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Dissidia: Final Fantasy (Translation Guide + Code)

Discussion in 'Sony' started by EDRICK88, Nov 29, 2008.

  1. R_chevron

    R_chevron Member

    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... >.<
     
  2. EDRICK88

    EDRICK88 Well-Known Member

    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
     
  3. R_chevron

    R_chevron Member

    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?
     
  4. EDRICK88

    EDRICK88 Well-Known Member

    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
     
  5. cjdogger

    cjdogger Guest

    Woh OMG Omegaf*ck! You out did yourself there! I'm like clicky linky and then oooh.... long listy... :3
     
  6. DragonQuester

    DragonQuester Well-Known Member

    Wow all of this would be useful to me if i had a PSP :p
    '
    '
     
  7. EDRICK88

    EDRICK88 Well-Known Member

    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..
     
  8. cjdogger

    cjdogger Guest

    Why hate a hero?
     
  9. EDRICK88

    EDRICK88 Well-Known Member

    wakakaka.. because i dont know,
    cloud and tidus is much much better
     
  10. Renji217

    Renji217 Well-Known Member

    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.
     
  11. EDRICK88

    EDRICK88 Well-Known Member

    GRR, darn Cefca..
    his ROCK!!
     
  12. cjdogger

    cjdogger Guest

    How come there isn't any biscuits in this game?
     
  13. EDRICK88

    EDRICK88 Well-Known Member

    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

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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.

    [​IMG]
    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..
     
  14. cjdogger

    cjdogger Guest

    Hey Edrick, try quoting all your long posts and put them in the spam thread; It would totally give script errors ;D
     
  15. Renji217

    Renji217 Well-Known Member

    Your missing the Judge dude from XII
     
  16. EDRICK88

    EDRICK88 Well-Known Member

    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.. :eek:

    [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..

    [​IMG]
    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

    [​IMG]
    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
     
  17. cjdogger

    cjdogger Guest

    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! :p
     
  18. kougerai

    kougerai Well-Known Member

    Agreed, xD

    Also, Isnt there a Patched translation version of Dissidia yet?
     
  19. EDRICK88

    EDRICK88 Well-Known Member

    Phew..wait english version
    all this time patch trans is very bad..

    [​IMG]

    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.