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Dissidia 012[duodecim] Final Fantasy General Knowledge & Mechanics Digest

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Thread: Dissidia 012[duodecim] Final Fantasy General Knowledge & Mechanics Digest

  1. #1
    Hot-blooded God of Guns TWOxACROSS's Avatar
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    Question Dissidia 012[duodecim] Final Fantasy General Knowledge & Mechanics Digest

    So, Duodecim has quite a few new mechanics to it, and many tweaks to the old system. Check through this place periodically to stay up to date on the changes we hear about, and get an in-depth look at what they do. Text in gray is subject to change as more information is divulged.

    This thread is designed as an exhaustive list of knowledge for Duodecim. It’s an amalgamation of common knowledge about the game's mechanics and characters to get you started on the path to becoming a great Dissidia player…or at least a competent one.
    Brought you by holy0crux and TWOxACROSS! But mostly holy0crux

    Duodecim Knowledge: Outline open meee~
    I. Player Mechanics
    A. Bravery Attacks
    B. HP Attacks
    C. Chase
    D. Special Maneuvers
    E. Summonstones
    II. Stage Mechanics
    A. BRV Pool and BRV Breaks
    B. Banish Traps
    C. Normal Stages and Omega Ω Stages
    D. Judgment
    III. Assist System
    A. Assist Attack & Maintenance
    B. Assist Charge
    C. Assist Change
    D. Assist Chase
    E. Assist Lock
    IV. EX System
    A. EX Force & EX Cores
    B. EX Mode & EX Burst
    C. EX Revenge
    D. EX Break
    E. Assist Break
    V. Character Concepts
    A. Player Characters
    B. Assist-Only Characters
    VI. Miscellaneous
    A. Stage List
    B. General Terminology
    C. General Knowledge
    D. General Strategies
    E. General Glitches
    VII. 012 Tweaks & Features [012]
    A. 012 Tweaks
    B. New Features

    I. Player Mechanics
    Using a Bravery Attack takes away from opponent's Bravery (BRV) - that's the number above a character's panel during battle. Bravery Attacks do not reduce an opponent's Hit Points (HP), but Bravery itself is used to deal HP damage. Note that some BRV Attacks may initiate Chase, may link to an HP attack, or may cause Wall Rush. Wall Rush is additional damage due to impact against a wall, ceiling, or floor. Not all Bravery attacks have the Chase or Wall Rush properties. Slam the opponent around with your Bravery Attacks to deplete their Bravery past zero, inflicting them with Bravery Break. While in Bravery Break, Bravery slowly charges back up to its base. You can land Bravery Attacks to help the charge along, but it won’t deplete the opponent’s Bravery at all.

    Using an HP Attack takes away your opponent's HP equivalent to your current BRV, which is consumed to power the special attack. Some attacks inflict Wall Rush - additional HP Damage due to being slammed against the wall. The damage inflicted by Wall Rush is normally 25% of the initial damage. Not all HP attacks have the Wall Rush properties. After landing an HP attack, a character's Bravery will charge back up to its base amount from zero - although it takes longer to recharge the more Bravery was used in the HP Attack. When your Bravery is dangerously low or you are suffering from Bravery Break, you can land an HP Attack specifically to get your Bravery back up to base.

    C. CHASE <PRESS X to initiate; PRESS O or to attack; PRESS X to dodge>
    After certain BRV attacks, a Chase may be initiated by pressing X when cued. Chase is an alternating attack sequence. Pressing O initiates a FAST BRV CHASE ATTACK which can continue into another chase, if you so choose. You can even direct where you toss the opponent with the analog stick when you press the O button; tilt it up to launch them upwards (Chase-Up), down to launch them downwards (Chase-Down), and keep the button neutral to simply knock them away (Chase-Back). Use this to your advantage to slam them into walls, ceilings, and floors for additional damage. Pressing initiates a DELAYED HP CHASE ATTACK which inflicts HP damage - and potentially Wall Rush from the knock backwards. If you're being Chased, press X immediately when the opponent does a BRV Chase attack and press X a few seconds after the opponent begins his HP Chase attack (Tip: During HP Chase Attacks, the screen dims and most characters speak). While dodging an attack, you can move left or right by tilting the analog stick in a direction, which can help set up a favorable orientation for you to use for Wall Rushes. Initiating, or continuing, Chase with X also pulls all EX Force present on the field to you. Chase automatically ends if either character is idle for more than one second during his turn to attack.

    • Press <R+Δ> to Ground Dash or Air Dash.
    • Press X to jump.
    • Press <R+X> to dodge. You can control the direction of the dodge. Dodges attempt to avoid an attack. Learn to dodge an attack by learning its timing!
    • Press R to block. Blocking attempts to parry an attack to stagger an opponent. Not all attacks can be Blocked! Most HP attacks and strong Bravery attacks CANNOT be blocked.
    • Press L to change targets. Pressing multiple times can cycle through the multiple targets. The cycle order is "[Enemy] > [Enemy Assist] if available > [EX Core] if available > [Disengaged]" and back to the beginning. This can be useful to whoosh toward those precious EX Cores or to Lock an opponent's Assist.

    This point covers the use of Summons during battle. Summons are BRV altering effects that happen during a battle. They may affect the Player's BRV, the Opponent's BRV, or the Stage's BRV Pool. Each one is different, so look at its in-game description to understand its effects. A Summonstone can be used only once per battle, except while Cosmos or Double Judgment is active.
    There are three kinds of summons, classified by way of activation.
    • Automatic: These summons will activate when specified requirements are met.
    • Manual: These summons will activate when <R+O> is pressed.
    • Counter: These summons will activate when the opponent's summon is activated

    II. Stage Mechanics
    Each stage has its own Bravery, the number found between the character panels. You can receive the Bravery as a bonus for inflicting Break status on your opponent through various means. The Map Bravery will be restored after a few moments. However, on Omega Ω Stages, Map Bravery is not static, and can fluctuate depending on actions perform by the players, and even the stage itself.

    Some stages don't always have a place for you to set your feet, and where there isn't a foothold, you'll probably find a Banish Trap. An invisible hazard that makes up the stages periphery if there is no surface, coming into contact with a Banish Trap will shroud your character with a dark cloud and quickly start to drain a small amount of Bravery from you, before ultimately teleporting you to solid ground after sapping a small chunk of Bravery. Any Bravery taken by a Banish Trap is added to the Map Bravery.

