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    dissidia 012

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    Post by Forum Pirate Fri Sep 06, 2013 5:56 pm

    who has officially decided that this is the coolest (not to be confused with best) fighting game ever. I know its old by now, and it got crappy reviews, but i just got it again for my vita and its still the most fun i've ever had with a fighter, and the most fun i've had with a final fantasy since x-2 (because the story was terible, but the combat was glorious)
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    Post by Reaperfan Fri Sep 06, 2013 6:07 pm

    My PSP busted itself before 012 came out, but I enjoyed the hell out of the first Dissidia. I actually went back and checked out my old community a week or so back and caught some of the tournaments they've been holding, and it really made me miss the game.

    Quick question, does the Vita version allow online play without the use of Adhoc Party? My biggest gripe with the first game was that playing online was such a hassle. If getting to online play has been made easier, I've been considering getting a PSP for this game before upgrading my computer.
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    Post by Forum Pirate Fri Sep 06, 2013 6:18 pm

    nope. you can play with psp players (on the vita) though.

    2012 is better balanced. (ie blocking actually works) and there are new characters.
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    Post by Reaperfan Fri Sep 06, 2013 6:24 pm

    Forum Pirate wrote:nope. you can play with psp players (on the vita) though.

    2012 is better balanced. (ie blocking actually works) and there are new characters.
    I know all the changes, from how assists work to how OP Feral Chaos is winking

    About the only thing I don't know mechanically about it is what all of Vaan's weapon shift bonuses are silly
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    Post by Forum Pirate Fri Sep 06, 2013 6:28 pm

    oh right assists. i don't like the concept of assists in fighters. outright swaps mid combat sure, not 2 seperate attacks that have to be dodged individually
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    Post by Reaperfan Fri Sep 06, 2013 6:44 pm

    Forum Pirate wrote:oh right assists. i don't like the concept of assists in fighters. outright swaps mid combat sure, not 2 seperate attacks that have to be dodged individually
    I like it in that it brought actual combos to the game. Back in the first one all you had was dodge cancels, which were all frame traps rather than actual combos. And from what I've seen in the tournaments, you can hit an assist out rather easily if they're only using it to double-team or harass you.
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    Post by Forum Pirate Fri Sep 06, 2013 6:48 pm

    i think it was to balance out characters like squall (my main) with no bravery-to-hp combos's, but its just as big a boost to characters like onion knight who consist almost entirely of bravery-to-hp combos
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    Post by Reaperfan Fri Sep 06, 2013 6:57 pm

    And it did nothing for Shantotto who had NO combos!
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    Post by Forum Pirate Fri Sep 06, 2013 7:04 pm

    but before it, i could reliably plow through various attacks with rough divide, blasting zone and fated circle. now, because thats my best option for landing hp attacks, they just blindside me with an assist when i try...............seems counter intuitive.
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    Post by Reaperfan Fri Sep 06, 2013 7:19 pm

    Well wasn't Squall's big deal always "good brave game, bad HP game?" He was never supposed to have an easy time landing HP attacks. If you're relying on turtling through attacks to land HP hits, you should look into frame trap setups. I can't remember all of Squall's moves (I never much cared for him), but I know I've seen some really awesome Squalls able to frame trap into HP moves without assists.
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    Post by Forum Pirate Fri Sep 06, 2013 7:25 pm

    i didn't turtle, i memorised their best/most common attacks and used prediction to countere with hp attacks that just went right through them or hit just after they ended (eg fated circle for pretty much all magic, rough divide to catch terra exiting tornado)

    i'm not sure what you meanby frame trapping.
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    Post by Reaperfan Fri Sep 06, 2013 8:08 pm

    Forum Pirate wrote:i didn't turtle, i memorised their best/most common attacks and used prediction to countere with hp attacks that just went right through them or hit just after they ended (eg fated circle for pretty much all magic, rough divide to catch terra exiting tornado)

    i'm not sure what you meanby frame trapping.
    Turtling was the wrong choice of words. Tanking is more what I meant in the act of using the higher priority of an HP attack to break through and counter an opponent's weaker brave attack.

    Frame trapping is the act of putting your opponent in hitstun and then using another attack that isn't quite fast enough to combo. The opponent will have a very small window between your attacks to do something, but if they do the wrong thing then they will end up getting hit. A Dissidia example would be landing a wall or floor crash and then activating Fated Circle as they're getting up. If timed right, the startup of Fated Circle will happen while they're still getting up and unable to stop it, with the explosion happening right as they're able to act. They can dodge to the side to escape it in that small window, but if they dodge forward, backward, or block they still get hit.

    Basically a "combo" that allows your opponent a chance to escape but "traps" their timing and defensive options, while allowing you time to use bigger, slower attacks.

    Outside of chains such as Onion Knight's or Zidane's, or using an Assist, Dissidia doesn't really have true combos and every followup hit you do to an opponent is a frame trap guessing game.

    Another common one I see for Squall is people using his Ground Lightning spell (I forget the exact names), and if it hits immediately use Blasting Zone.
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    Post by Forum Pirate Fri Sep 06, 2013 8:20 pm

    ah, i do that all the time. didn't know if what i was doing was actually called that or something different though, game jargon and all that.

    squall does that best (imo) just above the ground with his "knock to the ground attacks" (pretty much all of his arial stuff if i remember right,) but i prefer tanking stuff. especially against the faster characters/magic based characters who's attacks squall can pretty much just ignore with fated circle/rough divide

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