Onion Knight (Dissidia 012) and Dodge (Dissidia 012): Difference between pages

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(→‎Overview: Added attacks, assist and build sections.)
 
(Added overview. Added ground/midair boost tables.)
 
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[[Category:Dissidia 012 Final Fantasy]]
Dodge is a gameplay mechanic in Dissidia 012.


{{CharacterInfo
= Overview =
|name=Onion Knight (オニオン ナイト)
|origin=Final Fantasy III
|weapon=Daggers, Parrying Weapons, Rods, Staves, Swords, Thrown Weapons
|armor=Bangles, Chestplates, Clothing, Gauntlets, Hats, Hairpins, Headbands, Light Armor
|atk=107 (Lowest)
|def=111 (Average)
|runspeed=2.5 (Fast)
|dash=69 (Very Fast)
|fall=85 (Average)
|fallr=14 (Very Fast)
|exclusives=Tyrfing, Royal Sword, Onion Sword
}}


{{ProConTable
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).
|pros=* Coming Soon
|cons=* Coming Soon
}}


== Overview ==
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.
Onion Knight is a playable character in Dissidia 012.


== Bravery Attacks ==
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.


=== Ground ===
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.


<tabber>
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.


|-|Multi-Hit=
{| class="wikitable"
{{AbilityInfo
|-
|damage=
! Ability !! CP (Mastered) !! AP || Description
|startup=
|-
|type=
|Ground Evasion || 10 (5) || 50 || On the ground, push R + X to dodge opponent's attack.
|priority=
|-
|ex=
|Midair Evasion || 10 (5) || 50 || In the air, push R + X to dodge opponent's attack.
|effect=
|}
|cp=
}}
''[Close] Launch flurry of slashes. Weak, but quick to execute.''


|-|Extra Slice=
== Ground Dodge (Neutral / Backward) ==
{{AbilityInfo
{|class="wikitable"
|damage=
! Invincibility !! Attack<br>cancelable !! Total duration
|startup=
|-
|type=
|1~20F || 29F || 56F
|priority=
|}
|ex=
|effect=
|cp=
}}
''Branching from Multi-Hit. [Combo] Additional slice.''


|-|Blizzard=
== Ground Dodge (Side) ==
{{AbilityInfo
{|class="wikitable"
|damage=
! Invincibility !! Attack<br>cancelable !! Total duration
|startup=
|-
|type=
|1~20F || 43F || 56F
|priority=
|}
|ex=
|effect=
|cp=
}}
''[Long] Shoot frost projectiles. Limited height, but high speed.''


|-|Blizzaga=
== Ground Dodge (Forward) ==
{{AbilityInfo
{|class="wikitable"
|damage=
! Invincibility !! Attack <br>cancelable !! Dodge / block <br>cancelable !! Total duration
|startup=
|-
|type=
|1~20F || 41F || 57F || 78F
|priority=
|}
|ex=
|effect=
|cp=
}}
''Branching from Blizzard. [Combo] Drop ice shards.''


|-|Strength Booster (ground)=
== Air Dodge ==
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''Boosts stats temporarily. Physical attack, damage, and critical attack rate increased.''


|-|Magic Booster (ground)=
{|class="wikitable"
{{AbilityInfo
! Invincibility !! Attack<br>cancelable !! Total duration
|damage=
|-
|startup=
|1~20F || 29F || 56F
|type=
|}
|priority=
|ex=
|effect=
|cp=
}}
''Boosts stats temporarily. Magic attack, defense, and critical attack rate increased.''


</tabber>
== Ground / Midair Evasion Boost ==


=== Aerial ===
{| class="wikitable"
|-
! Ability !! CP (Mastered) !! AP || Description
|-
| Ground Evasion Boost || 20 (10) || 100 || Increase movement distance for ground evasion.<br>Must enable Ground Evasion.
|-
| Midair Evasion Boost || 20 (10) || 100 || Increase movement distance for midair evasion.<br>Must enable Midair Evasion.
|}


<tabber>
Ground/Midair Evasion Boost : increase dodge distance by 2m.


|-|Turbo-Hit=
== Evasion Boost ==
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''[Close] High-speed slash. Weak, but effective against any height.''
 