    Normals Stages are...normal. Straightforward, no? Omega Ω Stages are stages with special gimmicks that affect the Stage's Map Bravery. Some Ω stages are given additional obstacles which change the Map Bravery. Other Ω stages are given special requirements. Each Ω Stage is different, so look at their in-game descriptions (or at the stage list below).

    There are three kinds of Judgment: Cosmos Judgment, Chaos Judgment, and Double Judgment. When watching the current battle, the benevolent Cosmos will aid those in need while the relentless Chaos punishes the cowardly.
    • Cosmos Judgment
      -Merciful Touch: When near death, the EX Gauge will be filled completely.
      -Retribution's Path: If a Break gives the opponent the needed BRV to win the match, Cosmos will give restore your Summonstone for the battle.
      -Divine Protection: If the opponent enters EX Mode while your Bravery is low, your Assist Gauge won't get knocked to zero!
    • Chaos Judgment
      -Invitation to Destruction: After a certain length of time from the beginning of battle, both players' critical hit ratios will increase.
      -Coward's Punishment: If a player refuses to attack, Chaos will immobilize them for their cowardice.
    • Double Judgment:
      -Both Judgments are active. May the merciful hand of Cosmos deliver you from the unrivaled wrath of Chaos.
    Last edited by TWOxACROSS; 08-01-2011 at 09:36 PM.

  2. #2
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    III. Assist System
    Call an Assist into the battle to help out in certain situations. The Assist system is meant to directly oppose EX Mode, with varying effects to each other. An Assist can be called to attack the opponent's Bravery, or their HP, and the attack they will perform is circumstantial to the characters’ positions (explained later). Assists are powered by the orange meter under the HP display, which is segmented into two memories. Performing attacks charges the memories, and landing attacks charges them even more. However, using the same attacks repeatedly will begin to see diminishing returns, with the charge received being less and less, forcing players to use a variety of attacks. After a few moments of inactivity, the memories will start to rapidly deplete, which means if players want to keep their Assist Gauge filled, they'll have to stay in the action, adapting a more active/aggressive style overall. Use it or lose it!

    Assist-B = L+O - Assist attacks the opponent’s Bravery, adding it to the player’s. Requires one full memory.
    Assist-H = L+ - Assist attacks the opponent’s HP, consuming your Bravery. Requires two full memories.

    As seen in the video, it is possible to chain together a string of combos with well-timed attacks before and after an Assist's attack. Memories will not charge, and an Assist cannot be called to chain from attacks chained from an Assist until the opponent recovers. When an Assist attacks, they also reduce the opponent's EX Gauge with each blow, yet their attacks also don't produce any EX Force to be gathered. An Assist-H landed while you are in EX Mode will not trigger the option for an EX Burst. An Assist's attack power is also based off the player Character's power. Now, let's take a look at a chart....

    Note that Aerith is an Assist Only characer, and not playable in the game
    This is a screenshot of the Assist Menu in your Customize Menu. Notice that on either side of the skill, there a small icons, colored red or blue. These icons represent the player and opponent characters, while next to the left icon, you see small bars. These white and gray bars denote the circumstance for the skill. The white bar above the gray bar means the character must be in the air, while vice versa means the character must be on the ground.

    If the icon on the left is blue, then it depends on if the player is in the right position (land or air) for that Assist Skill. If it is red, then it depends on the opponent's position. So, looking at Aerith's Bravery skills, they both depend on the player's location.

    The icon on the right tells us where the Assist will appear when they use that skill. blue denotes the Assist will appear near the player, while red means the Assist will appear near the opponent. So, as we can see from Aerith's skills, her Land Assist-B has her appearing next to the player, while her Air Assist-B has her appear next to the opponent.

    Protect your Assist at all costs when they come out to the field. This means making sure the instance in which they are called possesses little to no risk of them being blocked or countered. Calling Assists during your own attacks at the appropriate moment for combos is one of the best - and safest - times. If you call an Assist out at an inopportune time, do everything in your power to prevent the opponent from attacking them, as an Assist Lock can be a benefit you don't want your opponent to have over you.

    The player can set the Assist (and their costume) they bring with them in the same way they select their equipment from the Customization Menu. However, it is not possible to set what attacks they do. During Story Mode play, the available Assists will be preselected characters, ones that have relevance to the player character's story.


    A helpful boost to a player at risk! The Assist Charge system allows a player in dire straits a chance to turn the tables. Okay, so you're about to die, you've been smacked around and your Bravery is low, or worse - till your Bravery broke...YOU'RE IN A BAD SPOT, OKAY? If you manage to land an attack while you're in trouble like this, your Assist Gauge will get an instant charge to help ya~ An "Assist Charge" instantly charges ONE memory. Likewise, if you’re low on HP, or the opponent has enough Bravery to send you to the great hereafter, you can try to counter their HP Attack for an "Assist Full Charge," which instantly charges THE ENTIRE GAUGE. Don't give up! Just because you're down, doesn't mean you're out!

    C. ASSIST CHANGE <PRESS L+O or L+> While under attack

    "Change-1," "Change-2," or simply "Change"
    While in the midst of an opponent's attack (or staggering after a hit, or block), you can call your Assist in to take the place of the player character. Using L+O (Change-1) will bring the Assist in to take the hit for you, locking the Assist in the process, while using L+ (Change-2) brings in the Assist to block the opponent's attack and stagger them, without locking the memories. A moment later, the player character will reappear, dashing high into the air (or downward if at a ceiling), away from the opponent. One tip for successful Assist Changing against HP Attacks is to wait until the last moment, because some attacks, like Cecil's Paladin Force or Cloud's Omnislash ver5, will track over to the player character when they reappear on the field, still resulting in a hit. Calling the Assist in either way consumes the same applicable amount of Assist memories as a normal Attack call.


    If an Assist's attack initiates Chase, you can press the X button to automatically rush to the opponent's back by teleporting, catching them with your own attacks as they fly away. Timing is a bit stricter depending on when and what attack you follow up with, because the opponent may continue to fly away during the start up of your assault. Take note that your character will still follow an invisible path to the opponent instead of truly "teleporting," so if there is a wall, ceiling, or floor in the way you'll still get caught up by it.


