Fan Fiction Dissidia 012 Discussion

Ya, just the issue of her being used like Lightning though really :hmmm:

Then again i'm the one wanting her to play out like Gabranth so meh :hmph:

On a serious note, I don't think she's physically built as Summoner Yuna tbh, her movement will be restricted by the dress for one, and she's far from a physical fighter and she doesn't learn Black Magic without diverting on the sphere grid which I can't see happening since they kept Tidus focused on his natural attributes in Dissidia :hmmm:
 
I wanna say she's got these giant clunky boots. :wacky: To google!

http://downshifter.files.wordpress.com/2008/04/10-yuna-a1.jpg

And google says she does have boots!

I hope they do some sort of dressphere switching with Yuna tbh, as I can't see how her being a summoner will work well... she could switch between Songstress, Gunner, White Mage/Summoner though, with her Ex-Burst being either summoning or her Special dressphere from FFX-2. (I actually like FFX-2 so I'd be fine with using FFX-2 Yuna. :wacky:)

Yeah it took a while for me to figure out it was those damn boots too. xD she's such a lumberjack

Also what if it's not Summoner Yuna we're playing as? What if the main Yuna we're playing as is Gunner Yuna? (would certainly make sense story wise), and what's shown is just Summoner Yuna who is just gonna be an alt. I mean, some of the other guys are shown in CG in their alts.
 
On a serious note, I don't think she's physically built as Summoner Yuna tbh, her movement will be restricted by the dress for one

I doubt that's an issue. We've seen some gameplay of Ultimecia in her Edea alt. costume doing fine in battle (although how that's possible with such a tight dress; her original outfit at least had that slutty tear to the loins to allow mobility...) so I don't Yuna will have much trouble moving around if she had to. At most, she'd be slow like ExDeath.

...Again, assuming things follow as such xD
 
Just in Ultimecia's case she has epic ranged magic attacks, Exdeath too is suited for slow moving combat.

Just Yuna's only real merit is healing/defense magic, which would just make her a fusion of Medic Lightning and Exdeath :hmmm:
 
Yuna's not walking on water. :hmmm: It's just the crystallized ground area that everybody's in. :ryan: Okay she's not such a Mary Sue afterall. But the tip toey way she's walking is weird, what's she doing? "Shhh, I'm sneaking up on Kefka :tehe:
(that would be funny looking xD)

That's what we need to see from her! Sneakin' up on a villain and destroying them for being evil.

That's a good Yuna! :33
 
Honestly, I'm expecting Yuna to play like a fusion between non-EX Gabranth and Medic Lightning - mostly healing magics with a dip into the sort of keep-away stuff that non-EX
Gabranth uses. I've been waiting for them to bring in a truly focussed white mage like Yuna or Garnet ever since they announced that Medic would be one of the paradigms that Lightning would be using.
 
Summoner Yuna is an interesting addition, perhaps she will have black magic, I certainly don't see her using her Aeons. Or maybe she can switch to gunner. But wow Yuna Exdeath is a strange thought. Though I just remembered her standard attack in ffx, that really weak looking whack of the staff that dealt like 4 damage. Hopefully there will be none of that.

As for the remaining games, assuming each game post ff3 gets at least one new character ff11 I guess it'd be shadow lord or whoever, ff9 I've only started recently but I think Vivi would be cool, ff6 would have locke most likely, but I'd like Sabin since I want to see another monk character. Besides Tifa isn't suited to suplexing trains, only ONE character may do that. Now to ff5, since the other games are all getting heroes, the most popular choice seems to be Faris but personally I would MUCH rather have Gilgamesh. But if some games get multiple new characters then Snow from ff13, Seymour from ff10 and Seifer from ff8 would all be great additions.
 
Here are some information about the new game mechanics and changes that has been done to Dissidia Duodecim 012 Final Fantasy.

So, Duodecim has quite a few new mechanics to it, and many tweaks to the old system. Check through this place periodically to stay up to date on the changes we hear about, and get an in-depth look at what they do. Text in gray is subject to change due to little information, so it may change as more is divulged.

ASSIST
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. An Assist can be called to attack the opponent's Bravery, or their HP, and the attack they will perform is circumstantial to the target's location, like being airborne or not. Assists are powered by the orange meter under the HP meter, which is segmented into two memories. Performing attacks charges the meter, and landing attacks charges it even more. However, performing the same attacks repeatedly will begin to see diminishing returns, with the charge received being less and less, forcing players to use a variety attacks. After a few moments of inactivity, the memories will start to deplete, which means if players want to keep their Assist meter filled, they'll have to stay in the action, adapting a more active/aggressive style overall.


