Dodge (Dissidia 012) and Feral Chaos (Dissidia 012): Difference between pages

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Dodge is a gameplay mechanic in Dissidia 012.
[[Category:Dissidia 012 Final Fantasy]]


= Overview =
{{CharacterInfo
|name=Feral Chaos (デスペラードカオス)
|origin=Dissidia 012 [duodecim] Final Fantasy
|weapon=Greatswords, Axes, Grappling Weapons
|armor=Gauntlets, Large Shields, Helms, Heavy Armor
|atk=113 (Highest, +1 in EX Mode)
|def=114 (Highest, +1 in EX Mode)
|runspeed=2.5 (Normal, Fast), 0 (EX Mode, Fastest)
|dash=77 (Average / Good)
|fall=67 (Fast)
|fallr=16 (Very Fast)
|exclusives=Talons of Despair, Aegis of Strife, Calamitous Rage, Deafening Fissure, Endless Oblivion, Eternal Despair, Phantasmal Abyss, Cycle's End
}}


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).
{{ProConTable
|pros=
|cons=
}}


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.
== Overview ==


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. [[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.
== Bravery Attacks ==


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.
=== Ground ===


{| class="wikitable"
<tabber>
|-
|-|Snarl=
! Ability !! CP (Mastered) !! AP || Description
{{AbilityInfo
|-
|damage=15, 15 (30)
|Ground Evasion || 10 (5) || 50 || On the ground, push R + X to dodge opponent's attack.
|startup=11F
|-
|type=Physical
|Midair Evasion || 10 (5) || 50 || In the air, push R + X to dodge opponent's attack.
|priority=Melee Low
|}
|ex=90
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Close] Bite foe twice.''


== Ground Dodge (Neutral / Backward) ==
|-|Vicious=
{|class="wikitable"
{{AbilityInfo
! Invincibility !! Attack<br>cancelable !! Total duration
|damage=1 x 11, 19 (30)
|-
|startup=21F
|1~20F || 29F || 56F
|type=Physical
|}
|priority=Melee Mid
|ex=~90
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Mid] Charge and pummel foe.''


== Ground Dodge (Side) ==
|-|Spew=
{|class="wikitable"
{{AbilityInfo
! Invincibility !! Attack<br>cancelable !! Total duration
|damage=5, 15 (20)
|-
|startup=23F (close), 43F (projectile)
|1~20F || 43F || 56F
|type=Physical (close), Magical (projectile)
|}
|priority=Melee Mid (close), Ranged Low (projectile)
|ex=60
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Long] Summon magma at foe's feet.''


== Ground Dodge (Forward) ==
|-|Erupt=
{|class="wikitable"
{{AbilityInfo
! Invincibility !! Attack <br>cancelable !! Dodge / block <br>cancelable !! Total duration
|damage=2 x 10, 25 (max 45)
|-
|startup=19F
|1~20F || 41F || 57F || 78F
|type=Physical
|}
|priority=Melee Mid
|ex=0
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Rise] High-speed leap. Hold button to keep rising.''


A dodge that jumps over the opponent, effective at avoiding grounded attacks with little to no vertical reach.


The total distance travelled is relatively short and once the vertical peak has been reached, the momentum will drastically slow down. That makes this one of the easier dodges to punish as it is less demanding in range, positioning and movement overall.
</tabber>


Punishing this dodge in ground-to-ground interactions requires committing to an anti-air attack or jumping, but the latter option also has significantly less risk.
=== Aerial ===


== Air Dodge ==
<tabber>


{|class="wikitable"
|-|Destroy=
! Invincibility !! Attack<br>cancelable !! Total duration
{{AbilityInfo
|-
|damage=4 x 4, 14 (30)
|1~20F || 29F || 56F
|startup=13F
|}
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Close] Swipe with claws and tail.''


== Ground / Midair Evasion Boost ==
|-|Brute Force=
{{AbilityInfo
|damage=6, 7, 7, 10 (30)
|startup=21F
|type=Physical
|priority=Melee Mid
|ex=90
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Mid] Grab and shred foe.''


