Re: Dissidia: Final Fantasy Wow thanks! Um.... do you by any chance also know how to Manually activate the summons? because I've only been using my auto ones... >.<
Re: Dissidia: Final Fantasy you should have the summons and equip it, then press R+O Ability Here's a quick translation of the abilities. Use the "Initial CP and the AP to Master" items as basis for which skill is which. Also the order that the abilities are listed is also the default order in which they are listed in the menu. Here's the format: Name / Level and how to unlock / Effect / Initial CP / AP to Master/ The list: Action Abilities Ground Evasion / Default / Evade by pressing R+X / 10 CP / 60 AP Aerial Evasion / Default / Evade by pressing R+X while in the air / 10 CP / 60 AP Ground Guard / Default / Guard by pressing R / CP 10 / 40 AP Aerial Guard / Default / Guard by pressing R while in the air / 10 CP / 40 AP Aerial Recovery / Default / Press X when hit and thrown to the air regain footing / 10 CP / 80 AP Recovery Attack / Level 32 / Press( O or Square ) when hit and thrown to the air to perform attack / 20 CP / 120 AP Terrain Dash / Level 4 / Terrain dash ( Triangle ) length over obstacles like lava or pits increases, terrain movement is also focused on dashing towards the enemy / 10 CP / 100 AP Terrain Dash R / Level 18 / Terrain dash ( Triangle ) over obstacles is focused on moving away from the enemy / 10 CP / 100 AP Air Dash Free / Level 40 / Press ( R + Triangle + Any direction ) to dash towards that direction / 40 CP / 300 AP Air Dash / Level 12 / Press ( R + Triangle ) to dash towards opponent / 30 CP / 200 AP Air Dash R / Level 29 / Press ( R + Triangle ) to dash away from the opponent / 30 CP / 200 AP Jump to Dash / Level 52 / Press (X after FINAL jump + any direction) to dash towards that direction. ( NOTE: if no direction is pressed forward dash is done by default). This ability is related to Multi Jump ( i.e with Multi Jump + equipped you must jump 3 times to activate Jump to Dash ) / 10 CP / 250 AP Jump to Dash + / Unlocked after mastering Jump to Dash / Gain one more Jump to Dash. (Press X + any direction after Jump to Dash) ( NOTE: if no direction is pressed forward dash is done by default) / 30 CP / 300 AP Speed Up / Level 7 or 21 / Movement speed increases / 20 CP / 150 AP Speed Up + / Unlocked after mastering Speed Up / Movement speed increases further / 40 CP / 150 AP Speed Up ++ / Unlocked after mastering Speed Up+ / Movement speed increases to max / 70 CP / 150 AP Jump Distance Up / Level 7 or 21 / Jump distance increases / 10 CP / 150 AP Jump Distance Up + / Unlocked after mastering Jump Distance Up / Jump distance increases further / 40 CP / 150 AP Jump Distance Up ++ / Unlocked after mastering Jump Distance Up + / Jump distance increase to max / 70 CP / 150 AP Multi Jump / Level 39 / Gain additional 1 jump, jump 2 times consecutively / 20 CP / 150 AP Multi Jump + / Unlocked after mastering Multi Jump / Gain additional 2 jump, jump 3 times consecutively / 40 CP / 150 AP Multi Jump ++ / Unlocked after mastering Multi Jump + / Gain additional 3 jump, jump 4 times consecutively / 70 CP / 150 AP Aerial Recovery Movement / Level 32 / Allow directional movement after Aerial Recovery / 10 CP / 120 AP Aerial Evasion Increase / Level 57 / Air evade distance increases / 20 CP / 150 AP check my 1st post, there's a complete ability translation
Re: Dissidia: Final Fantasy Thanks! one more question, next to the summons, the greenish bars next to the name, do they have to filled for use?i dont pay attention but i noticed that after fights, if i summoned something the bar depletes, is there a way to recharge it?
Re: Dissidia: Final Fantasy well, you can recharge it by battle ive modify my 1st post, you all can check my 1st post for the translation
Woh OMG Omegaf*ck! You out did yourself there! I'm like clicky linky and then oooh.... long listy... :3
WoL isn't really exist in Final Fantasy I im not finish play my FF I in PsP. But i cant find WoL unless at the Intro ;D WoL in Dissidia is such a hero... hoo, i hate hero like that, huahuahuahua..
NO WAY!! Jecht is soo much better!! He has the same speed as Tidus but with MORE POWER!! Plus with his EX mode you dont have to make your moves hit to combo them which gives him a bigger range capabillity than Tidus and alot more dangerous. Cefca is also a good one in the game. His most of his majic has homeing capabillity with a decent speed, range and power. you cna also use some of his attacs as a "doge and hit" if you time them properly.