L+O - Perform a Bravery Assist, adding the damage dealt to the player's Bravery. Requires one full memory
L+[] - Perform an HP Assist, which consumes your Bravery. Requires two full memories

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. An Assist will also appear near the opponent's flank when called, up to an indeterminate range, giving the player the opportunity to retaliate against fleeing or ranged characters. When an Assist attacks, they reduce the opponent's EX Force with each blow, yet their attacks also don't produce any EX Force to be gathered. HP Assists landed while you are in EX Mode will not trigger the option for an Ex Burst.

The player can set the Assist they want to bring with them in the same way they select their character before the outset of battle. It is likely, however, that during Story Mode play, the Assist will be a pre-selected character, possibly one that has relevance to the player character's story.


Assist Charge
2db5gm1.jpg

Animation courtesy of Repliica

A helpful boost to a player at risk! The Assist Charge system allows a player in dire straights a chance to turn the tables. When the player is at risk of Bravery Break or has just landed an HP Attack (having low Bravery), and attacks the opponent, the Assist Meter will instantly charge one full memory. Likewise, when the player is in critical condition, and they counter an opponent's HP Attack, the Assist Meter will instantly charge two full memories. So, just because you're down, doesn't mean you're out!


Assist Change
mn19qe.jpg

Animation courtesy of Repliica

While in the midst of an opponent's attack, you can call your Assist in to take the place of the player character. Using L+O will bring the Assist in to take the hit for you, locking the Assist in the process, while using L+[] brings in the Assist to block the opponent's attack and stagger them. As the opponent finishes their attack, the player character will reappear, dashing high into the air, away from the opponent. Calling the Assist in either way consumes the same applicable amount of Assist memories as a normal calling.


Assist Chase
wu1fuc.jpg

Animation courtesy of Repliica

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 more strict 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.


Assist Lock
assistlock.png


When the opponent calls their Assist to the field, there is a moment for retaliation. If the player can attack or stagger the Assist itself, they are instantly ejected from the field, and the opponent's Assist Meter is locked for roughly 22 seconds. This prevents the opponent from filling the Assist memories, and calling the Assist to the field for a short period of time. This also happens when using the L+O Assist Change.


EX MODE & EX REVENGE
exrevenge.gif

Animation courtesy of Repliica

These mechanics differ slightly from the EX Mode we know of in the current build of Dissidia. Normally, when you go EX while under attack, you would perform an EX Guard, instantly protecting you with an infallable guard while staggering the opponent and returning you to a neutral stance, ready for a counterattack. In Duodecim, however, under the same circumstances, you will perform EX Revenge, cashing in the ENTIRE EX Force meter, blowing back the opponent and slowing down their movements for a period of time. It also frees your character from cool down frames on their attacks for EX Revenge's duration. Under EX Revenge, you will also not enter EX Mode. When going EX normally, the player is no longer granted invincibility frames with which to save themselves from attacks, or to send them into a neutral stance for EX Links. In return, whenever a player enters EX Mode, their opponent's Assist Meter instantly drops to zero. 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.


EX BREAK
vqh1er.jpg

Animation courtesy of Repliica

If your Assist is able to attack an opponent in EX Mode, the opponent will be instantly knocked out of EX, no matter how much EX Force they still have, while you also gain the Map Brave for a nice boost in Bravery.


ASSIST BREAK
assistbreak.png


If you are able to attack an opponent's Assist while you are in EX Mode, not only will their Assist be locked, but you will also acquire the Map Brave for a boost to your own Bravery!


STANDARD COMBAT TWEAKS

There has been a slew of changes to the overall combat of Duodecim, making the already revamped game like something completely new. Aside from the changes listed below, the game also features an increased pace, while Map Actions have the characters moving much faster than before.

Hit Points (HP), Bravery, and BREAK
In Dissidia, the maximum amount of both HP and Bravery a character could have was 9999. This allowed for crushing one-hit KO (OHKO) defeats with several characters. 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 9999. 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, and since most forms of damage have been reduced, the likelihood of Breaking an opponent on sheer damage output alone is lower. However, with new forms of Breaking possible (EX Break, Assist Break), it won't be that much of a worry.

Dodging & Blocking
While Dodge Cancels still appear to be a decent portion of avoiding attacks while in the cooldown of an attack, several DC-dependent combos have been removed, and aerial dodges now have an increased cooldown of their own, which means you will either have to attack to cancel the cooldown of the dodge, or make sure you will be safe from an opponent's dodge punish. 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.