    When the opponent calls their Assist to the field, there is a moment for retaliation while they are present. If the player can stagger the Assist through an attack or block, the opponent's Assist Meter is locked for roughly 22 seconds. However the more times they are locked, the longer it lasts. This prevents the opponent from calling their Assist to the field for a short period of time, but they can still blindly charge the memories. Assist Lock also occurs when using a Change-1 (L+O). Any time you Assist Lock an opponent, your character will automatically absorb all EX Force present on the field, and they are freed from the cooldown of the attack that locked them.
    Last edited by TWOxACROSS; 06-17-2011 at 01:49 PM.

  3. #3
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    IV. EX System
    EX Force are those blue floaty dots that appear when you give your opponent a good whack. Collecting EX Force slowly charges your EX Gauge. EX Cores are the pure essence of EX Force in the shape of a winged bell. The more wings an EX Core has, the more EX Force it holds. EX Force increases your EX Gauge (on the side of the character panel). EX Cores themselves also don't give as much EX Force as they did before, making it more beneficial to let them soak up EX Force and grow more wings, instead of racing directly for them as they appear.

    B. EX MODE & EX BURST <Press R+; land HP Attack and press >
    When your EX Gauge is all orange and shiny, R + puts you in EX Mode. Your character receives unique enhancements and unique skills for the remainder of EX Mode, which is roughly 20 seconds. Whenever a player enters EX Mode, their opponent's Assist Gauge instantly drops to zero, as well. If you manage to land an HP Attack during EX Mode, press as indicated and follow the other commands to do a more powerful attack called an EX Burst. If you're suffering an EX Burst, press O repeatedly to increase your defense!

    C. EX REVENGE <Outside of EX Mode, press R+ when attacked>

    Go EX while under attack or while staggered to perform EX Revenge, cashing in the ENTIRE EX Gauge and slowing down the opponent's movements for around six seconds (or until HP damage is dealt). It also frees your character from the cooldown frames on their attacks for EX Revenge's duration. Under EX Revenge, you will also not enter EX Mode. Use EX Revenge in dire situations to save your sorry bootata. If you're caught in EX Revenge, you can use an Assist Change or even go EX yourself to cancel out of the effect.


    If you're damaged by an Assist while you're in EX Mode, EX Mode will instantly end (poo...) and the opponent will receive the Map Bravery. This does not, however, reduce your Bravery like a Bravery Break. Gabranth has a new EX Ability called "Jamming" that prevents the opponent from receiving the Map Bravery when he is inflicted with EX Break. Of course, you can always Assist Break the opponent before this happens...


    If you are able to stagger an opponent's Assist through an attack or blocking while you are in EX Mode, not only will their Assist be locked, but you will also acquire the Map Bravery for a boost to your own Bravery! This does not completely reduce the opponent's Bravery.

    Something you should probably note is the concept "EX opposes Assist." Virtually, if you do something good with your Assist, your opponent's EX goes down, and vice versa. If you whack someone with an Assist, their EX gauge decreases. If you activate your EX Gauge, the opponent's Assist Gauge is cleared. If you use Assist Change, you will be Locked and your opponent will collect all the EX Force on the field. If you block or hit an Assist while in EX Mode, you Assist Break the opponent. If your Assist hits an opponent in EX Mode, you EX Break your opponent. If memorizing all these Breaks, Locks, and Depletion rules confuse you, just stick with "EX opposes Assist."
    Last edited by TWOxACROSS; 06-20-2011 at 05:30 AM.

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    V. Character Concepts

    A. Player Characters
    Warrior of Light: The Paragon is a character who has an array of attacks suitable for many different situations. This character is best as a melee character, but he has a few ranged magic in his arsenal too. If you're fighting this guy, he has a way to handle any situation, so figure out your approaching tactics carefully.

    Garland: The Nemesis is an advanced character whose slow, but hard hitting moves, quickly whittle your opponent's BRV with Chases and Wall Rush. He even comes with ways to Guard Crush his opponents, bypassing their defenses to hammer the BRV away. Playing Garland requires LOTS of Blocking and Dodging skill. Don't get too predictable while you anticipate his slow moves, or you'll find yourself Broken in seconds.

    Firion: The Weapons Specialist utilizes his many weapons to cover a large area. He is best suited for ground combat, but his aerial magic can be chained to launch a chaotic barrage of projectiles. Fighting Firion can be tough. He can batter you nearby and he can reel you in from afar and counter your attacks! Aerial combat is NOT his area of expertise, though...

    The Emperor: The Trap Master is best designed for patient players who strategically think. His various traps can be set precisely so that a character who falls into one trap falls into the rest. Fighting the Emperor is all about knowing how to bypass his traps. (Easier said than done, let me tell you.)

    Onion Knight: The young Mystic Fencer is a fast, agile character best designed for chipping away HP rather than hacking big chunks at a time. Fighting Onion Knight is something you should be careful about...All his BRV attacks can link into HP attacks. The cocky little brat tends to stand around after most of his attacks, so assault him then!

    Cloud of Darkness: The Bane of Life takes the form of a voluptuous woman (<3) with a small, unimpressive set of BRV attacks but with a diverse set of HP Particle Beams...Fighting it can be daunting--its varied HP Beams are tailored to many different situations, but its slow BRV tentacles are predictable.

    Cecil: The Split Soul fighter has two different forms. A strong Dark Knight form best suited for the ground and an agile Light Paladin form most comfortable in the air. Using Cecil requires that take advantage of his current form. If Cecil is your foe, try approaching him where his current form has the least advantage.

    Golbez: The Thaumaturge is a skilled fighter who uses physical and magical attacks simultaneously. He can attack both near and far at once, giving him excellent command of his area. If Golbez is your opponent, try blocking when close to him and dodging when far, taking advantage of his long ending animations.

    Kain: The Tactical Striker is primarily an aerial fighter whose special mechanic, the Δ Dash, can allow one to pursue the enemy. Using this Δ Dash, one playing Kain should keep close to his enemy, constantly hailing BRV damage. If you're fighting Kain, don't get caught in these close-range combos...You won't escape, even if these attacks are a bit slow. You should also know that he is not very competent at long-range fighting, either.