Character Moveset Here's the format Skill Name - Level Learnt - Attack Type - CP Cost(Mastered CP cost) - AP required to master Important Note: His attacks change form during Ex Mode due to Magic Beat Warrior of Light Brave attacks Day Flash - Initial - Ground - 30(15) - 90AP Red Fang - Initial - Ground - 20(10) - 120AP Sword Thrust - 6 - Ground - 30(15) - 180AP Blue Fang - 33 - Ground - 20(10) - 120AP White Fang - 36 - Ground - 20(10) - 120AP Rise Up - 43 - Air - 30(15) - 90AP [This skill chains into Rune Saber HP attack] Crossover - Initial - Air - 30(15) - 120AP [This skill chains into Rune Saber HP attack] Coat Buckler - 12 - Air - 30(15) - 120AP [This skill chains into End All A] Bounce Buckler - 16 - Air - 30(15) - 120AP [This skill chains into End All B] HP attacks Shining Wave - Initial - Ground - 40(20) - 180AP Shield Bright - Initial - Air - 40(20) - 180AP Shield Bright - 28 - Ground - 40(20) - 180AP Radiant Sword - 23 - Air - 40(20) - 180AP Rune Saber - Derived - Ground - 40(20) - 300AP Rune Saber- Derived - Air - 40(20) - 300AP End All A - Derived - Air - 40(20) - 300AP End All B - Derived - Air - 40(20) - 300AP Garland Brave attacks Round Edge - Initial - Ground - 30(15) - 120AP Twin Sword - Initial - Air - 30(15) - 180AP Chain Bump - Initial - Air - 30(15) - 180AP Bardiche - 5 - Air - 30(15) - 180AP Lance Barrett/Bullet - 10 - Ground - 30(15) - 120AP Black Death/Black Crow - 13 - Ground - 20(10) - 90AP Twist Drill - 23 - Air - 30(15) - 180AP High Bringer - 27 - Ground - 30(15) - 120AP HP attacks Earthquake/Benevolence(J) - Initial - Ground - 40(20) - 180AP Flame/Blaze - Initial - Air - 40(20) - 180AP Flame/Blaze - 19 - Ground - 40(20) - 180AP Tornado - 37 - Air - 40(20) - 300AP Tsunami - 46 - Ground - 40(20) - 300AP Frioniel Brave attacks Small Knife - Initial - Ground - 30(15) - 90AP Red Axe - Initial - Ground - 30(15) - 90AP [This skill chains into Double Defeat C HP attack] Brass Lance - 5 - Ground - 30(15) - 90AP [This skill chains into Double Defeat A HP attack] Sword Blow - 12 - Ground - 20(10) - 120AP [This skill chains into Double Defeat B HP attack] Blizzard - Initial - Air - 20(10) - 120AP Thunder - 23 - Air - 20(10) - 120AP Fire - 28 - Air - 20(10) - 120AP Sword Blow - 33 - Air - 20(10) - 80AP HP attacks Straight Arrow - Initial - Ground - 40(20) - 180AP Shield Bash - 37 - Ground - 40(20) - 180AP Straight Arrow - Initial - Air - 40(20) - 180AP Master of Arms - 51 [ Allows you to attack through walls] Double Defeat A - Derived - Ground - 40(20) - 300AP Double Defeat B - Derived - Ground - 40(20) - 300AP Double Defeat C - Derived - Ground - 40(20) - 300AP The Emperor Brave attacks Land Mine - Initial - Ground - 20(10) - 90AP Thunder Crest/Lightning Emblem - Initial - Ground - 30(15) - 120AP Mine/Sea Mine - Initial - Air - 20(10) - 90AP Light Crest/Light Emblem - Initial - Air - 30(15) - 180AP Light Crest/Light Emblem - 28 - Ground - 30(15) - 180AP Sticky Bomb - 5 - Ground - 30(15) - 120AP Sticky Bomb - 29~37- Air - 30(15) - 120AP Bomb Attack - 6~17 - Ground - 30(15) - 120AP HP attacks Flare - Initial - Ground - 40(20) - 180AP Meteorite - 18~26 - Ground - 40(20) - 300AP Meteorite - 51 - Air - 40(20) - 300AP Onion Knight Brave attacks Consecutive Hits - Initial - Ground - 30(15) - 90AP [This skill chains into Rain Sword of Justice HP attack] Additional Cut - Initial - Ground - 30(15) - 120AP Blizzard - Initial - Ground - 20(10) - 60AP [This skill chains into Quake HP attack] Blizzaga - Derived - Ground - 30(15) - 90AP Thunder - Initial - Air - 20(10) - 60AP [This skill chains into Flare HP attack] Thundaga - Initial - Air - 30(15) - 90AP High Speed Hit - 19 - Air - 30(15) - 90AP [This skill chains into Sword of Guidance HP attack] Additional