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  1. 27 points
    Hello there, Colonel Birdstrong (formerly SatoshiKura) here. Since the old forums are down, I thought I'd try and migrate everything here. I'll be leaving some of my older, uglier mods to die, but if there's a specific one you want me to upload, let me know and I'll throw it on here. Download Link, from The Legend of Zelda: Ocarina of Time, joins Dissidia! He's used on the Warrior of Light. This Link carries just as much equipment as he normally does! While in EX Mode, he can equip different things! He can switch from his Kokiri Tunic to the Zora or Goron Tunics, change his shield for the Mirror Shield, put on the Golden Gauntlets, or trade out the Master Sword for the ever-powerful Biggoron Sword! He can always just keep the Master Sword or start out in one of the other tunics as well. Included is Dark Link, who also has access to the Biggoron Sword, Mirror Shield, and Golden Gauntlets. Screenshots: Download Link from The Legend of Zelda: Twilight Princess/Super Smash Bros. Brawl/Hyrule Warriors imported into Dissidia 012 Final Fantasy! He goes over Firion. His model uses assets from Twilight Princess, Super Smash Bros. Brawl, and Hyrule Warriors. Link uses a few of his weapons from Twilight Princess, plus Zelda's Light Arrow! An alternate version included in his download allows him to wield the Ordon Sword in place of the Light Arrow. Screenshots: Download Fierce Deity joins the ranks of the various Final Fantasy characters in Dissidia 012! He is used over Cloud. In EX Mode, he switches out the traditional Helix Sword for the strongest version available in Hyrule Warriors. Also included is a dark version! Screenshots Download Ganondorf from Super Smash Bros. Brawl/Twilight Princess on Exdeath. He comes with two alts: His "Grandpa Ganondorf" color from Brawl, and Project M's Ocarina of Time Ganondorf model. Screenshots: Download Ganondorf from Twilight Princess/Hyrule Warriors joins on Garland! He wields his dual swords from Hyrule Warriors. Screenshots: Download A Lizalfos from the Zelda series joins Dissidia! It goes on Jecht. Its gauntlet-hand has full finger movement! Other than that, there's not really anything special about it. Screenshots: Download Robin, using his appearance from Super Smash Bros. for Wii U, comes to Dissidia on Firion. He wields the Levin Sword and three tomes: Wind, Thunder, and Fire. Screenshots: Download Lyndis, from Fire Emblem 7, comes to Dissidia over Lightning. She makes use of both of the weapon types available to her from her original game and final class, switching between the bow and sword to deal damage at both short and long range. A little fun fact is that her nickname, Lyn, means Lightning in another language. Her skirt has some very obvious clipping, but that was unavoidable. For some reason, her arms are a bit darker than the rest of her skin, I know the problem, but when I try to fix it.... Well, she starts becoming invisible. Or the model just completely screws up. Her hair also sometimes stabs through her body. Screenshot: Download Samus, in her most iconic suit, joins Dissidia on Laguna. Screenshot: Download Samus in her Fusion Suit! As with her Varia Suit, she goes over Laguna. Screenshot: Download Samus, in her Light Suit from Metroid Prime 2: Echoes. She goes over Laguna. Screenshot: Download Samus, without her suit. She uses her Paralyzer from Super Smash Bros. Brawl, and goes over Lightning. Thanks to SJS on Brawl Vault for permission to use his model! Screenshot: Download Samus' nemesis, Ridley, comes to Dissidia on Feral Chaos. Screenshot: Download Pit from Kid Icarus: Uprising imported into Dissidia 012 Final Fantasy! He goes over Vaan. His model uses assets from Kid Icarus: Uprising on the 3DS. Pit has access to every weapon type usable in Uprising. He starts with the basic weapons (besides Palutena's Bow), and in EX Mode, he gains stronger versions! Also included is a Dark Pit version, who uses the Silver Bow and Dark Pit Staff in place of Palutena's Bow and the Orb Staff respectively. Thanks to DSX8 for supplying his files! Screenshots: Download Pit, from the Kid Icarus series, comes to Dissidia on Zidane! Zidane's animations and attacks are pretty much perfect for him. Also included is a Dark Pit retexture, made using SJS' Dark Pit textures that I can't find on Brawl Vault anymore. Good thing I had them laying around, though. Screenshot: Download Captain