{| class="wikitable"
|-|Splinter=
|-
{{AbilityInfo
! Ability !! CP (Mastered) !! AP || Description
|damage=5 x 4 (20)
|-
|startup=29F
| Ground Evasion Boost || 20 (10) || 100 || Increase movement distance for ground evasion.<br>Must enable Ground Evasion.
|type=Magical
|-
|priority=Ranged Mid
| Midair Evasion Boost || 20 (10) || 100 || Increase movement distance for midair evasion.<br>Must enable Midair Evasion.
|ex=87
|}
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Long] Fire multiple shockwaves.''


[[Abilities_(Dissidia_012)#Basic_Abilities-0|'''Basic ability.''']]
|-|Raid=
{{AbilityInfo
|damage=2 x 10, 15 (max 35)
|startup=19F
|type=Physical
|priority=Melee Mid
|ex=3
|effect=Chase, Wall Rush
|cp=60 (30)
}}
''[Dive] High-speed dive. Hold button to keep falling.''


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.
</tabber>


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


== Evasion Boost ==
=== Ground ===


{| class="wikitable"
<tabber>
|-
|-|Deus Iratus=
! CP (Mastered) !! AP || Description
{{AbilityInfo
|-
|damage=2 x 4 (8) + 1 x N
|20 (10) || 100 || Increase duration of invincibility after evasion.
|startup=37F
|}
|type=Physical
|priority=Melee High, Block High (1-37F)
|ex=96
|effect=Wall Rush, Block
|cp=100 (50)
}}
''[Close] Emit shockwave w/roar. Repeatedly press for more hits.''


[[Abilities_(Dissidia_012)#Basic_Abilities-0|'''Basic ability.''']]
|-|Quo Vadis=
{{AbilityInfo
|damage=3 x 4 (12)
|startup=45F
|type=Physical
|priority=Melee High
|ex=96
|effect=Wall Rush
|cp=100 (50)
}}
''[Mid] Throw super-fast punches. Can combo after wall rush.''


Evasion Boost doubles the invincibility time of all dodges from 20 frames to 40 frames.
|-|Via Dolorosa=
The second projectile comes out 15 frames after button release, or automatically after 218F 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.
{{AbilityInfo
|damage=10
|startup=37F
|type=Physical
|priority=Melee High (tail), Ranged High (projectile)
|ex=each 60
|effect=Wall Rush
|cp=100 (50)
}}
''[Close] Create 2 fire columns. Charge to delay second column.''


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.
</tabber>


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.
=== Aerial ===


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.
<tabber>
|-|Ventus Ire=
{{AbilityInfo
|damage=2 x 6 (12)
|startup=41F
|type=Physical
|priority=Ranged High
|ex=96
|effect=Wall Rush
|cp=100 (50)
}}
''[Close] Flap wings, generating turbulence.''


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.
|-|Lux Magnus=
{{AbilityInfo
|damage=1 x N (max 38)
|startup=51F
|type=Magical
|priority=Ranged High
|ex=60
|effect=Wall Rush
|cp=100 (50)
}}
''[Long] Fire beams downwards. Can aim with the analog stick.''


= Precision Evasion =
|-|Flagro Maximus=
{|class="wikitable"
Charge time 50 frames. Attack comes out 11 frames after button release, or automatically after 76 frames.
! 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 [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''extra ability''']] extends invincibility to the end of a dodge.
{{AbilityInfo
|damage=-
|startup=49F
|type=-
|priority=Melee High
|ex=each ~30
|effect=Wall Rush
|cp=100 (50)
}}
''[Mid~Long] A massive explosion. Charge to increase range.''


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.
</tabber>


= Dodge punishment =
== EX Mode: The power of discord reveals the true Chaos! ==
Effects:
* Regen
* Critical Boost
* Divine Might
* Brutal
 
=== Divine Might ===
''[Always active while in EX Mode] All movement speeds are greatly increased.''
 
Running speed increases by x1.22, jump height about the same as Kain's.
 
=== Brutal ===
''[Always active while in EX Mode] Greatly increases ATK and DEF stats.''
 
ATK +1, DEF +1.
 
=== EX Burst: Regnum Dei ===
''An insurmountable force drags foes into a vortex of discord. Press R + square to deal a damaging HP attack. Damage increases with greater bravery.''
 
All of Feral Chaos' attacks become high priority during this EX Burst.
 
{{burst
|damage1=4,5,8,1 (18)
|damage2=9, 2x7 (23 finish) (41 + ?? total)
|type=Physical
}}
 
== Builds ==
Builds here.
 