Pierce/Stab - Derived - Air - 30(15) - 90AP HP attacks Sword Dance of the Dragon - Initial - Ground - 40(20) - 180AP Firaga - 5 - Ground - 40(20) - 180AP Petit Meteo - Initial - Air - 40(20) - 180AP Whirlwind Slash - 33 - Air - 40(20) - 180AP Rain Sword of Justice - Derived - Ground - 40(20) - 300AP Quake - Derived - Ground - 40(20) - 300AP Sword of Guidance - Derived - Air - 40(20) - 300AP Flare - Derived - Air - 40(20) - 300AP Cloud of Darkness Brave attacks Tentacles of Pain - Initial - Ground - 45(25) - 140AP Tentacles of Suffering - Initial - Air - 45(25) - 120AP HP attacks Anti-air/Overhead Gunwave - Initial - Ground - 40(20) - 180AP Spherical wave - Initial - Ground - 40(20) - 180AP Wide Angle Gunwave - 5 - Ground - 40(20) - 180AP Retaliation Gunwave - 10 - Ground - 40(20) - 180AP Dive Gunwave - 19 - Ground - 40(20) - 180AP Retaliation Gunwave - 24~36 - Air - 40(20) - 180AP Homing/Seeking Gunwave - 42 - Ground - 40(20) - 180AP Zero Gunwave - 24~36 - Air - 40(20) - 180AP Pommel Gunwave - 37 - Air - 40(20) - 180AP Cecil Harvey Dark Knight Brave attacks Valiant Blow - Initial - Ground - 20(10) - 140AP Dark Cannon - Initial - Ground - 20(10) - 180AP Shadow Lance - 4 - Ground - 20(10) - 90AP Gravity Ball - Initial - Air - 20(10) - 140AP Darkfall - 15 - Air - 20(10) - 180AP Paladin Arts - Ground - 30(15) - 300AP Paladin Brave attacks Slash - Initial - Ground - 20(10) - 180AP Lightning Upper - 37 - Ground - 20(10) - 180AP Dark Step - 51- Ground - 30(15) - 200AP Red Wing - Initial - Air - 20(10) - 120AP Sacred Cross - 10 - Air - 20(10) - 120AP Searchlight - Air - 20(10) - 90AP Dark Knight HP attacks Soul Eater - Initial - Ground - 40(20) - 360AP Dark Flame - 28 - Ground - 40(20) - 360AP Paladin HP attacks Saint Dive - Initial - Air - 40(20) - 360AP Paladin Force - 33 - Air - 40(20) - 360AP Golbez Brave attacks Rise Wave - Initial - Ground - 30(15) - 180AP [Chains into Cosmic Ray A HP attack] Gravity Force - Initial - Air - 30(15) - 120AP Interceptor/Counterattack System - 5 - Ground - 30(15) - 180AP Floating System - 16 - Air - 30(15) - 120AP [Chains into Cosmic Ray D HP attack] Gravity System - 23 - Air - 30(15) - 120AP [Chains into Cosmic Ray C HP attack] Glare Hand - 33 - Ground - 30(15) - 180AP [Chains into Cosmic Ray B HP attack] HP attacks Night Glow - Initial - Ground - 40(20) - 180AP Genesis Lock - Initial - Air - 40(20) - 180AP Cosmic Ray A - Derived - Ground - 40(20) - 300AP Cosmic Ray B - Derived - Ground - 40(20) - 300AP Cosmic Ray C - Derived - Air - 40(20) - 300AP Cosmic Ray D - Derived - Air - 40(20) - 300AP Butz Klauser Brave attacks Rise Lance - Initial - Ground - 35(15) - 120AP [Skill stolen from WoL and Frioniel] -Bonus : Physical Barrier(Small) Lead Impulse - Initial - Ground - 35(15) - 120AP [Skill stolen from Frioniel and Zidane] -Bonus : EX Absorption distance +1m Climb Barrel - 5 - Ground - 35(20) - 120AP [Skill stolen from Cloud and Squall] -Bonus : +10 percent Crash BRV damage Solid/Sword Rise - 15 - Ground - 35(20) - 120AP [Skill stolen from Squall and WoL] -Bonus : Counter Attack(Small) Storm Shoot - Initial - 35(15) - 180AP [Skill stolen from Zidane] -Bonus : Extra Jump +1 Slide Hazard - 28 - 35(25) - 180AP [Skill stolen from Cloud and Tidus] -Bonus : +10 percent Crash BRV damage Holy - 33 - Air - 25(10) - 120AP [Skill stolen from Tina. Skill chains into Flare HP attack] -Bonus : Jump Power Up(Small) HP attacks Soul Eater - Initial - Ground - 45(25) - 180AP [Skill stolen from Cecil] -Bonus : +10 percent Crash HP damage Flood - 19 - Ground - 45(25) - 180AP [Skill stolen from Tina] -Bonus : Magic Barrier (Small) Whirlwind Slash - Initial - Air - 45(25) - 300AP [Skill stolen from Onion Knight] -Bonus : Speed Up (Small) Paladin Force - 42 - Air - 45(25) - 180AP [Skill stolen from Cecil] -Bonus : Aerial Evasion Up (Small) Flare - Derived - Air - 45(25) - 300AP [Skill stolen from Onion Knight] -Bonus : Power of Fireplace Up (Small) Exdeath Brave attacks Magnetic Field - Ground/Air Black Hole - Ground Vacuum Edge/Spear - Ground/Air Middle Guard - Ground/Air Short Guard - Ground/Air Hurricane - Ground/Air Sword Dance - Ground/Air High Guard - Ground/Air All Guard - Ground/Air HP attacks Delta Attack - Ground/Air Grand Cross - Ground/Air Almagest - Ground/Air Tina Branford Brave attacks Fire - Initial - Ground - 20(10) - 120AP Blizzara - 13 - Ground - 30(15) - 180AP Blizzard Combo - 19 - Ground - 30(15) -180AP Gravija - 33 - Ground - 30(15) - 180AP Meteor - 42 - Ground - 30(15) - 180AP Blizzard Combo - Initial - Air - 30(15) - 140AP Blizzara - Initial - Air - 30(15) - 140AP Thundara - 8 - Air - 20(10) - 90AP Holy - 10 - Air - 20(10) - 140AP Holy Combo - 28 - Air - 30(15) - 200AP HP attacks Flood - Initial - Ground - 40(20) - 180AP Tornado - 23 - Ground - 40(20) - 180AP Tornado - Initial - Air - 40(20) - 180AP Melton/Meltdown - 51 - Air - 40(20) - 300AP Ultima - Derived - Air - 40(20) - 300AP Cefka Palazzo Important Note: His attacks change form during Ex Mode due to Magic Beat Brave attacks Twirling/Round and Round Blizzaga - Ground/Air EX Mode: Bounces like a pinball on the ground, then homes in on enemy Many Firaga - Ground/Air EX Mode: Each fire arrow splits into 2 more fire arrows, total of 6 arrows (no homing) Here and There/Everywhere Thundaga - Ground/Air EX Mode: Bigger bolts Scatter/Shatter Blizzaga - Ground/Air EX Mode: The ice shards home in on the enemy when it explodes Meandering/Back and Forth(inf.) Firaga - Ground/Air EX Mode: Shoots 3 big firebolts that home in on the enemy. Slow. Quick/Rapid Thundaga - Ground/Air EX Mode: Shoots a second row of bigger bolts immediately after the first. Meteor - Ground/Air EX Mode: Better and further homing ability Ultima - Ground/Air EX Mode: Shoots 3 Ultima on a more reliable scale at different ranges HP attacks Wings of Destruction - Ground/Air EX Mode: Not much of a difference Trine - Ground/Air EX Mode: Shoots 3 times and the triangles rise towards enemy Missing Link - Ground/Air EX Mode: The crest moves faster and the energy balls home in on the enemy Hyperdrive - Ground EX Mode: Pillars move faster and longer distance Cloud Strife Brave attacks Ream Cut/Slash - Initial - Ground - 30(15) - 120 AP Fire - Initial - Ground - 20(10) - 90AP Climb Hazard - 5 - Ground - 30(15) - 120AP Sonic Break - 13 - Ground - 30(15) - 180AP [This skill chains into Braver HP attack] Fira - 19 - Ground - 20(10) - 90AP Firaga - 33 - Ground - 30(15) - 120AP Flash Break/Blade Beam/Blade Break - 46 - Ground - 30(15) - 120AP Slash Blow - Initial - Air - 30(15) - 180AP [This skill chains into Omnislash ver.5 HP attack] Sky Fang - 10 - Air - 30(15) - 140AP Moon Fang Heaven’s Ascent - 23 - Air - 30(15) - 140AP HP attacks Slash of Misfortune - Initial - Ground - 40(20) - 180AP Meteor Rain - 37 - Ground - 40(20) - 300AP Braver - Initial - Air - 40(20) - 180AP Finishing Touch - Derived - Ground - 40(20) - 300AP Omnislash ver.5 - Derived - Air - 40(20) - 300AP Sephiroth Important Note: His attacks use original skill names like Shukuchi which have no real English names since they are techniques. Brave attacks Sweep Down - Initial - Ground - 30(15) - 120AP Shukuchi/Rapid Step - Ground - 30(15) - 120AP Note : It’s a way to move far distances with a single step. Like Bleach with they call Shunpo. Shadow Flare - Initial - Ground - 30(15) - 120AP Iai/Tamaeshi Cut - Initial - Air - 30(15) -180AP Note : Iai is an martial art form using the Japanese Katana or Shinken. Iai requires Shinken. Empty Sky - 5 - Air - 30(15) - 180AP God Speed - 19 - Air - 30(15) - 180AP Shadow Flare - 28 - Air - 30(15) - 180AP HP attacks Yatou Issen/Eight Flashing Blades - Initial - Ground/Air - 40(20) - 300AP Note : Sen in Issen refers to Flash techniques. This should be the most appropriate translation Prison Gate - Initial - Air - 40(20) - 300AP Flash - 10 - Ground - 40(20) - 300AP Black Materia - 51 - Ground - 40(20) - 300AP Squall Leonhart Brave attacks Upper Blues - Initial - Ground - 30(15) - 120AP Blizzard Barrett/Bullet - Initial - Ground - 20(10) - 90AP Solid Barrel - 5 - Ground - 30(15) - 120AP Thunder Barrett/Bullet - 10 - Ground - 30(15) - 120AP Magic Bullet Concert/Magic Bullet Combo - 23 - Ground - 30(15) - 120AP Heel Crash - Initial - Air - 30(15) - 180AP Beat Fang - 33 - Air - 30(15) - 180AP HP attacks Fated Circle - Initial - Ground - 40(20) - 180AP Revolver Drive - 15 - Ground - 40(20) - 180AP Blasting Zone - 42 - Ground - 40(20) - 300AP Rough Divide - 51 - Ground - 40(20) - 300AP Aerial Circle - Initial - Air - 40(20) - 180AP Ultimecia Brave attacks Knight’s Sword - Ground - 20(10) - 120AP Knight’s Arrow - Ground - 30(15) - 180AP Knight’s Axe - Ground - 30(15) - 180AP Knight’s Sword - Air- 20(10) - 90AP Knight’s Arrow - Air - 30(15) - 140AP Knight’s Axe - Air - 30(15) - 140AP HP attacks Shockwave Pulsar - Ground/Air - 40(20) - 180AP Great Attractor - Air - 40(20) - 180AP Apocalypse - 40(20) - 300AP Zidane Tribal Brave attacks Rumble Rush - Initial - Ground - 30(15) - 180AP [This skill chains into Free Energy A HP attack] Swift Attack - Ground - 30(15) - 200AP [This skill chains into Free Energy B HP attack] Scope Out - 19 - Ground - 20(10) - 120AP Swift Attack - Initial - Air - 30(15) - 160AP [This skill chains into Free Energy B (Air)HP attack] Scope Out - Initial - Air - 20(10) - 120AP Tempest - 5 - Air - 30(15) - 180AP [This skill chains into Free Energy A (Air)HP attack] Vortex - 10 - Air - 30(15) - 180AP [This skill chains into Meo Twister B HP attack] Impulse Storm - 15 - Air - 30(15) - 180AP [This skill chains into Meo Twister A HP attack] Solution 9 - 33 - Air - 30(15) - 140AP HP attacks Tidal Flame - Initial - Ground - 40(20) - 180AP Stellar Circle 5 - 40 - Ground - 40(20) - 180AP Shift Break - Initial - Air - 40(20) - 180AP Grand Lethal - 46 - Air - 40(20) - 300AP Free Energy A - Derived - Ground - 40(20) - 300AP Free Energy B - Derived - Ground - 40(20) - 300AP Free Energy A - Derived - Air - 40(20) - 300AP Free Energy B - Derived - Air - 40(20) - 300AP Meo Twister A - Derived - Air - 40(20) - 300AP Meo Twister B - Derived - Air - 40(20) - 300AP Kuja Brave attacks Energy Strike - Initial - Ground/Air - 30(15) - 180AP Snatch Shot - Initial - Ground/Air - 30(15) - 180AP Holy Rings - Initial - Ground/Air - 20(10) - 120AP Snatch Blow - 5 - Ground/Air - 30(15) - 180AP Energy Burst - 8 - Ground/Air - 30(15) - 120AP Remote Flare - 28 - Ground/Air - 30(15) - 120AP HP attacks Holy Star - Initial - Ground/Air - 40(20) - 180AP Flare Star - 10 - Ground/Air - 40(20) - 180AP Ultima - 46 - Ground/Air - 40(20) - 300AP Tidus Brave attacks Sonic Buster - Initial - Ground - 30(15) - 140AP [This skill chains into Charge & Assault(Ground) HP attack] Wither Shot - 5 - Ground - 20(10) - 90AP Dodge & Spin - 10 - Ground - 30(15) - 120AP [This skill chains into Quick Trick B HP attack] Sphere Shot - 13 - Ground - 20(10) - 90AP Dodge & Slow - 28 - Ground - 30(15) - 120AP [This skill chains into Quick Trick A HP attack] Step Hop - 33 - Ground - 30(15) - 120AP Dodge & Run - 37 - Ground - 30(15) - 140AP [This skill chains into Quick Trick C HP attack] Step Hop - Initial - Air - 30(15) - 140AP Dodge & Slow - Initial - Air - 30(15) - 180AP [This skill chains into Quick Trick D HP