
|Arcane Incense || Initial EX Force +100 %, Accessory breakability: 100 %
|-
|Spirit of Qu'Bia || Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
|-
|Shock of Qu'Bia || EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
|-
|Qu'Bia Crystal || EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %
|}


== Equipment set bonuses (LV100) ==
Increases dodge distance by 2m. Both ground and midair boosts are staple picks as the increased movement helps evading attacks more consistently regardless of remaining invincibility.


=== King of Tragedy ===
However, equipping ground evasion boost is not as important in air oriented match-ups where dodging on the ground may not happen often.
'''Effect:''' EX Revenge Duration +40%, EX Revenge Damage +50%


Must equip all four equipment for set bonus.
== Evasion Boost ==


{|class="wikitable"
{| class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Rhongomiant || HP -328, ATK +69, DEF -1 || - || Spear
|-
|-
|Hand || Prytwen || DEF +73 || - || Shield
! CP (Mastered) !! AP || Description
|-
|-
|Head || Dragon Sallet || BRV +290, DEF +1 || - || Helm
|20 (10) || 100 || Increase duration of invincibility after evasion.
|-
|Body || Wygar || HP +2973 || - || Light Armor
|}
|}


=== Rise of Discord ===
[[Abilities_(Dissidia_012)#Basic_Abilities-0|'''Basic ability.''']]
'''Effect:''' EX Mode Duration +40 %, EX Revenge Duration +40 %.


Exclusive to Feral Chaos.
Evasion Boost doubles the invincibility time of all dodges from 20 frames to 40 frames.
Must equip all four equipment for set bonus.


{|class="wikitable"
The generous invincibility provided by this ability has had rippling effects in competitive play. Dodges have a much smaller window for any guaranteed punishment, bolstering defense for many characters while also restricting options for the attacker.
|-
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Endless Oblivion || ATK +67 || - || Exclusive
|-
|Hand || Eternal Despair || DEF +73 || - || Exclusive
|-
|Head || Phantasmal Abyss || BRV +290, DEF +1 || - || Exclusive
|-
|Body || Cycle's End || HP +2973 || - || Exclusive
|}


=== Seal of Lufenia ===
For one, this enables gapless defense for characters with defensive attacks such as {{012exd}}, {{012seph}} and {{012jec}} when cancelled out of a neutral ground dodge or any air dodge. And HP attacks that can punish air dodges such as {{012lag}}'s Ragnarok Blade now struggle to connect at all and presents a bigger risk to the user.
'''Effect:''' EX Gauge Depletion +5 %.
Must equip three equipment for set bonus.


This set bonus has multiple equipment that are eligible for this set bonus.
Because of Evasion Boost, dodge punishment is more difficult and risky across the board, but defending against attacks with strong tracking or projectiles also becomes a lot more reliable.


{|class="wikitable sortable"
That is not to say dodging is entirely safe, far from it. However, much of Dissidia 012's established defensive gameplay can be attributed to the nature of dodge and the invincibility granted by this ability. Unfortunately, enforcing a ban on Evasion Boost can negatively impact tournament logistics - This is not an ability that that can be viewed in equipment briefing prior to a fight and the in-game battle information does not notify either player about it. As such, monitoring the use of this ability can be time consuming.
! scope=col | Type
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|Weapon || Lufenian Saber || ATK +67 || - || Sword
|-
|Weapon || Lufenian Dagger || ATK +66 || - || Dagger
|-
|Weapon || Lufenian Katana || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|Weapon || Lufenian Lance || HP -328, ATK +69, DEF -1 || - || Spear
|-
|Weapon || Lufenian Staff || BRV +39, ATK +66 || - || Staff
|-
|Weapon || Star of Lufenia || BRV -40, ATK +69, DEF -1 || - || Thrown
|-
|Weapon || Lufenian Lute || BRV -40, ATK +67, DEF +1 || - || Instrument
|-
|Weapon || Lufenian Pole || HP -328, BRV +79, ATK +66 || - || Pole
|-
|Hand || Lufenian Dirk || ATK +1, DEF +72 || - || Parrying
|-
|Hand || Lufenian Bangle || HP +327, DEF +72 || - || Bangle
|-
|Hand || Lufenian Gauntlets || BRV +39, DEF +72 || - || Gauntlet
|-
|Hand || Lufenian Greatshield || BRV +39, ATK -1, DEF +73 || - || Large Shield
|-
|Head || Lufenian Hairpin || HP -328, BRV +369 || - || Hairpin
|-
|Head || Lufenian Headband || HP +327, BRV +290 || - || Headband
|-
|Body || Lufenian Jacket || HP +2973, BRV +39, DEF -1 || - || Clothing
|-
|Body || Lufenian Vest || HP +2973 || - || Light Armor
|}


=== Soul of Yamato ===
Evasion Boost remains a part of Dissidia 012's competitive play, but recent years have also had players engage in fights with mutual agreement of not using it.
'''Effect:''' LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost
Must equip three equipment for set bonus.


