What do boosters do in dissidia




















Characters Jobs Races. Explore Wikis Community Central. Register Don't have an account? Dissidia Final Fantasy accessories. Edit source History Talk Accessories screen.

Basic accessories act as described. They are augmented by booster accessories. Booster accessories enhance the effects of basic accessories by a percentage after meeting certain conditions in battle. Most boosters are acquired by completing Accomplishments or buying at Moogle Shops. Special accessories act as described only. They are unaffected by boosters. Some have a chance to break.

Trade accessories have very insignificant effects and are mainly used for trading in the shop. Cancel Save. Universal Conquest Wiki.

Shop, Duel Colosseum Invincible Course. Beyond the cycle of death and rebirth, he may yet find the light as he faces his destined enemy. Battlegen from the Matoya Friend Card. Battlegen from the DeathMachine Friend Card. Battlegen from the Minwu Friend Card. Battlegen from the Behemoth Friend Card. Battlegen from the Ninja Friend Card. Battlegen from the Ahriman Friend Card. Battlegen from the Fusoya Friend Card. Battlegen from the Gilgamesh Friend Card.

Battlegen from the Omega Friend Card. Battlegen from the Ultros Friend Card. Battlegen from the Siegfried Friend Card. Battlegen from the Yuffie Friend Card. Battlegen from the Cait Sith Friend Card.

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. 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. Normals Stages are Straightforward, no? When watching the current battle, the benevolent Cosmos will aid those in need while the relentless Chaos punishes the cowardly.

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. Assists are powered by the orange meter under the HP display, which is segmented into two bars. Performing attacks charges the meter, 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.

Use it or lose it! 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's attack power is also based off the player Character's power. Now, let's take a look at a chart 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 blue or red.

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. 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 Don't give up! Just because you're down, doesn't mean you're out! 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. 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. 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. EX Force are those blue floaty dots that appear when you give your opponent a good whack. 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.

Your character receives unique enhancements and unique skills for the remainder of EX Mode, which is roughly 20 seconds. If you're suffering an EX Burst, press O repeatedly to increase your defense!

It also frees your character from the cooldown frames on their attacks for EX Revenge's duration. Use EX Revenge in dire situations to save your sorry bootata. This does not, however, reduce your Bravery like a Bravery 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.

If you whack someone with an Assist, their EX gauge decreases. Abilities are your character's actions and effects. Enabling them in the Customization Menu will allow you to perform that Ability.

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. Lastly: 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.

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 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. In short, the game looks at the list of reserves, and selects the first available Summonstone according to its order.

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. You can customize and save your Abilities, Equipment, Accessories, and Summons into three different sets. Just press [Select] to choose a set. 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. Others gain attack, defense, speed augments. There has been a slew of changes to the overall combat of Duodecim from Dissidia, making the already revamped game like something completely new. Aside from the changes listed below, the game also features an increased pace, while Quickmoves have the characters moving much faster than before. However, in Duodecim, the maximum amount of HP attainable reaches beyond four figures no word yet on the new maximum , while Bravery is still capped at the regular This means that OHKOs are a thing of the past, so get yourself ready for longer battles!

Similarly, the amount of Bravery gained from a Break has been lowered by a small degree. There is also abilities to increase the distance you dodge on the ground, as there was only an aerial dodge distance increasing ability in Dissidia.

Whether increasing the distance of dodges is an advantage will depend on further extrapolation with the game in hand. Many characters have received tweaks to their Bravery Attacks that have added the ability to stagger or even crush guards. This means that blocking won't allow the same amount of safety that it used to in Dissidia. So get used to alternative tactics and don't count on every block to save you from damage! Critical Hits - In Duodecim, damage dealt from Critical blows is way down.

Normally in Dissidia, a Critical did around five times the normal damage, whereas in Duodecim, the Criticals seem to be dealing about two times the normal damage.