Falcon, from the F-Zero series, comes to Dissidia in a rather feminine way on Tifa Lockhart. He looks relatively fine when actually fighting, but his intro, loss, and victory animations are.... well..... yeah. He may look weird in some animations, but what do you expect? I put one of most manly Nintendo characters on TIFA. Included is an EXEX, which was made by Bloko for his Blaziken mod. Screenshot: Download Inuyasha, from the series that shares his name, comes to Dissidia on Cloud Strife. This was a request by AkiraMudou. The Tessaiga changes into its barrier-piercing red form upon entering EX Mode. Custom EX mode aura is also included, just rename its extension (.exex) to .edat and name it whatever Hasher says to name the EXEX. Video: Download Zero Two comes to Dissidia on Kuja. He doesn't really sport anything special, except for the fact that he's taken a humanoid form. Credit goes to _Data_Drain and Akari_Un for the model, and SJS for the portrait's image. Screenshot: Download Cloud, from Super Smash Bros. 3DS, imported on... Well, do I really need to say? Thanks to DSX8 on Brawl Vault for the model files! Screenshots: Download Shulk comes to Dissidia on Squall! And believe me, he's really feeling it, and so am I! He fits so well on Squall, just try using Blasting Zone. His Monado also opens up and gains a beam matching Lionheart's length while in EX Mode. Credit goes to Random Talking Bush for the model, and KTH from Brawl Vault for supplying me with him and a few other things. Screenshot: Download Sheik, from Super Smash Bros. 3DS, imported on Tifa! She's got all of her colors from Smash 3DS, plus lower res versions for better performance against modded characters. Thanks to DSX8 on Brawl Vault for the model files! Screenshots: Download Samus, from Super Smash Bros. 3DS, imported on Laguna! She has all of her colors from Smash 3DS, plus lower res texture versions for better performance against modded characters. Her arm cannon changes shape during Laguna's various attacks as well! Thanks to DSX8 on Brawl Vault for the model files! Screenshots: Download Dark Samus, from Super Smash Bros. 3DS, imported on Cloud of Darkness! Thanks to DSX8 on Brawl Vault for the model files! Screenshots: Download Marth, from Super Smash Bros. 3DS, imported on Cecil! He has all of his colors from Smash 3DS, plus lower res texture versions for better performance against modded characters. Thanks to DSX8 on Brawl Vault for the model files! Screenshots: Download Lucina, from Super Smash Bros. 3DS, imported on Lightning! She's got all of her colors from Smash 3DS, an optional Mask version, and lower res versions of both for better performance against modded characters. Thanks to DSX8 on Brawl Vault for the model files! Screenshots: Download Roy, from Super Smash Bros. 3DS, imported on Cecil! He has all of his colors from Smash 3DS, plus lower res texture versions for better performance against modded characters. Thanks to DSX8 on Brawl Vault for the model files! Screenshots: Download Corrin, from Super Smash Bros. 3DS, imported on Lightning! She has all her (female) colors from Smash 3DS, and lower res versions of the main texture for better performance against modded characters. And, for the first time on one of my mods, she has facial expressions, and Yato is animated! Thanks to DSX8 on Brawl Vault for the model files, and to Windblast as well for all the aid he gave in making the texture animations work. Screenshots: Download Chrom, from Super Smash Bros. 3DS, imported on Warrior of Light! Thanks to DSX8 on Brawl Vault for the model files! Screenshots: Download Greninja, from Super Smash Bros. 3DS, imported on Zidane! Thanks to DSX8 on Brawl Vault for the model files! Screenshots: Download A Hunter equipped with the Vangis set from Monster Hunter Tri cleaves his way into Dissidia! He uses the Longsword Shadowbinder (P). To go with the Longsword's style of fighting, he goes over Sephiroth. Screenshots: Download Ganondorf from Super Smash Bros. 3DS joins yet again! This time, he's over Golbez. Screenshots: Download A hunter wearing Nargacuga armor has snuck into Dissidia! He uses various Sword and Shield weapons from Monster Hunter Generations. Screenshots: Download A hunter dressed in Yukumo Village's own armor arrives! He wields several Switch Axes, which take on their Sword Mode form in EX Mode. Screenshots: Download A hunter wearing the Caravan's signature armor set vaults into the fray! He