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. More information pending.
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: Prishe combos her various attacks to produce different Magic Burst. more information pending.
Vaan: The Switch Attacker has the capability to have virtually twelve different BRV attacks in his arsenal at once. He has a special mechanic that relies on his weapons equipped. There are two types of BRV attacks: Normal Attacks and Switch Attacks. Normal Attacks attack using the currently equipped weapon. Switching to any other weapon initiates a Switch Attack, an alternative attack to the newly equipped weapon. As an opponent, Vaan has ways to deal with virtually any situations. 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. 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. 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 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.
B. Assist-only Characters
Aerith: The kind Healer girl is not aptly prepared to participate in combat, therefore she decides to use her spells to grant her partner additional invincibility. Additional information pending.
Last edited by holy0crux; 02-09-2011 at 08:01 PM.
I was gonna mention "Peeling," but I've got it up in the Mech Digest already, so we've got that one covered n.n Keep it goin' Dante![]()
Dissidia 012[duodecim] General Knowledge & Mechanics Digest_____Dissidia 012[duodecim] Lightning FAQ
Fiction Junction - Making the ephemeral, literal
"The only time you run out of chances is when you stop taking them."
VI. Miscellaneous
A. Stage List
- FFI - Old Chaos Shrine: Ω Player BRV sapped at 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.
- 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 - 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.
- FFX - Dream's End: Ω BRV Pool increases when strings of attacks are made
- FFXI -Empyreal Paradox: Ω Central crystal absorbs light below stage, increasing BRV Pool; standing near crystal siphons character BRV. One who destroys crystal gains BRV pool.
- FFXII - Sky Fortress Bahamut
- FFXIII - Orphan's Cradle
- 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.
- 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.
- Link Glitch: Explained below. Commonly abbreviated "LG."
- You should know your stats! Open meee~
Spoiler:
Last edited by holy0crux; 02-09-2011 at 07:25 PM.
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.
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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.
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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 holy0crux; 02-09-2011 at 10:04 PM.
The character descriptions are great. ***** stars
Originally Posted by Spyder
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!
Spoiler:
- There are some limits on how many you can equip. Open meee~
Spoiler:================================
- 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.
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~
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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 opponentYou 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.
- EX Bursting the opponent
- Wall Rush the opponent
- Stage Element destruction
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 Belts~!
=========================
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, Belts!
=========================
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 his 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 BRV assists with L+O and HP Assists with L+. If you're attacked, these same buttons allow you to do L+O Changes, using up 1 bar and Locking your gauge. L+ while attacked allows you to do a 2 bar Change. 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: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.
- 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.)
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: 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: 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.
- Behavior: This determines the CPU's strategy. OPEN MEEE~
Spoiler:- Rules: Apply Judgment to the current match.
Last edited by holy0crux; 02-16-2011 at 03:37 AM.
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 Combo: A combination of separate attacks connect by an Assist Attack. Refer to the Character Specific Forums for Assist Combos for each character.
- 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.
- Level up faster by fighting tough characters in Quick Battle.
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, 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"
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