= Precision Evasion =
{|class="wikitable"
{|class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
! CP (Mastered) !! AP !! Description
|-
|-
|Weapon || Genji Blade || BRV +39, ATK +67, DEF -1 || - || Katana
|90 (45) || 200 || Evasions are more effective when well-timed.
|-
|Hand || Genji Shield || DEF +73 || - || Shield
|-
|Head || Genji Helm || BRV +290 DEF +1 || - || Helm
|-
|Body || Heavy Armor || HP +3300 BRV +39 || - || Heavy Armor
|}
|}


If an attack is dodged within the first 4 frames of the dodge, this [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''extra ability''']] extends invincibility to the end of a dodge.


== Equipment (LV100) ==
This means any character can act out of a dodge without a gap of vulnerability dodges usually have. Another dodge can be performed and it will be invincible, though it cannot trigger another Precision Evasion this way. Regular blocks are technically possible as well, but a more common application of guarding is seen with characters who possess an attack with frame 1 block properties. {{012wol}}'s Shield of Light, {{012cod}}'s [Wrath] Particle Beam and {{012jec}}'s Jecht Block all take advantage of this well.


{|class="wikitable sortable"
= Dodge punishment =
! scope=col | Type
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|Weapon || Zwill Crossblade || ATK +66, DEF +1 || Initial EX Force +20 % || Dagger
|-
|Weapon || Heaven's Cloud || BRV +39, ATK +67, DEF -1 || EX Intake Range +3m || Katana
|-
|Weapon || Nirvana || BRV +39, ATK +66 || EX Mode Duration +20 % || Staff
|-
|Weapon || Fire Book || BRV +39, ATK +66 || Regen +15 % || Staff
|-
|Weapon || Cleaver || BRV -40, ATK +69, DEF -1 || EX Force Absorption +10 % || Thrown
|-
|Weapon || Loki's Lute || BRV -40, ATk +67, DEF -1 || EX Core Absorption +20 % || Instrument
|-
|Weapon || Gigant Axe || BRV -80, ATK +70 || EX Force Absorption +10 %, slight Anti-EX effect || Exclusive ([[Garland_(Dissidia_012)|'''Garland''']])
|-
|Weapon || Mateus' Malice || HP +327, BRV -80, ATK +68, DEF +1 || EX Intake Range +3m, slight Anti-EX effect || Exclusive ([[The_Emperor_(Dissidia_012)|'''The Emperor''']])
|-
|Weapon || Everdark || BRV +39, ATK +67 || BRV Recovery +100 %, slight Anti-EX effect || Exclusive ([[Cloud_of_Darkness_(Dissidia_012)|'''Cloud of Darkness''']])
|-
|Weapon || Dorgann's Blade || ATK +68 || Regen +20 %, Cat Nip effect || Exclusive ([[Bartz_Klauser_(Dissidia_012)|'''Bartz''']])
|-
|Weapon || Yoshiyuki || BRV +39, ATK +68, DEF -1 || EX Force Absorption +10 %, Riposte effect || Exclusive ([[Gilgamesh_(Dissidia_012)|'''Gilgamesh''']])
|-
|Weapon || Dancing Mad || BRV -40, ATK +68, DEF +1 || Initial EX Force +20 %, Back to the Wall effect || Exclusive ([[Kefka_Palazzo_(Dissidia_012)|'''Kefka''']])
|-
|Weapon || One-Winged Angel || BRV +39, ATK +68, DEF -1 || Damage +10 %, slight Anti-EX effect || Exclusive ([[Sephiroth_(Dissidia_012)|'''Sephiroth''']])
|-
|Weapon || Lionheart || ATK +68 || EX Core Absorption +30 %, slight Sneak Attack effect || Exclusive ([[Squall_Leonhart_(Dissidia_012)|'''Squall''']])
|-
|Weapon || Shooting Star || HP +327, BRV -80, ATK +68 DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Ultimecia_(Dissidia_012)|'''Ultimecia''']])
|-
|Weapon || Terra's Legacy || HP +327, BRV -80, ATK +68, DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Kuja_(Dissidia_012)|'''Kuja''']])
|-
|Weapon || Spira's Hope || BRV +39, ATK +67 || EX Intake Range +3m, Cat Nip effect || Exclusive ([[Yuna_(Dissidia_012)|'''Yuna''']])
|-
|Weapon || Chaos Blade || ATK +68 || EX Mode Duration +20 %, slight Counterattack effect || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|Weapon || Zodiac Blade || ATK +68 || EX Core Absorption +30 %, Riposte effect || Exclusive ([[Vaan_(Dissidia_012)|'''Vaan''']])
|-
|Hand || Seydlitz || HP +327, DEF +72 || Regen +20 % || Bangle
|-
|Hand || Highway Star || ATK +1, DEF +72 || EX Force Absorption +10 % || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|Body || Bone Mail || HP +3300, BRV +39 || EX Core Absorption Disabled, EX Force Absorption Disabled || Heavy Armor
|}

Revision as of 19:58, 14 January 2024

Dodge is a gameplay mechanic in Dissidia 012.