uses several Insect Glaives. Screenshots: Download A hunter wearing G Rank Kushala Daora armor joins to knock out his enemies with his powerful Charge Blades! Screenshots: Download Alm, from Fire Emblem Echoes: Shadows of Valentia, joins Dissidia on Firion, wielding several weapons from his journeys through Valentia! In EX Mode, he promotes to his Hero class and swaps his Royal Sword and plain weaponry for the powerful Falchion and the Valentian Regalia. Screenshots: Download Celica, from Fire Emblem Echoes: Shadows of Valentia, joins Dissidia on Terra. She wields her powerful magic and reliable sword, and in EX Mode, promotes to her Princess class. Screenshots: Download Solid Snake, from the Metal Gear series, stealths his way into Dissidia on Laguna. He wields a variety of firearms from The Twin Snakes! Screenshots: Download Link, from Hyrule Warriors, joins the fray! He's got his Hero and Knight looks, and a lot of alternate colors for his Hero costume. Screenshots: Download Siegfried, from the Soulcalibur series, joins Dissidia! He wields his sword Requiem and Soul Calibur itself. Screenshots:
  2. 11 points
    you should ask Deraj8 for this, because using this new tool, is a bit complex, nah just kidding it easy 1. First backup your Dissidia 012 Final Fantasy.iso as .rar or .zip using WinRAR before modifying it: https://www.rarlab.com/download.htm 2. Extract Dissidia Modding Suite.zip using WinRAR(also applied to the others .zip file) 3. Click on Dissidia Modding Suite.exe inside Debug folder to open it 4. On the "BigFile Packaging Tab" click on "Select ISO File" and select your Dissidia 012 Final Fantasy.iso(USA, EUR, JPN or EUR UNDUB) then click on "Open" USA: https://cdromance.com/psp/dissidia-012-duodecim-final-fantasy-usa/ EUR: https://www.freeroms.com/roms/psp/dissidia_012_-_duodecim_final_fantasy_europe.htm JPN: https://www.freeroms.com/rom/psp/dissidia_012_-_duodecim_final_fantasy_japan.htm EUR UNDUB: https://cdromance.com/psp/dissidia-012-duodecim-final-fantasy/ 5. Click on "Extract PACKAGE to" and choose the destination for the .iso files extraction and click on "OK" and wait for it to finish the extraction after it done, the extracted files will be placed inside a folder by the name @PACKAGE.BIN 6. Find the original model.GMO and portrait.GIM you want to replace inside the @PACKAGE.BIN folder with the mod model.GMO and portrait.GIM using this list for easy searching: https://www.mediafire.com/file/ib1bqb7n8tef2ka/Dissidia_Modding_Suite_.GMO_%26_.GIM_list.zip/file 7. Then use Noesis to view the mod model.GMO and the original model.GMO you want to replace inside the @PACKAGE.BIN folder: http://richwhitehouse.com/index.php?content=inc_projects.php&showproject=91 8. Compare the two model .GMO and find their similarity. for example if the mod model.GMO has a animation similar to Jecht model.GMO, that mean the mod model.GMO and portrait.GIM is a mod for Jecht, if not it probably for the other characters or models(Stages, Weapons, etc) 9. Rename the mod model.GMO and portrait.GIM to the name of the original model.GMO and portrait.GIM inside the @PACKAGE.BIN folder 10. Move it to @PACKAGE.BIN folder and click on "Replace the files in the destination" to replace the original model.GMO and portrait.GIM inside the @PACKAGE.BIN folder with the rename mod model.GMO and portrait.GIM 11. Go back to the Dissidia Modding Suite and click on "Select source folder" and select the @PACKAGE.BIN folder and click on "OK" then click on "Save PACKAGE to" and choose the destination for the re-made package and click on "OK" afterward you'll have the package that contains the mod model.GMO and portrait.GIM 12. Now add the mod package into your .iso. to add them into your .iso you'll need to download and open the program called UMDGEN: https://www.brewology.com/downloads/download.php?id=10079&mcid=1 13. Inside UMDGen click on "Open" and double click on your Dissidia 012 Final Fantasy .iso and in the Explorer tab click on PSP_GAME, click on USRDIR and click on DATA 14. Drag & drop your mod PACKAGE.BIN and PACKAGE_INFO.BIN files into UMDGEN 15. It will ask you if you want to replace the original files, click on "Yes to All" 16. Then click on "Save" and "uncompressed (*.iso)" 17. Choose the name and location for your newly modified .iso and click on "Save" 18. Close UMDGen and check the new .iso 19. Test the new .iso on your PPSSPP: https://www.ppsspp.org or PSP: https://www.wikihow.com/PSP 20. Done!