    Bartz: The Mimic is a young man who fuses his allies' attacks into his own special style. Each of Bartz's attacks grants him additional effects such as [Minor Physical Shield] and [EX intake range + 1m] which can be stacked to amplify these powers. Fighting Bartz can be easy if you hear the "shimmering" sounds he makes when he summons weapons. However, his abilities can mess with your head a bit. Damn mimes.

    Exdeath: The Entropic Adversary has equipped with him...or it...an arsenal of guards and counters to slay his opponent. Playing Exdeath is all about knowing his guards and their properties. Fighting Exdeath can be difficult, what with the ability to guard almost ANYTHING...Y'know, if only you could catch him off-guard, things might be easier...

    Gilgamesh: Gilgamesh is a Scramble Fighter who’s all about luck. He attacks comically with one of eight different weapons - each of which has its own special property. Not every weapon is great, though, and getting your (and Gilgamesh's) desired outcome is all just luck of the draw.

    Terra: The Esperkin girl uses spells that hunt down their enemies. Terra's forte is definitely a long-range battle, conjuring Fires, loosing Meteors, calling Floods, and unleashing Ultimas to snipe the foe. Knowing this, fighting Terra can be easy if you just get all in her face and interrupt her casting. I think she's really cute though, so don't hurt her too much. D=

    Kekfa: The aptly named Mad Mage uses a variety of erratic spells to bombard the opponent. His magic is not designed to excel in a certain range, but rather to spread disorder around the field to trap the opponent. Kefka's magic has a tendency to catch an opponent of guard--but they take a while to start. Maybe you should give him a nice smack.

    Cloud: The Buster Basher is a warrior whose massive sword whacks away opponents, dealing additional Rush damage. Cloud's specialty is to slam people into whatever he can...so your strategy should also be to slam people into stuff...Fighting him makes me wonder if he can even carry that huge ass sword. I'd imagine it would make attacks slow...

    Tifa: The Feint Brawler comes with her own special mechanic, the X Feint. Using the X Feint, she is able to feint toward or around a foe to find a better chance to attack. This is a useful psychological tactic to force a mistimed block or dodge. Fighting Tifa is all about prediction. Her HP attacks also require a lot of preparation on her part, so be sure to attack her then!

    Sephiroth: His Focused Blade is a loooong sword that can launch multiple hits in a single swipe. Sephiroth is often used as a PUNISHER, taking advantage of another's poor timing using his excellent array of both close and long range attacks. Fighting him requires that you stay constantly aware of Sephiroth's and your positions.

    Squall: The Relentless Revolver uses a strong set of BRV attacks to quickly whittle away BRV. He's the "opposite" of Cloud of Darkness. His BRV attacks really shine while his HP attacks leave something to be desired. Squall is very aggressive, so learn those blocking and dodging skills!

    Laguna: The Tactical Gunner can pelt his foes with bombs, bullets, and bazooka shells, creating havoc for his opponents. Each of his attacks have alternatives which can increase the distance or the quantity of his projectiles. More information pending

    Ultimecia: This Sorcerous Fusileer uses her different Knight's magic to barrage her enemies. Ultimecia's favorite place is the air, where she can constantly launch attacks as she hovers about. If you're fighting her, try to stay close and halt her assault quickly before all those nasty swords, arrows, and axes get to you.
    Last edited by TWOxACROSS; 02-25-2011 at 07:19 PM.

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    Zidane: He's the Aerial Ace, and rightly so. His close range midair combat is unrivaled. If his opponent is grounded, he has a few ways to flick them off level surfaces before assaulting them in midair. The guy's strength isn't anything special, so he whittles away HP rather than lopping off large chunks at a time. Zidane isn't too good with those who fight farther away, though...

    Kuja: She--er--he's the Graceful Glider, able to fly across the field as he's attacking. Kuja should stay in the air, flying around and raising hell. Remember that Kuja can activate magic anywhere, so use that to your advantage. If you're fighting Kuja, learn to block and dodge well, then attack Kuja since he's often left very vulnerable if he's caught off guard.

    Tidus: The Spry Striker's fighting style is a flashy, evasive style. Some of his attacks have dodges installed into them, allowing him to dodge and attack in one fluid motion. Fighting Tidus can be tricky at first, especially with speed like his, but watch and listen carefully, as he gives noticeable visual and aural cues. And don't get caught in those stupid dodge attacks. The guy needs to learn to fight like a man.

    Yuna: The High Summoner uses her Aeons to fight for her as she stands from a safer distance. Must be nice to sit back and let others do the work, huh?

    Jecht: The manliest Brutal Blitzer is a melee-oriented character designed to pummel his enemies in a string of slashes, punches, and kicks. Jecht has only two attacks designed for range (and that's still not very far...), therefore his favorite place is to be in yo' face. His attack strings require very strict timing to execute...you might wanna head over to the Character Forums, since that can be tricky to master. Fighting Jecht will be much easier if you can snipe the man from afar.

    Shantotto: Let us observe the Chainspeller, a creature of small stature, yet incredible strength. The creature's HP attacks can be chained three times, allowing for extra BRV damage of its prey. The attack, range, and area of this creature's HP Attacks can be affected by its current BRV. Knowing this, the animal relies on sapping BRV from its prey before devouring. Prey would be unwise if they do not avoid its mid-ranged attacks and traps.

    Prishe: As a Combo Maker, Prishe can set up her attacks into two-step combos. If they’re set up correctly, those combinations can produce different additional effects. Don’t let her teenage look fool you, or she’ll ram her fist straight down your throat, and singe your stomach lining with an explosive Magic Burst.

    Vaan: The Adroit Attacker has the capability to have virtually twelve different Bravery Attacks in his arsenal at once. He has a special mechanic that relies on his equipped weapons. There are two types of attacks: Normal Attacks and Switch Attacks. Each of Vaan’s skills has him hold a different weapon as he attacks. A Normal Attack is performed when you attack using the weapon already currently on hand. A Switch Attack happens whenever you use a skill that uses a different weapon, which results in that first attack with that new weapon to be different, and usually better. As an opponent, Vaan has ways to deal with virtually any situation. His HP attacks don't seem to be his strong point, though...