Wall Rush
Normally, any character slammed into a wall, ceiling, or floor, would be granted a few frames of invincibility while they peel themselves off the surface. However, in Duodecim, any character slammed into a surface is immediately fair game while they are recovering, only having a small window in which to escape. This produces many new possibilities, with Wall Rush-based combos requiring different, possibly less timing. The damage dealt by Wall Rush has also been reduced. Normally in Dissidia, a Wall Rush did half the damage of the attack that throws them into the surface, yet, in Duodecim, Wall Rush damage seems to be down to around a quarter (25%) of the initial attack. Through further extrapolation, it's also possible that Wall Rush damage may also be affected by a factor of distance, with the WR damage weakening the further away the crash is from the initial attack.

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.

Chase Mode
Chase 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 in the mode. The window in which to perform an attack during Chase has been shortened, with inactivity dropping you out of Chase after only a mere second. One plus to Chase mode now is that you will receive small boosts to your EX Force, which makes it a decent way to fill up in hairy situations.

Ground Dash
A new mechanic used for quick mobility is the Ground Dash, performed in the same manner as Air Dash with R+Triangle, although only applicable when on the ground. 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. With Ground Dash+ installed, it is possible to control the direction of your character's movement with the analog stick. A Ground Dash is denoted by a kick-up of dust behind the character while moving.

Overworld Map
Instead of Dissidia's Destiny Board, character-unique boards with segmented panels for moving the story forward, Duodecim gives us an actual Overworld Map to wander around on like in the Final Fantasies of yore. Characters travel in a group, following the current party leader about the map, finding Treasure Chests and even coming across roving manikins in place of stationary battle pieces. Characters present on the map can attack one another, which initiates battle, while the attacker gains an advantage over the opponent. Along with showing off a party of characters, the player also utilizes Kupo Points (hereafter KP) in a similar fashion to Dissidia's PP.

 
Last edited:
Wow... Thank you, Spawn! That's really excellent work, particularly the GIFs - I've been wondering about some of those new features for a while now, and it looks like it's gonna be excellent!

I'm a big fan of removing the EX-Guard by parts - I felt it a little too simple to win as characters with reportedly hard-to-hit-with HP attacks like Rough Divide and Aerial Circle because I use and abuse the EX guard to force a stagger from my opponent.
Speeding up the chase mode might lead to some hasty moves, which in turn means less gamesmanship, which I'm not terribly happy at.
Finally, yay for limiting aerial combat! I can easily see Zidane becoming at once both equalled in the tier listings and finding his own speciality greatly enhanced by this.
The rest is... surprisingly interesting, particularly the news about the assist function. Looks like it's going to be more than just adding another move to your repetoire, that's for sure - and I'm cool with that.
 
This is just a theory of mine.

I think that this game the some of the characters are a bit lost on which side too chose if that makes sense. Apparently Kuja and Jehct are on Cosmos's side and Terra on Chaos's side due to being brain washed. We see Terra with Vaan in most of the Dissidia 012 videos and that makes me wonder when will she get brain washed, at the start of the game or close to the end? Or maybe she doesn't and Kefka convinced or forced her to join him in exchanged for something else ( saving someone, being stronger to help her friends).
The only reason I can think of for Kuja being on Cosmos's side is that in the end of FFIX he repents his ways. But then why would he be on Chaos's side in the first Dissidia?
Jecht being on Cosmos's side would be a bit weird I guess. Jecht isn't a bad guy but the whole Tidus wanting to beat him thing just makes it weird for me.
I think Kain would do a few side swaping by betraying the warriors of light.
If Seymour is in the game I think Yuna might join him to help the others, kind of like in X when she decided to marry him.

I'm pretty sure that's all I can think of about the whole characters swapping sides thing. But this does make me think of other Dissidia games that could come out, why start at the 13th war?

I'm guessing that there would be secret characters in Dissidia 012 game, and I also think that they would be like Shantotto and Gabranth story wise though. They didn't really have anything to do with the story in the first Dissidia game, which makes me thinking that Gilgamesh could be a secret character. I read somewhere that someone from SE said that Rikku from KH could also be in it, if he is then I reckon he would be one.

One more thing. On the logo for the first Dissidia game Cosmos was on the left and Chaos on the right. Dissidia 012 has the on opposite sides which makes me think that Chaos wins this war.

That's all I have to say right now, sorry about the grammar and spelling or If this is a bad theory.
 
Interesting points. I've shared some of these theories myself (no clear distinction between Cosmos and Chaos, certain characters being wishy-washy in their allegiance etc.), but some are new.

A few points, though. Firstly, it's stated in the original that, in all the previous iterations of the war (including Duodecim) that the forces of Cosmos and Chaos are in balance - that neither won, but each conflict ended in a stalemate. Thus, this war cannot end in a victory.