This means that EX Bursts themselves, with their inherent all Critical damage, are going to be less threatening read: game-ending when used. However, in Duodecim, any character slammed into a surface by an Assist is immediately fair game while they are recovering, only having a small window in which to escape. The opposite is also possible, having an Assist combo off of your Wall Rush.

It seems as though it is impossible to combo off of your own Wall Rush in this respect, though. The damage dealt by Wall Rush has also been reduced. Aerial Combat - Combat in the air is no secret in Dissidia, as characters could stay aloft for as long as they wished by simply dodging in midair, which reset the Jump count. In Duodecim, to close the gap between aerial- and ground-based combat, the Jump count can no longer be reset by any means other than planting your character's feet on something.

This emphasizes a greater use of Quickmoves and other footholds in battlefields, giving ground-oriented characters the edge they so rightly needed before. It should also be noted that dodging in the air also reduces your Jump count, meaning if you dodge in the air, even before using your second jump, it will not be available to you. Chase Mode - Often referred to simply as "Chase," the mode has been sped up considerably from Dissidia.

Dodging will take some getting used to with the quickened pace, and in general less time will be spent idling in the Chase. The window in which to perform an attack during Chase has also been shortened, with inactivity dropping you out of Chase after only a mere second. Another is that when dodging during Chase, the character will move slightly backwards, while attacking will have them move back into the space they dodged out of.

This means that when exiting Chase due to inaction, the fighters are no longer right in front of one another. Normally, performing any dash sets the character in the air, however Ground Dash leaves the character firmly planted on the ground, so any attacks performed from a Ground Dash will be ground-based.

A Ground Dash is denoted by a kick-up of dust behind the character while moving. By using this site, you agree to our Terms of Use. We have placed cookies on your device to help make this website better. You can adjust your cookie settings , otherwise we'll assume you're okay to continue. Guides Search In. Sign in to follow this Followers 1.

Recommended Posts. LXD92 Report post. Posted August 3, Player Mechanics A. Bravery Attacks B. HP Attacks C. Chase D. Special Maneuvers E. Summonstones II. Stage Mechanics A. Banish Traps C. Judgment III. Assist System A. Assist Charge C. Assist Change D. Assist Chase E. Assist Lock IV. EX System A. EX Revenge D. EX Break E. Assist Break V. Miscellaneous A. Stage List B. General Terminology C. General Knowledge D.

General Strategies E. General Glitches VI. Ineffective is HP is already 1. Ineffective if BRV is already zero 0. A Accessory: Two identical accessories allowed at once. B Accessory: Three identical accessories allowed at once.

C Accessory: Four identical accessories allowed at once. Hope any beginner will learn something reading this "Guide"- LXD Share this post Link to post Share on other sites.

This topic is now closed to further replies. Go To Topic Listing Guides. Similar Content. Want to play EXD? At high level, I'd say about 8 members of the Dissidia cast give Exdeath a very hard time. EXD's character archetype Entropic Adversary is to have the opponent engage him to win. This boils down to punishing the opponent to win. He has Maelstrom as a move to punish those who do not engage.

EXD is unique in that players have to change their play style in order to play and fight him. EXD is the ultimate cardcounter. With his ability to build assist quickly, it becomes a part of his character. He is the fastest assist builder in the game. EXD is always looking at his opponent and what the opponent is doing to either block or punish. Beware of characters who chase. It is a primary way to build EX. EXD is not good to punish empty chases. In especially calculated matchups, being in good reach of zones where cores spawn is a good idea.

It helps to remember these attacks even outside of EXD, because they are something to be reckoned with. But with EXD, these attacks matter very much, and you need to know them. Black Hole is can be assist punished if the opponent has good reaction time. Reverse Polarity is especially useful when near a wall or roof. Sword Dance is easily dodged and easily punished with fast pokes.

Yuna can punish this. Exdeath can do this with Turn Guard. However, there is 1 frame where Omniblock is starting up, and generally, Omniblock cannot do this.



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