    Gabranth: The EXecutioner is a man whose glaring flaws disappear when he enters EX Mode. His signature move is EX Charge, which allows him to quickly charge his EX Gauge from zero to full in roughly seven seconds. The key to playing with Gabranth is to charge this meter as soon as possible, especially since you can't do HP Attacks outside of EX Mode (aside from in Chase). Remember when you're fighting him that, since he's so reliant on EX Mode, he is more susceptible to EX Break than other characters...Oh yeah, he doesn't have very many ranged attacks either, so snipe him from afar!

    Lightning: She is the Paradigm Commando, an able-bodied woman with a special mechanic called Paradigm Shift, activated with L+R. Lightning has three Paradigms which she can cycle through: COMMANDO, RAVAGER, and MEDIC. COM is a paradigm designed for close-quarters combat. RAV is designed for ranged, magical combat. MED allows Lightning to recover some of her BRV. The key to using Lightning is to use all three Paradigms for the proper situations. To fight her, you might want to observe and exploit the weaknesses of her current paradigm.

    Desperado Chaos: A hulking monster of a fighter with a wide reach, but also a wide frame, making him both easy to hit, and a terror to fight in cramped spaces. Most of his attacks are daunting, but they also don't reach too far. Take that fatty out with ranged attacks to stand a chance.

    B. Assist-only Characters

    Aerith: The kind-hearted flower girl is not aptly prepared to participate in combat, therefore she decides to use her spells to hold the enemy in place, replenish some Bravery, grant her partner limited invincibility, or drop the holiest of Holy spells on the opponent’s head. Be sure to protect her while she’s out on the field…I mean…she already got killed once.
    Last edited by TWOxACROSS; 03-06-2011 at 10:40 PM.

  6. #6
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    The Flipside


    VI. Miscellaneous
    A. Stage List
    • FFI - Old Chaos Shrine: Ω Player BRV sapped at a constant rate and added to BRV Pool; characters with higher BRV have more sapped when sap recurs.
    • FFII - Pandemonium: Ω Spikes rise from red bricks; taking damage from spikes adds to BRV Pool. Red bricked areas and blue bricked areas change periodically.
    • FFIII - World of Darkness: Ω When darkness gathers, Stage changes form. BRV pool increases quickly when players are close to each other in Close Darkness and quickly when players are far from each other in Far Darkness.
    • FFVI - Crystal Tower
    • FFIV - Lunar Subterrane: Ω BRV Pool increases when stage elements are destroyed.
    • FFV - The Rift: Ω BRV pool increases as stage is rearranged.
    • FFVI - Kefka's Tower: Ω BRV Pool increases when Magitek puffs; Rush opponent into vents to get more puffs and additional Rush damage.
    • FFVI - Phantom Train
    • FFVII - Planet's Core: Ω BRV Pool continuously increases after stage changes
    • FFVIII - Ultimecia's Castle: Ω BRV Pool Randomly fluctuates during Time Compression; destroyed objects reconstructed.
    • FFIX - Crystal World: Ω As crystals appear, BRV Pool increases; crystals regenerate when destroyed.
    • FFVI - MS Prima Vista
    • FFX - Dream's End: Ω BRV Pool increases by the amount of BRV damage is dealt during an attck
    • FFXI - Empyreal Paradox: Ω Mothercrystal absorbs light below stage, increasing BRV Pool; standing near crystal siphons character BRV. One who destroys crystal gains BRV pool.
    • FFXII - Sky Fortress Bahamut: Ω BRV Pool increases when fighters are on the ground
    • FFXIII - Orphan's Cradle: Ω BRV Pool increases when platforms appear at the sides of the area
    • Dissidia - Order's Sanctuary: Ω Current BRV doubled when Break is inflicted
    • Dissidia - Edge of Madness: Ω BRV Randomly fluctuates.

    B. General Terminology
    • Start-up / Warm-up / Start Frames: Common terms referring to the beginning animations of attacks.
    • Wind-down / Cooldown / Stop Frames: Common terms referring to the ending animations of attacks.
    • Broadcast: Anything about an attack that makes the opponent aware of its use, like Squall's Rough Divide
    • Dodge Cancel (DC): This is the capability to dodge out of attack animations.
    • Forward Dodge Cancel (FDC): This is when one dodge cancels...forward...Complicated, huh?
    • Backwards Dodge Cancel (BDC): Dodge Cancel in a backwards direction.
    • Side Dodge Cancel (SDC): Dodge Cancel to the side. Are you seein' a pattern here?
    • Turn Dodge Cancel (TDC): Dodge Cancel executed by making a quarter-circle motion while dodging; midair only and Midair Evasion Boost required.
    • Return Dodge Cancel (RDC): Dodge Cancel performed by quickly dodging forward and then backward to end at the initial spot; midair only and Midair Evasion Boost required.
    • Peeling: Attacking an enemy suffering from a Wall Rush, as the attack literally peels them off the wall while they are defenseless. Peeling can be done by the player from an Assist's WR, or an Assist can Peel from the Player's WR. It is impossible for a player to peel from their own WR.
    • Wake Up / Getting Up: Refers to a character's recovery from being slammed into a surface
    • Link Glitch: Explained below. Commonly abbreviated "LG."
    • You should know your stats! Open meee~
    • HP (Hit Points or Health Points) : When HP fall to zero, the character is fallen.
    • BRV (Bravery points): The character's Bravery at battle’s start; affects damage done by HP attacks.
    • ATK (Attack Power): How much Bravery you get when you whack people
    • DEF (Defense Power): Resistance to Bravery loss when whacked
    • CP (capacity points): Enables Abilities. More CP means more Abilities you can enable
    • LUK (Luck): Affects a crapload of stuff like the places where EX Cores form and Battlegen...
    Last edited by TWOxACROSS; 04-06-2011 at 06:28 AM.

  7. #7
    Hot-blooded God of Guns TWOxACROSS's Avatar
    Join Date
    Jul 2009
    The Flipside


    C. General Knowledge
    Items can be shared~ (It's good for your kids to learn to share.) One item can be shared among all the characters. Here's an analogy to help you keep stuff straight. Personal talents can't be shared (CP, AP, and Abilities), but material items can be shared (items). Do keep in mind that one person might break an item someone else has equipped.
    Your Chocobo can be your best Chocobuddy~ Chaz (I named my Chocobo) travels the winding paths as you fight. Chaz steps one space after every battle, even if you do lose. Along the way, he'll come across yummy gysahl greens that grant you EXP Bonuses~ Sometimes, he'll even be happy enough to give you a random EXP Bonus. The higher his altitude when he finds those greens, the higher the EXP Bonus. Chaz passes a Treasure Chest at a fixed interval--the lengths of these intervals are dependent on your Play Plan. At the stroke of midnight (here on Earth, bud), Chaz goes to sleep and is set at his beginning for you to lead his paths again. Play Plans don't affect the game difficulty, just Chaz's path. You can buy other Chocobo in the PP catalog. I named the black one Charlie and the fat one Chip.