As for secret characters... that'd be evil, actually. They've been very secretive about how many characters will be in - perhaps we'll see some unannounced surprises in Dissidia Duodecim. As a question of interest, does anybody know when they announced Shanotto and Gabranth for the original? Did they announce it officially at all, or did they let the players find them for themselves?

As for starting at the 13th, it's possible that they started there because that's the one with the most satisfying conclusion - everything is wrapped up in an ending so old-style "and they all lived happily ever after (except Tidus)" you could sell it as a 1,000 year old egg. It's possible that they'll start pulling some darker ends out now that they have a fixed storyline.
Or they could be pulling a story out of their behinds. S-E seem to be good at that nowadays.


P.S Love the avatar, JD. I want.
 
I doubt Riku from KH will be in Dissidia, I remember it being said before that if a KH character came in we'd be swarmed with Disney characters like Mickey and Goofy :gonk: as much as i'd love him or Sora in, doubt it'll work :hmmm:

As for Shanny and Gabs, I think they were announced near to the release if I recall :hmmm:
 
I guess maybe not one the war then, just more successful with the war. Dissidia 012 is supposed to be about why the new characters aren't in the first Dissidia, So what happens to them? do they die off or they just don't chose to fight?

Rikku was evil when Ansem was controlling him, and the fact the Cloud's third outfit is from KH. But I would have to agree with Chargar251.

True, but apparently SE was only going to make another Dissidia only if the first was well received by the fans.
 
I think Final Fantasy should just become a religion. With such gospel-sounding music in a game's OST, it already feels over-the-top :wacky:

The Historical Compendium got updated too-it'll go up to FFVI now. I swear some of that Amano art I've never seen before :hmmm:
 
Last edited:
:rofl:

Dissidia 012[duodecim]: Final Fantasy Isn’t Subtle About Tifa’s Well…

image.png


Tifa Lockhart from Final Fantasy VII is one of the new characters in Dissida 012[duodecim]: Final Fantasy. A fellow Final Fantasy character welcomes Tifa with the following line "Zoom camera into Tifa’s cleavage," according to the ESRB.


The leaked joke is part of their description, which probably sounds more salacious than it really is. Dissidia 012[duodecim]: Final Fantasy is just a T-rated game.
This is an action game in which players compete in one-on-one battles with characters from the Final Fantasy universe. Players engage in hand-to-hand combat in 3D arenas and use axes, swords, boomerangs, and magic spells (e.g., energy balls, summoned creatures) to drain opponents’ life meters. Battles are highlighted by cries of pain, colorful explosions, and slow-motion sequences that zoom in on defeated characters. A handful of female characters wear revealing outfits that expose large amounts of cleavage; some of these characters’ breasts also jiggle during combat. Some in-game text in also contains suggestive material (e.g., "Here’s a better idea: ‘Zoom camera into Tifa’s cleavage!’"). Various portrait galleries depict partially nude female characters; the general shapes of their bodies are displayed instead of actual detail (i.e., no nipples or genitalia). The words "a*s," "damn," and "hell" appear in the dialogue.






Let them Jiggle main, let them jiggle mayne, oh yeah :ohoho:
 
Really? I thought they were generally tamer when it came to gaming content (though not so much for appearance :ahmed:)
 
I cant say I am surprised after seeing how drunk Square Enix were when they designed Final Fantasy X-2 Yuna and Rikku. Of course they are going to Jiggle. Tifa and Yuna are in the game afterall along with Cloud of Darkness who is practically naked. Esper Terra also >.>
 
lol, I mentioned the bouncing bosom waaay back. Old news :mokken:

I half wanna defend Nomura here though. He's the one that didn't want that shower scene in 3rd Birthday, so if he's got the gutter mind, he's not shoving it into games on a regular basis (bishies and bromance though, teehee ♥).

Amano has a lot of risque stuff himself, and Sakaguchi currently has clothing customization in The Last Story where you could potentially have the characters running around in their undies if you really want. Pandering sex was in SquareSoft just as much as it's in Square-Enix xD

Also, FFX Lulu and Tifa are really the only FF females with heavy emphasis on the breasts, and Nomura's designed plenty of characters. If anything, he's managed to diversify the attributes (some characters had "the ass", "the legs", etc).

I'm not that bothered with the bouncing bosoms, not anymore anyways. At least in terms of FF, the sexuality in the series is pretty tame. It's there, yeah, but not in your face (Aya from 3rd B-Day however...).

If nothing else, when Square-Enix panders sex, they do it to a wide audience, not just the breast-enthusiasts. I think everyone could pick at least one character they think is "hawt".

...

Whoa, OFF TOPIC, omg :ness:

I hope they release info on Yuna soon. We already know she's in, but I dun wanna wait until the 18th to find out what her alt. costume and ex-mode will be >_<
 
Back
Top