Overview

Dodge is one of the game's defensive options that is used to evade against incoming attacks. After equipping the two basic abilities, players can perform a burst of movement by pressing R + X that has 20 frames of invincibility (at 60 FPS).

Ground dodge has a few different versions depending on the directional input, while air dodge functions identically regardless of input. However, air dodge can move the character in a variety of different directions.

Dodging is a crucial defensive technique in competitive play, as it allows characters to make attacks safer to use, create openings against the opponent's attacks, generate assist meter more quickly and otherwise survive dire situations. Many attacks can be cancelled into a dodge earlier than other actions, making it one of the most accessible defensive mechanics in the game. And because of the invincibility provided by other abilities, it is also one of the most powerful defensive mechanics overall.

Being able to facilitate favorable situations both with dodges and against them can greatly influence a character's ability to compete. Fall speed after a dodge directly impacts air dodges' safety, while the safety of acting out of a dodge is impacted by characters' individual repertoire.

Concepts such as dodge punishment and variable dodge timing become important at higher levels of play and the defensive blodge technique combines both dodging and blocking for even stronger defensive play.

Ability CP (Mastered) AP Description
Ground Evasion 10 (5) 50 On the ground, push R + X to dodge opponent's attack.
Midair Evasion 10 (5) 50 In the air, push R + X to dodge opponent's attack.

Ground Dodge (Neutral / Backward)

Invincibility Attack
cancelable
Total duration
1~20F 29F 56F

Ground Dodge (Side)

Invincibility Attack
cancelable
Total duration
1~20F 43F 56F

Ground Dodge (Forward)

Invincibility Attack
cancelable
Dodge / block
cancelable
Total duration
1~20F 41F 57F 78F

Air Dodge

Invincibility Attack
cancelable
Total duration
1~20F 29F 56F

Ground / Midair Evasion Boost

Ability CP (Mastered) AP Description
Ground Evasion Boost 20 (10) 100 Increase movement distance for ground evasion.
Must enable Ground Evasion.
Midair Evasion Boost 20 (10) 100 Increase movement distance for midair evasion.
Must enable Midair Evasion.

Basic ability.

Increases dodge distance by 2m. Both ground and midair boosts are staple picks as the increased movement helps evading attacks more consistently regardless of remaining invincibility.

However, equipping ground evasion boost is not as important in air oriented match-ups where dodging on the ground may not happen often.

Evasion Boost

CP (Mastered) AP Description
20 (10) 100 Increase duration of invincibility after evasion.

Basic ability.

Evasion Boost doubles the invincibility time of all dodges from 20 frames to 40 frames.

The generous invincibility provided by this ability has had rippling effects in competitive play. Dodges have a much smaller window for any guaranteed punishment, bolstering defense for many characters while also restricting options for the attacker.

For one, this enables gapless defense for characters with defensive attacks such as Exdeath, Sephiroth and Jecht when cancelled out of a neutral ground dodge or any air dodge. And HP attacks that can punish air dodges such as Laguna's Ragnarok Blade now struggle to connect at all and presents a bigger risk to the user.

Because of Evasion Boost, dodge punishment is more difficult and risky across the board, but defending against attacks with strong tracking or projectiles also becomes a lot more reliable.

That is not to say dodging is entirely safe, far from it. However, much of Dissidia 012's established defensive gameplay can be attributed to the nature of dodge and the invincibility granted by this ability. Unfortunately, enforcing a ban on Evasion Boost can negatively impact tournament logistics - This is not an ability that that can be viewed in equipment briefing prior to a fight and the in-game battle information does not notify either player about it. As such, monitoring the use of this ability can be time consuming.

Evasion Boost remains a part of Dissidia 012's competitive play, but recent years have also had players engage in fights with mutual agreement of not using it.

Precision Evasion

CP (Mastered) AP Description
90 (45) 200 Evasions are more effective when well-timed.

If an attack is dodged within the first 4 frames of the dodge, this extra ability extends invincibility to the end of a dodge.

This means any character can act out of a dodge without a gap of vulnerability dodges usually have. Another dodge can be performed and it will be invincible, though it cannot trigger another Precision Evasion this way. Regular blocks are technically possible as well, but a more common application of guarding is seen with characters who possess an attack with frame 1 block properties. Warrior of Light's Shield of Light, Cloud of Darkness's [Wrath] Particle Beam and Jecht's Jecht Block all take advantage of this well.

Dodge punishment