    One can also Time Travel to speed up certain processes. Altering the date and time of your PSP also changes things in the game, allowing you to have your Special Day at any time to help with grinding
    Abilities are your character's actions and effects. Enabling them in the Customization Menu will allow you to perform that Ability.
    • Offensive abilities are your BRV and HP attacks.
    • Basic Abilities are classified as Action: mostly special maneuvers, Support: aid in controlling characters, and Extra: a set of specialized abilities.
    • Of course, you can't just equip everything you want. The character needs sufficient Capacity Points (CP) to equip them.
    • Some abilities don't like each other and just cannot be equipped simultaneously.
    • Ability Points (AP) are granted after victories and help to master your Abilities.
    • Mastering an ability halves its CP cost, making room for more abilities~
    • Branching Abilities may appear after having mastered an Ability. Most players call these HP Links. These are noted with the word "UPDATE."
    • Before battle start, you'll see an AP Chance box on the bottom right-hand corner. Fulfilling this condition grants you more AP if you win the battle.
    • If you're staring at an Offensive Ability on the Abilities Screen 'cause you have NO idea what the hell it does, press . It will show you a chart of commands for the attack.
    • It might be good to learn now that each character has his own CP bar and his own AP. Gaining AP with Tidus does nothing for Jecht. Sorry, daddy--you gotta earn your own AP the hard way.
    • As you level up, you'll gain more Abilities~ Work harder!

    Equipment is a way to enhance your character's base stats.
    • Weaponry raises attack (ATK). This helps you to get more BRV when you whack someone.
    • Hand equipment raises defense (DEF.) This helps protect your BRV when you get whacked.
    • Headgear raises your BRV. I hope you know what BRV is since I said it, liek, 146 times already.
    • Body armor raises your HP. More HP is good 'cause having HP = not dead.
    • Not everyone can equip the same thing. (Kain shouldn't equip bells, you silly thing, you~) If you wanna see who can equip what, press when you have an article of equipment highlighted.
    • Some equipment come in sets. When an entire set is equipped, additional effects are granted. You can tell if equipment is in the set if there's a gold circle and then something like "Glorious Gold 1/3" noted.
    • Some equipment can be found during wireless battles. All the more reason to have a group of geeks like us around, right?

    Last edited by TWOxACROSS; 02-28-2011 at 05:04 PM.

  8. #8
    Hot-blooded God of Guns TWOxACROSS's Avatar
    Join Date
    Jul 2009
    The Flipside