attack] Wither Shot -19 - Air - 20(10) - 120AP Full Slide - 25~35 - Air - 30(15) - 180AP [This skill chains into Charge & Assault (Air) HP attack] Dodge & Spin - 25~35 - Air - 30(15) - 180AP [This skill chains into Quick Trick E HP attack] HP attacks Spiral Cut - Initial - Ground - 40(20) - 140AP Energy Rain - 46 - Ground - 40(20) - 180AP Energy Rain - Initial - Air - 40(20) - 180AP Jecht Shot - 51 - Air - 40(20) - 300AP Quick Trick A - Derived - Ground - 40(20) - 300AP Quick Trick B - Derived - Ground - 40(20) - 300AP Quick Trick C - Derived - Ground - 40(20) - 300AP Quick Trick D - Derived - Air - 40(20) - 300AP Quick Trick E - Derived - Air - 40(20) - 300AP Charge & Assault - Derived - Ground - 40(20) - 300AP Charge & Assault - Derived - Air - 40(20) - 300AP Jecht Brave attacks Jecht Rush - Initial - Ground - 45(25) - 90AP Jecht Storm - Initial - Air - 45(25) - 180AP Jecht Block - 13 - Ground - 30(15) - 120AP Jecht Block - 19 - Air - 30(15) - 120AP HP attacks Jecht Blade - Initial - Ground - 40(20) - 180AP Jecht Blade - 33 - Air - 40(20) - 180AP Jecht Finger - Initial - Air - 40(20) - 180AP True Jecht Shot - 46 - Ground - 40(20) - 300AP Bonus information on Jecht: There are 4 different Jecht Rush Combos and 2 Different Jecht Storm Combos. The longest continuous chain is 3 consecutive chains, not inclusive of the HP finisher. Shantotto Brave attacks Bind - 10 - Ground/Air - 20(10) - 120AP Bio - 28 - Ground/Air - 30(15) - 120AP HP attacks Spirit Magic Fire - Initial - Ground - 40(20) - 260AP Spirit Magic Earth - Initial - Ground - 40(20) - 200AP Spirit Magic Lightning - Initial - Ground - 40(20) - 300AP Spirit Magic Ice - Initial - Air - 40(20) - 280AP Spirit Magic Wind - Initial - Air - 40(20) - 240AP Spirit Magic Water - Initial - Air - 40(20) - 220AP im note posting this in to my 1st post, because its not complete yet.. Exdeath--Cefka--Ultimecia --> im not sure about them, if you know better then me, let me know and for Shantotto its not complete yet.. Gabranth coming soon..
Hey Edrick, try quoting all your long posts and put them in the spam thread; It would totally give script errors ;D
well, what do you expect cj?? this is Translation Guide + Code if you get error dont get in this forum.. ;D actually, you not play dissidia right?! read it under my post.. [im not posting this in to my 1st post, because its not complete yet.. Exdeath--Cefka--Ultimecia --> im not sure about them, if you know better then me, let me know and for Shantotto its not complete yet.. Gabranth coming soon..] Judge is Gabranth.. but, Check this.. Shantotto Brave attacks Bind - 10 - Ground/Air - 20(10) - 120AP Bio - 28 - Ground/Air - 30(15) - 120AP Stun - 44 - Ground/Air - 20(10) - 120AP Attack 2-3 times - Initial - Ground - 30(15) - 90AP Retribution - Initial - Air - 30(15) - 180AP HP attacks Spirit Magic Fire - Initial - Ground - 40(20) - 260AP Spirit Magic Earth - Initial - Ground - 40(20) - 200AP Spirit Magic Lightning - Initial - Ground - 40(20) - 300AP Spirit Magic Ice - Initial - Air - 40(20) - 280AP Spirit Magic Wind - Initial - Air - 40(20) - 240AP Spirit Magic Water - Initial - Air - 40(20) - 220AP Gabranth Important Note: His movesets are totally different in EX Mode Brave attacks Sentence - Ground/Air Judgement - Air Body Blow/Ram - Ground HP attacks EX Charge - Ground/Air EX Mode Brave attacks Aggressor - Ground Aero - Ground/Air Master Judgement - Air Continuous Body Ramming - Ground 2 Sword Ream Slash - Air Concentration Breakthrough - Air EX Mode HP attacks Innocence - Ground/Air Hatred - Air Execution - Ground
I don't get an error, i'm just saying it would be awesome to quote every long post of your's and put it in the forum so IE crashes for the fools who don't have firefox!