  3. 10 points
    Update for one of my very first mods. Now has facial expressions and a better (yet still faulty) rigging job. https://www.mediafire.com/file/83wxwu3mbw0bfa1/
  4. 8 points
    Hi everyone! Here is a tool which will ease your DLC creation/edition needs: DDFF DLC Toolkit! Features Easy Character DLC generation: you can now create character DLCs easily without meddling with hex values, just select the character, slots, models and portraits and that's it! DLC Attachments: you can create new attachments from scratch with ease and link them to your existing DLCs! Easy BGM DLC generation: you can now create BGM DLC packs from scratch or from an existing source! Swapping DLC slots: you can swap existing DLCs slots to fit your needs! EX-Mode Aura/.exex edition: you can select the colors that you want for your character's EX-Mode aura using a simple graphical interface! You can also customize all the EX-Mode auras that a character has! DLC Reporting: you can view your currently installed DLC data and export it in easy-to-handle Excel spreadsheets or text files! This tool is useful to keep track of your installed DLC or for checking DLC incompatibility issues. And more features to come! Requirements Windows (it should also work on virtual machines in Linux and/or Mac which meet the rest of requirements). Tested on Windows 7 and 8. .NET Framework 4.0: http://www.microsoft.com/download/details.aspx?id=17851 Tutorials How to use the tool Bug reporting and known bugs Downloads I'll host all the releases in my Github account; just go to the GitHub's release page and download the "ddff_dlc_toolkit" .zip file. Version 1.1.2 (2/14/2016): https://github.com/adriangl/DissDlcT...ses/tag/v1.1.2 Changelog 2/14/2016 - Version 1.1.2 General: Support for high DPI screens BGM Generation Tab: Removed 36 characters limitation in song names. Now the user will be notified that exceeding that size may not render the name properly in-game. Thanks to convalise for the suggestion! Fixed bug that generated wrong names for songs with hex numbers that contained uppercase letters. Thanks to Lugia2009 & convalise for the bug report! Source code You can get the tool's source code from its Github page. Feel free to submit bugs or pull requests there if you want to
  5. 8 points
    How to use the tool Opening the tool Setting up the tool Generating character DLC files Generating DLC Attachments Generating BGM DLC files Swapping DLC slots Editing EX-Mode Auras / .exex files DLC Reporter
  6. 6 points
    https://www.mediafire.com/file/e8ivkop7pyvl0ra/Dissidia_Modding_Suite_v_0.66_BETA.zip/file http://www.mediafire.com/file/ib1bqb7n8tef2ka/Dissidia+Modding+Suite(New+Version)+.GMO+%26+.GIM+list.zip for stage mod, just compare it and find the similarity based on it looks using Noesis
  7. 6 points
    Update for Ethel https://www.mediafire.com/file/cbmwvvfj1vv3ix3
  8. 6 points
    I initially researched and posted this in DF, but since the site is down and there are many new players who would benefit from this info, i decided to post this here aswell. Dash Mechanics (General) -A dash of the same type has the same maximum travel distance regardless of the character used when Free Air Dash Boost is NOT equipped. (Tifa's Free Air Dash has the same maximum travel distance as Exdeath's Free Air Dash) -Free Air Dash Boost does not affect the maximum time of a full dash. (it increases speed and distance of a full dash by the same amount, so total time is unchanged) -Free Air Dash Boost gives a flat 16% speed boost (and based on the point above, also a 16% distance boost) to Free Air Dash, Reverse Free Air Dash, Ground Dash and Reverse Ground Dash. -Free Air Dash Boost has absolutely no effect on Omni Air Dash, Omni Air Dash + and Omni Ground Dash. -Air Dash Boost had no effect on Free Air Dash, Reverse Free Air Dash, Ground Dash, Reverse Ground Dash, Omni Air Dash, Omni Air Dash + and Omni Ground Dash. -The speed of the Omni Ground Dash of a character is 8% slower (therefore it also has 8% less maximum travel distance) than the rest of the character's dashes. This is probably a bug in the coding. -The speed of a character's Free Air Dash, Reverse Free Air Dash, Ground Dash, Reverse Ground Dash, Omni Air Dash and Omni Air Dash + is identical when Free Air Dash