    Accessories are a really tricky thing to get a hang of at first. These are items which grant special, usually temporary, effects when certain requirements are fulfilled.
    • Basic Accessories (Yellow Ring) act exactly as their descriptions say. One I love to use is the [Gravitorb : EX Intake Range+3m]. This means I can grab those cute EX Force dots three meters farther than normal.
    • Booster Accessories (Purple Ring with red flag) are multipliers which activate during certain conditions. A common one is [HP = 100%: 1.5 times]. If the Booster's condition is fulfilled, you multiply the number times the effects of your Basics. Let's take the [Gravitorb] and say that my [HP = 100%] condition is fulfilled. Take the effects of [Gravitorb] and multiply it by 1.5 to get the new effect. So, 3 meters X 1.5 = 4.5 meters! You're now slurping up EX Force 4.5 meters away rather than the usual 3 meters away. During Battle, the top corner of your side of the screen will show highlighted panels and a number, indicating any active Boosters and the current Multiplier.
    • Special Accessories (Red Ring) aren't affected by Boosters. They're lone rangers that will ALWAYS do what it says it will. The [Chocobo Feather: Experience Value+100%; Breakability = 30%] accessory will ALWAYS grant you 100% more Experience. Um, but you see that word? "Breakability?" That means that, at the end of the match, there's a rough 1/3 chance it may break. Not every Special accessory will break, but some might. Think carefully before you decide to use these.
    • Trade Accessories (Blue Ring with circular arrows) may have special effects and whatever, but that's not what they're made for (besides, their effects suck.) You TRADE them to get better, nicer, cooler accessories. You COULD equip them or even sell them for Gil, but why not save them to equip awesomer stuff?
    • Confused with all these words, numbers and plus signs? Open meee!
    • HP+__% or HP-__% : Adds/subtracts from HP.
    • BRV+__% or BRV-__% : Adds/subtracts from BRV.
    • ATK+__% or ATK+__% : Adds/subtracts ATK.
    • DEF+__% or DEF-__% : Add/subtracts from DEF.
    • LUK+__% or LUK-__% : Adds/subtracts from LUK.
    • CP+__% or CP-__% : Adds/subtracts from CP.
    • EX Intake Range+__m : Absorb EX Force from a farther distance
    • Ex Force Absorption+__% : Increases the amount of EX Gauge earned when EX Force is absorbed
    • EX Core Absorption+__% : Increases the amount of EX Gauge earned when an EX Core is absorbed
    • EX Core Appearance Boost : EX Cores are formed more often
    • Physical Damage+__% : Deal more BRV Damage with physical attacks
    • Magical Damage+__% : Deal more BRV Damage with magical attacks
    • Physical Defense+__% : Take less BRV Damage from physical attacks
    • Magic Defense+__% : Take less BRV Damage from magical attacks
    • Stage Damage+__% : Stage hazards inflict less BRV Damage
    • Wall Rush BRV Damage+__% : Deal more BRV Damage with Rush
    • Wall Rush HP Damage+__% : Deal more HP damage with Rush
    • Wall Rush BRV Defense+__% : Take less BRV Damage from Rush
    • Wall Rush HP Defense+__% : Take less HP Damage from Rush
    • Chase BRV Damage+__% : Deal more BRV Damage during Chase
    • Chase HP Damage+__% : Deal more HP Damage during Chase
    • Chase BRV Defense+__% : Take less BRV Damage during Chase
    • Chase HP Defense+__% : Take less HP Damage during Chase
    • BRV Boost on Dodge+__% : BRV earned for dodging; calculated from CHARACTER BASE BRV and ignores equipment
    • BRV Boost on Block+__% : BRV earned for blocking; calculated from CHARACTER BASE BRV and ignores equipment
    • BRV Boost on Quickmove+__% : BRV earned for Quickmoves; calculated from CHARACTER BASE BRV and ignores equipment
    • BRV Boost on Destruction+__% : BRV earned for destroying stage elements; calculated from CHARACTER BASE BRV and ignores equipment
    • BRV Recovery+__% : BRV is reset faster after HP Attacks or Breaks.
    • Magic Counter Strength+__% : Deal more BRV damage when counterattacking BRV Magic
    • Regen+__% : The EX Effect, [Regen], restores more HP
    • Battlegen Rate x __ : Battlegen success more likely
    • EXP+__% : Gain more EXP during battles
    • Gil+__% : Gain more Gil from battles
    • AP+__% : Gain more AP from battles
    • Drop Rate x __ : Increases chances of the enemy dropping items
    • Accessory Breakability+__% : Currently equipped breakable accessories are more likely to break
    • EX Mode Duration+__% : EX Mode lasts longer
    • EX Revenge Duration+__% : EX Revenge lasts longer
    • EX Revenge Damage+__% : Increases damage dealt during EX RevengeEX Gauge Depletion+__% : Reduce the opponent's EX Gauge a bit when you hit themAssist Gauge Depletion+__% : Reduce the opponent's Assist Gauge a bit when you hit them
    • Assist Gauge Charge+__% : Gain more charge when filling the Assist Gauge
    • AST Charge on damage+__% : Assist Gauge fills when you get hit
    • Summon Recharge+__ : Summonstone recharge faster
    • All EX on Summon : Slurp up all EX Force in the stage after using a Summonstone
    • Initial HP-__% : Begin battle with reduced HP
    • Initial BRV+__% : Begin battle with increased BRV
    • Initial EX Force+__% : Begin battle with EX Gauge partially filled
    • Initial Assist Charge+__% : Begin battle with Assist Gauge partially filled
    • EX Iai Strike+__% : Have a chance to instantly empty the opponent's EX Gauge
    • Assist Iai Strike+__% : Have a chance to instantly empty the opponent's Assist Gauge
    • Last Chance+__% : Endure Final Blow with 1 HP remaining. Ineffective is HP is already 1.
    • Second Chance+__% : When HP is reduced to zero (0), convert current BRV to HP.
    • No Chance : Disable your opponent's "Chance" Accessories
    • BRV Last Chance : Endure a BRV Breaking attack with zero 0 BRV remaining. Ineffective if BRV is already zero (0).
    • BRV Combo Chance : Endure a BRV Breaking combo with zero (0) BRV remaining. Ineffective if BRV is already zero (0).
    • There are some limits on how many you can equip. Open meee~
    • STAR Accessory: One at a time, buddy~ You can have multiple DIFFERENT STAR accessories, just none that are identical.
    • A Accessory: Two identical accessories allowed at once.
    • B Accessory: Three identical accessories allowed at once.
    • C Accessory: Four identical accessories allowed at once.
    • D Accessory: No limitation--go wild, baby~!
    • Look around the forums for players who are good at Accessory Builds. Builds are a set of Accessories tailored for a specific strategy or character. Cloud players often make a "Wall Rush Build," a Build designed to increase damage caused by Wall Rush.

    Last edited by TWOxACROSS; 04-06-2011 at 06:24 AM.

  9. #9
    Hot-blooded God of Guns TWOxACROSS's Avatar
    Join Date
    Jul 2009
    The Flipside


    Summonstones are BRV modifying devices used in battle. For usage in Battle, refer to the earlier point. On your Summon Screen is a list of all your summons on the right (assuming you have them, of course...) You'll see that they have a few boxes █ to the right--those are its charges. You can use it for as many battles as there are available charges. Light blue boxes indicate an available charge. Blank boxes indicate a used charge. Yellow boxes indicate the current recharge progress. You can "Equip" a Summonstone with charges to use during battle. You can "Unequip" your current Summonstone if you don't want it. You can "Set Reserves," a handy little list-making option. (If you seriously mess up the list, you can click "Clear Reserves," y'know.) When you use up the charges of your Summonstone, the next in your reserves will automatically be equipped while your used Summonstone recharges. You can set a maximum of five to reserve. If the first Summonstone is recharged while the second one is equipped, the next Summonstone equipped will be the FIRST one, not the THIRD. In short, the game looks at the list of reserves, and selects the first available Summonstone according to its order.
    There are three kinds of summons, classified by way of activation.
    • Automatic: These summons will activate when specified requirements are met.
    • Manual: These summons will activate when <R+O> is pressed.
    • Counter: These summons will activate when the opponent's summon is activated
    Sets! These are "templates" which you can customize. So many characters have different ways to play (Onion Knight can be super mage or unrivaled swordsman) that you may want to make different sets for them. (Onion Runt could have nice Magical Damage/Physical Damage/Mag+Phys Damage builds.) You can customize and save your Abilities, Equipment, Accessories, and Summons into three different sets. Just press [Select] to choose a set.
    Did you know that there are EX Mode Effects? Besides being totally sexier, stronger, and shinier, you gain effects. Every character has the "Regen" effect, allowing him to regenerate a small portion of HP at a constant rate during EX Mode. The other EX Effects differ from each character. Some gain special EX Mode only attacks like Bartz's Goblin Punch or Ultimecia's Time Crush. Others gain attack, defense, speed augments. Other's are really wonky, like gliding, invulnerability to BRV attacks, or siphoning HP. Look at the EX Mode option in the Customization screen to know what your favorite character has~
    Crap, you expect me to explain Battlegen?! Urgh. Battlegen is a system which creates items for you as certain actions are performed during battle. Each character and each stage can only make a certain accessory. (You should look at the Battlegen submenu to see who/where to fight to get what you're trying to generate...) Battlegen is when, of course, accessories are generated during a battle with an opponent. The actions that generate them are...
    - Breaking the opponent
    - Landing O Bravery Attacks
    - Landing  HP Attacks
    - EX Bursting the opponent
    - Wall Rush the opponent
    - Stage Element destruction
    You should remember that you can generate a specific item only once per battle, even if you fulfill the requirements multiple times. Once you Burst and opponent and get an Accessory from it, you can EX Burst them all you want again, and you'll never get another Accessory, until you defeat them and start another battle. If you happen to lose the battle, you will not receive what you Battlegen'd during that fight.