|-|Extra Lunge=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=10 (5)
}}
''Branching from Turbo-Hit. [Combo] Additional lunges.''
 
|-|Thunder=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''[Long] Trio of thunder balls that curve to track foe. Effective against any height.''
 
|-|Thundaga=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=10 (5)
}}
''Branching from Thunder. [Combo] Fire two lightning bolts.''
 
|-|Strength Booster (midair)=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''Boosts stats temporarily. Physical attack, damage, and critical attack rate increased.''
 
|-|Magic Booster (midair)=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''Boosts stats temporarily. Magic attack, defense, and critical attack rate increased.''
 
</tabber>
 
== HP Attacks ==
 
=== Ground ===
 
<tabber>
|-|Blade Torrent=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''[Close] Ultra high-speed slice. Can be done in midair.''
 
|-|Firaga=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''[Long] Launch fireballs. Wide-range explosion on impact.''
 
|-|Swordshower=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''Branching from Multi-Hit. [Combo] Rain blades of light.''
 
|-|Quake=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''Branching from Blizzard. [Combo] Cause earthquake.''
 
</tabber>
 
=== Aerial ===
 
<tabber>
|-|Wind Shear=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''[Close] Spin at high speed. Move with the analog stick.''
 
|-|Comet=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''[Long] Fire off tiny meteors. Aim with the analog stick.''
 
|-|Guiding Swipe=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''Branching from Turbo-Hit. [Combo] Fire speedy light blades.''
 
|-|Flare=
{{AbilityInfo
|damage=
|startup=
|type=
|priority=
|ex=
|effect=
|cp=
}}
''Branching from Thunder. [Combo] Create huge explosions.''
 
</tabber>
 
== EX Mode ==
Effects:
* Regen
* Critical Boost
* Dual Wield
* Sage's Wisdom
 
=== Dual Wield ===
''[Job changes to Ninja when performing a physical attack.] Attacks move faster than the eye can see to snatch a greater amount of bravery.''
 
=== Sage's Wisdom ===
''[Job changes to Sage when performing a magic attack] Releases sealed mystic power, making spells stronger.''
 
=== EX Burst: Ninjutsu ===
''Throw the ninja's strongest weapon - the shuriken. Find and select "Shuriken" from the menu that displays.''
 
{{burst
|damage1=10, 10 (20)
|damage2=5x12, 20 (100 total)
|type=Physical
}}
 
 
=== EX Burst: Spellbook ===
''Cast the sage's strongest spell - Holy. Find and select "Holy" from the menu that displays."
 
{{burst
|damage1=10, 10 (20)
|damage2=60, 20 (100 total)
|type=Magical
}}
 
== Assist ==
 
Onion Knight's assist data.


{| class="wikitable"
{| class="wikitable"
|-
|-
! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties
! CP (Mastered) !! AP || Description
|-
|-
|Blizzard (Ground BRV) || 35F || Opponent || 4 x 43, 7, 7, 18 (44) || Chase, Ranged Low
|20 (10) || 100 || Increase duration of invincibility after evasion.
|-
| Turbo-Hit (Midair BRV) || 13F || Opponent || 1 x 7, 2, 3 x 7, 10 (40) || Wall Rush
|-
| Blade Torrent (Ground HP) || 41F || Opponent || 1 x 15 (15) || Wall Rush
|-
| Comet (Midair HP) || 81F  || Opponent || 1 x 15 (15) || Chase
|}
|}


Onion Knight works well with most tournament viable assists.
Evasion Boost : Doubles invincible time of Dodge, from normally 20F to 40F.
 


== Builds ==
= Precision Evasion =
Builds here.
{|class="wikitable"
! CP (Mastered) !! AP !! Description
|-
|90 (45) || 200 || Evasions are more effective when well-timed.
|}


<tabber>
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.
|-|Build #1=
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}


|-|Build #2=
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.
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}


</tabber>
= Dodge punishment =

Revision as of 17:32, 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.

Ground/Midair Evasion Boost : increase dodge distance by 2m.

Evasion Boost

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

Evasion Boost : Doubles invincible time of Dodge, from normally 20F to 40F.


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