Phew..wait english version all this time patch trans is very bad.. Fighting Chaos When fighting Chaos, players may find him intimidating due to his sheer size and strength. However, here are a few tips for fighting Chaos, including his attacks. Chaos comes equipped with a summon, Shinryu, that is NOT unlockable. Unlike the player's summons, Shinryu regenerates during the battle, allowing Chaos to use Shinryu continuously during each phase of battle. Shinryu will generate a random summon effect (much like Moogle) from the following: Omega Weapon: A beam will blow across your BRAVE value, much like Omega Weapon. Every second, your total BRAVE points will be halved. Extended duration in comparison to Omega Weapon. Lich: A timer is set to 60 seconds. After 60 seconds have expired, the player will be afflicted by the BREAK status effect. Longer timer in comparison to Lich. Alexander: Chaos BRAVE value remains constant for the duration of the summoning. Ultima Weapon: A sword will appear on Chaos' BRAVE. After a few seconds, the weapon will begin to gather energy, after which will inflict BREAK status upon the opponent. Same effect as Ultima Weapon. Pupu: Chaos' BRAVE will be halved it's current value. After which, he will quickly regenerate his BRAVE back. Similar to Pupu, however BRAVE is increased +99 instead of +60. Additionally, this summon works while Chaos is afflicted by BREAK. Iron Giant: Marked by a large slash through HP and BRV symbol, every HP attack performed by Chaos will half the current BRAVE of his opponent, regardless of how much damage is done. Same duration as Iron Giant. Ifrit: Chaos' current BRAVE is multiplied by 1.5. The Throne of Chaos, the arena where the battle is fought, is the smallest stage in the game. This serves to the benefit of Chaos more than the player because the majority of his attacks span across most or all of the stage. Chaos has three different phases, meaning you must fight him three consecutive times in order to defeat him. This translates into three different battles. With each phase, Chaos gains stronger and/or his attacks are amplified. Chaos' Brave Attacks Ground Attacks The Ground 3-Strike Tail Spin This attack is characterized by Chaos spinning around, swiping side to side while on the ground, and ending the attack by spinning 360 degrees with a tail swipe causing multiple hits. This is an easy attack to avoid; either jump or guard to avoid damage completely. By jumping, or double jumping, the character can avoid the attack completely granting an opening for an attack. If the player chooses to, guarding the attack causing Chaos to stagger. The Flame Wheel Chaos will wrap himself in fire followed by a flip while on the ground. The resulting attack is a wave of fire launched towards the character. This attack causes large knockback and usually causes the character to onto the stage boundaries. it is possible to block this attack without suffering any BRV or Crash Damage, but the player will be left staggering. To avoid staggering, either run (or dodge via R+X if the character is slow) to either side. However, avoid using slow attacks as a counter attack because Chaos recovers relatively quickly from this attack. Underground Teleportation x3 Chaos will vanish and if locked onto him, the camera will focus on the ground beneath the character. Chaos will then teleport from underneath attacking upwards, repeating this attack for a total of 3 times. If the character is caught in either hit, they are stunned at the peak of his attack, unable to dodge the subsequent teleportations. To avoid this attack, either run or dodge the moment before Chaos appears. However, do not try to guard this attack; it will cause the character to stagger and thus will be hit by the other teleportations. At the end of this attack, Chaos will have small downtime at the peak of his attack, allowing the character to momentarily attack. Air Attacks The 360 Degree Spin Chaos can only use this attack when he is in the air. He will dash towards the opponent followed by several spins creating rings of fire that deal damage to the character. Although this attack can be successfully guarded, Chaos does not stagger. Additionally, the rings unleashed by this attack are projectiles in nature, meaning they may be Air Dash-ed through without any harm to the player. If one chooses to block this attack, be warned that it will require holding the R button or pressing R repeatedly. Crater Slam When Chaos is far above the opponent or while in the air, he will use this move. Chaos rushes diagonally downward from his position, slamming into the ground opening a crater. The hitbox of this attack is very deceiving; the range of this attack is much larger than just his fist. Additionally, this move has some clearance in the air, so the player may still be hit even if they jump while trying to avoid this attack. Guarding this attack will cause the character to stagger but receive no damage. Dodging is the suggested action, being the only safe option that poses no risk for the character. Great Balls o' Fire Chaos jumps into the air and launches a series of meteors that travel across the