    The Battlegen menu is a list of items which show you what you can generate. You'll get notifications when this is updated. By default, the item is displayed first, followed by the success rate (chances of generating). You can also organize this list by your target, action, and probability. If you forget what you can Battlegen in your current match, press L or R to turn to the Battlegen list during the Loading screen. Even after taking a glance at that and hacking away at the opponent, you may see that you're still not creating any accessories. Maybe you should boost your LUK for better chances, or maybe you should try a special accessory for a Battlegen chance increase. Fighting strong opponents help too... Thanks TWOxACROSS~!
    Item Drops are NOT the same things as Battlegen'ing. Item Drops are anything that the opponent has equipped (weapons, armor, and accessories) that might drop at the end of battle. It seems to be random, but LUK plays a part in the frequency of the occurrence.*

    This is also how you receive "Artifacts" which are pieces of equipment with stats based off of something the opponent was wearing, like if they were wearing a Lufenian Helm, you can get and artifact with the stats of that helmet (but not its special effect). Artifacts can be named whatever you like, and can be passed to others up to twenty times. Each time an Artifact is named, it can receive a special effect only available to Artifacts. The more times the artifact passes owners and is named, the better chance you have of receiving a great special effect from it.

    The effects can range from anyone being able to equip it (via All On Chaos Side), regardless of its type, like a hairpin being equipped by Jecht, to things like Overheat, which will increase the magic damage you deal. Thanks again, TWOxACROSS!
    Command Battle is an option designed to help those who aren't so great at action gaming. Your character will move, attack, and defend on their own while you coach them to victory. The left side features commands; your character will do his best to follow the commands. Change will change the locked target. Fight means they'll use BRV attacks. Finisher means they'll use HP attacks. Defend means they'll do their best to block. Pressing the L trigger button opens a new set of commands. You can perform an Assist-B with L+O and an Assist-H with L+. If you're under attack, these same buttons allow you to do Assist Changes. The R trigger has its own set of commands. R+O is your Summon and R+ is your EX Mode. You can press R+L (in that specific order, mind you) to fleeee~ Sometimes, you'll be cued to do Chases. This is done the same way as in Action Mode.
    Accomplishments are rewards for fulfilling specific quests. Many reward you with Booster Accessories to use. The particularly difficult or tedious ones tend to reward you with a player icon for online bragging rights. There are three main classifications of accomplishments:
    • Crossed Swords: Battle conditions (e.g. Participate in 300 battles.)
    • PSP Icon: Game System Conditions (e.g. Battle for at least 10 hours.)
    • Star Cluster: Special Conditions (e.g. Obtain alternate look for all characters.)
    When you first look at your list, you'll see that there's not much there. Accomplishments aren't listed initially; they'll only appear when they're 50% finished or when fully completed. Most of the time, you have no idea how to even start except for the tiny hint given by the icons, so just play around until you find that you reveal new accomplishments.

    You're in Quick Battle: Battle Setup and you wanna fight a really tough opponent to level up or you want to fight a weak opponent to practice. Let me explain the stuff for you.
    • Stage: Select your stage.
    • Strength (CPU): This determines the Artificial Intelligence and the equipment. Minimal is weak--they will do few dodges, blocks, and attacks. You will gain the least EXP in this setting. Maximum is strong--they'll be rather aggressive and will capitalize punishing you. You will gain the most EXP in this setting.
    • Level (CPU): This is their level. The higher the level, the higher their stats. You gain more EXP if their level is equal to or higher than yours. You gain less EXP if their level is lower than yours.
    • Type (CPU): This determines the CPU's strategy. OPEN MEEE~
      • Tactician: Strategic Punisher
      • Valiant: Carefully Aggressive
      • Survivor: Defensive Warrior
      • Cautious: Opportunistically Minded
      • Calm: Patient Counterattacker
      • Extreme: Aggressor or Defender
      • Conservative: Do What's Necessary
      • Vicious: Desperate Assault
    • Rules: Set the rules of the match. OPEN MEEE~
      • None: No-holds barred!
      • Official: No breakables, Calendar Bonuses or Artifacts
      • Off. (Skill): Straight 6999 rules!
      • EX-Centric: All about going EX and staying there
      • AST-Centric: You'll always have a friend beside you
      • BRV-Centric: Big Crit, Big Crit! Sha-ZAM!
      • You can also create your own Original Rules to use here as well!
    • Judgment: Apply Deific Judgment to the current match.
    Last edited by TWOxACROSS; 04-06-2011 at 06:35 AM.

  10. #10
    Hot-blooded God of Guns TWOxACROSS's Avatar
    Join Date
    Jul 2009
    The Flipside


    D. General Strategies.
    • DC Combo: A combination of separate attacks connected by a Dodge Cancel. Refer to the Character Specific Forums for DC Combos for each character.
    • Assist Chain: A combination of separate attacks connect by an Assist Attack. Refer to the Character Specific Forums for Assist Chains for each character, and who they have synergy with.
    • LG Combo: Link Glitch (explained below) Combos are a combination of separate attacks using the Link Glitch. Refer to the Character Specific Forums for LG Combos for each character.
    • When your opponent is distracted or too far away, attack a little bit randomly. You might be able to charge an Assist Gauge memory, or at least keep the charge from depleting.
    • Level up faster by fighting tough characters in Quick Battle, or by playing against real people in Communications Mode (You may have to make some friends…)

    E. General Glitches
    • Link Glitch: The Link Glitch, commonly abbreviated LG, is a glitch present in both Dissidia and Duodecim. A two-part attack generally needs the first part to connect before the second part can begin. With the Link Glitch, part one can miss, while a separate attack connects and the game registers a hit, and part two can be executed. A very common LG combo is Terra's "Holy" > "Meteor" > "Ultima HP Link"
    Last edited by TWOxACROSS; 04-06-2011 at 05:59 AM.

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