<tabber>
|-|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=
{{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>
 
== Assist ==
 
Feral Chaos cannot be used as an assist. He works well with most tournament viable assists.

Revision as of 07:28, 13 February 2024


Info
Name Feral Chaos (デスペラードカオス)
Original game Dissidia 012 [duodecim] Final Fantasy
Weapon Greatswords, Axes, Grappling Weapons
Armor Gauntlets, Large Shields, Helms, Heavy Armor
Base ATK (LV100) 113 (Highest, +1 in EX Mode)
Base DEF (LV100) 114 (Highest, +1 in EX Mode)
Run Speed 2.5 (Normal, Fast), 0 (EX Mode, Fastest)
Dash Speed 77 (Average / Good)
Fall Speed 67 (Fast)
Fall Speed Ratio After Dodge 16 (Very Fast)
Exclusive weapons Talons of Despair, Aegis of Strife, Calamitous Rage, Deafening Fissure, Endless Oblivion, Eternal Despair, Phantasmal Abyss, Cycle's End
Strengths Weaknesses

Overview

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15, 15 (30) 11F Physical Melee Low 90 Chase, Wall Rush 60 (30)
[Close] Bite foe twice.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 11, 19 (30) 21F Physical Melee Mid ~90 Chase, Wall Rush 60 (30)
[Mid] Charge and pummel foe.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 15 (20) 23F (close), 43F (projectile) Physical (close), Magical (projectile) Melee Mid (close), Ranged Low (projectile) 60 Chase, Wall Rush 60 (30)
[Long] Summon magma at foe's feet.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 10, 25 (max 45) 19F Physical Melee Mid 0 Chase, Wall Rush 60 (30)
[Rise] High-speed leap. Hold button to keep rising.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 x 4, 14 (30) 13F Physical Melee Low 90 Chase, Wall Rush 60 (30)
[Close] Swipe with claws and tail.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 7, 7, 10 (30) 21F Physical Melee Mid 90 Chase, Wall Rush 60 (30)
[Mid] Grab and shred foe.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5 x 4 (20) 29F Magical Ranged Mid 87 Chase, Wall Rush 60 (30)
[Long] Fire multiple shockwaves.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 10, 15 (max 35) 19F Physical Melee Mid 3 Chase, Wall Rush 60 (30)
[Dive] High-speed dive. Hold button to keep falling.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 4 (8) + 1 x N 37F Physical Melee High, Block High (1-37F) 96 Wall Rush, Block 100 (50)
[Close] Emit shockwave w/roar. Repeatedly press for more hits.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 x 4 (12) 45F Physical Melee High 96 Wall Rush 100 (50)
[Mid] Throw super-fast punches. Can combo after wall rush.

The second projectile comes out 15 frames after button release, or automatically after 218F frames.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 37F Physical Melee High (tail), Ranged High (projectile) each 60 Wall Rush 100 (50)
[Close] Create 2 fire columns. Charge to delay second column.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 6 (12) 41F Physical Ranged High 96 Wall Rush 100 (50)
[Close] Flap wings, generating turbulence.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x N (max 38) 51F Magical Ranged High 60 Wall Rush 100 (50)
[Long] Fire beams downwards. Can aim with the analog stick.

Charge time 50 frames. Attack comes out 11 frames after button release, or automatically after 76 frames.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 49F - Melee High each ~30 Wall Rush 100 (50)
[Mid~Long] A massive explosion. Charge to increase range.

EX Mode: The power of discord reveals the true Chaos!

Effects:

  • Regen
  • Critical Boost
  • Divine Might
  • Brutal

Divine Might

[Always active while in EX Mode] All movement speeds are greatly increased.

Running speed increases by x1.22, jump height about the same as Kain's.

Brutal

[Always active while in EX Mode] Greatly increases ATK and DEF stats.

ATK +1, DEF +1.

EX Burst: Regnum Dei

An insurmountable force drags foes into a vortex of discord. Press R + square to deal a damaging HP attack. Damage increases with greater bravery.

All of Feral Chaos' attacks become high priority during this EX Burst.

Damage multiplier (initial) Damage multiplier (rest) Type
4,5,8,1 (18) 9, 2x7 (23 finish) (41 + ?? total) Physical

Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

Feral Chaos cannot be used as an assist. He works well with most tournament viable assists.