stage in a random manner. Colliding with this attack causes the meteors to explode, dealing damage. This attack is projectile in nature, so the meteors may be reflected back at Chaos with proper guard technique. Dodging or guarding are great options when dealing with this attack, as is Air Dashing. Tri-Slash Combo Chaos slashes vertically thrice dealing Brave damage. The range of this attack is extended by the slashes that are released due to the attack. This attack can be successfully guarded, and is recommended that the character do so, causing Chaos to stagger. Dodging this attack is not advised, because Chaos can hit you regardless of a successful dodge. Chaos' HP Attacks Flame Circle (Ground) Chaos causes the ground around him to conflagrate. After a few seconds, the ground will erupt causing damage in any area within the circle, including the space above it. Because Chaos cannot move while using this attack, he quickly draws-in the character from anywhere in the arena. To avoid this attack, initiate a dodge before the ground erupts. Flame Beam (Air) Chaos concentrates his energy inward. After charging for a few seconds, the energy is released in the form of an unavoidable beam dealing moderate Brave damage before dealing HP damage. Also causes the character to crash into the walls of the arena. This attack can be interrupted by attacking Chaos before the beam charges completely. Flaming Swords (Air) Chaos surrounds the player with spheres of fire. During this attack, Chaos is invincible and is not affected by any attacks. After four spheres around the player explode, the remainder will pierce the character in the form of swords, dealing Brave damage. Then, Chaos will teleport above the character sending a large, flaming sword straight down, dealing Brave damage and causing the character to suffer from HP damage as well as Crash HP damage. This attack can however be dodged. First, do not attempt to walk out of this attack, or else the sphere will explode trapping you in the attack. Timing is crucial to dodging this attack: After the four spheres explode, either dodge left or right to completely dodge the attack. However, Chaos will still teleport above the location where the character was surrounded and send the flaming sword downward. If you find yourself still in the range of his attack, dodge again. After this attack, Chaos will be stuck in the air suffering the downtime of this attack, allowing the character to counterattack. Teleport Rush (Air) Chaos teleports to the character, dealing brave damage, then tossing the character in the air dealing HP damage. Chaos will then again repeat the process for a total of five times. The last hit causes the character to be tossed upward with great distance, usually causing Crash HP Damage. To dodge this attack, some degree of timing is involved, but not as much as with Flaming Swords. Initiate a dodge just before he teleports to avoid one attack. Remember to dodge for the total amount of his attacks, if not he will still catch you in the attack. Flame Bomb (Air) Chaos teleports to the center of the arena, where he surrounds himself with medium-sized meteors. Each of the meteors will be sent towards the character dealing brave damage. Chaos then hurls a large-sized meteor at the character dealing HP damage and Crash HP Damage. Chaos is invincible during this attack. The medium-sized meteors can be guarded, it is necessary to guard multiple times to repel all the medium-sized meteors. The large-sized meteor can be dodged, however timing is crucial. Chaos' True Form Although Chaos does not have an EX-Gauge and therefore no real EX-Mode, he does however have a special that does result in invincibility for a prolonged period of time. Additionally, it is possible to receive no damage while this attack is active. His "EX-Mode" is recognizable because Chaos will shout and ascend into the air. A cutscene sequence will begin where Chaos reveals his true form while grabbing 4 Swords left on the ruined battlefield. At the end of the cutscene, he will swipe a sword straight down. Dodge immediately. Following the initial strike, Chaos will continue to attack the character with his large swords that deal large brave damage and knockback. Before this attack is completed, another cutscene will be initiated. Chaos yells once more and throws his swords onto the sides of the arena. At this time, the screen will zoom out showing the player in the arena with large red circles forming. At this time, run to an area where there the red circles do NOT cover. Failure to causes the player to receive HP damage. Chaos then returns to his throne surrounded by fire, and if the character survives, the battle begins once more. NOTE: Chaos is not playable, although you can purchase him in the PP shop. However, you may choose to fight against him in Quick Play mode. Chaos cannot equip Accessories, like Phoenix Down Ring. While playing the true form of the stage, it is possible that the character receives the penalty of doing nothing while Chaos transforms. Although this cannot be helped, it causes the character to be hit by the initial attack after the cutscene.