Boost is NOT equipped. -The Free Air Dash Boost from Lightning's exclusive weapon, Odin Blade, will not stack with the regular Free Air Dash Boost from her abilities. Equipping both or either will give the exact same boost of 16%. Dash Mechanics (Regarding assist build) -Free Air Dash Boost does NOT increase the amount of assist gained when Dash Feinting -All the different types of dashes that can build assist will build up assist at the same rate when Dash Feinting (1 point of AST for every active dash frame, with 500 AST points being 1 bar and 1000 AST points being 2 bars.). -Dashing while not locked onto your opponent builds no assist even if you have "Assist Gauge Up Dash" and a compatible dash equipped. -Omni Air Dash, Omni Air Dash + and Omni Ground Dash cannot build up assist at all. -Reverse Air Dash, Reverse Ground Dash and Reverse Free Air Dash CAN build assist as long as either Air Dash, Free Air Dash or Ground Dash is equipped on the same set as well and you are locked on to your opponent. -Air Dash, Free Air Dash and Ground Dash will always build assist as long as you are locked onto your opponent. -The amount of assist built up by using Assist Gauge Up Dash while dashing is uniform (you build the same amount of assist per frame at the start of a dash and at the end of dash). Active dash frames in a full dash (Assuming 60 FPS) (Free Air Dash/Reverse Free Air Dash & Omni Air Dash/+) (78F) EX Tidus (82F) Onion Knight, Tifa, EX Prishe (86F) Zidane, Tidus, Prishe, EX Gabranth, Lightning (90F) WoL, Cecil PL, Golbez, Bartz, Gilgamesh, Cloud, Squall, Kuja, Jecht, Shantotto, Vaan, Feral Chaos (94F) Garland, Firion, Emperor, Cecil DK, Kain, Terra, Kefka, Sephiroth, Laguna (98F) CoD, Ultimecia, Yuna, Gabranth (102F) Exdeath (Ground Dash/Reverse Ground Dash & Omni Ground Dash/+) (90F) EX Tidus (94F) Onion Knight, Tifa, EX Prishe (98F) Zidane, Tidus, Prishe, EX Gabranth, Lightning (102F) WoL, Cecil PL, Golbez, Bartz, Gilgamesh, Cloud, Squall, Kuja, Jecht, Shantotto, Vaan, Feral Chaos (106F) Garland, Firion, Emperor, Cecil DK, Kain, Terra, Kefka, Sephiroth, Laguna (110F) CoD, Ultimecia, Yuna, Gabranth (114F) Exdeath Note that active dash frames are the amount of frames the game "thinks" you are dashing (you will build assist, despite not actually moving), not the actual time in motion during a dash. The first ~13 frames where you are stationary while starting up a dash ARE considered as active dash frames by the game. Conversely, there are ~12 frames after becoming stationary upon ending a ground dash that ARE also considered as active dash frames by the game.
  9. 6 points
    Table of Contents The Basics How to suck less in the customisation screen End Words (Sharing Builds) The Basics What you should know about your accessories. It was touched briefly upon in the beginner's journal guide and you should also know about hacked accessories so you dont use them. Basic Accessories (Yellow Icon) Effected by the multiplied number (x) your booster accessories currently have. Example. You have Hyper Ring (5% increased damage and a basic accessorie) and 3 boosters that gives you 2.5x mulitplier, basic math is 5 x 2.5 = 12.5 > rounded down to 12, so you get a 12% increased damage. Booster Accessories (Purple Icon with red flag) Your multiplier, the higer X you have the higher your basics accessories effect will be. The current active multiplier number (x) is shown in the top corners and is colored red while fighting. You will always have 1x even if you dont see it (having no boosters equipped). There is a few different mulitplier numbers 1.2x - Average 1.3x - Good 1.4x - Really good 1.5x - The best 2.5x - This is only one accessorie and the 2.5x only lasts 15 seconds and drop to 0.5x after that which halves your booster multiplier. 5.0x - Also just one accessorie and works only when you take damage longer then 4 seconds. Also note that the boosters are different in how and when they are activated. Example. You have two 1.2x, one 1.4x and lastly a 1.5x equipped: 1.2 x 1.2 x 1.4 x 1.5 = 3.024 rounded down to 3x which means your max booster is 3x Special Accessories (Red Icon) Some are good with strong effects but they dont work with the boosters. However this dont mean they are completly useless. If you see accessories with the note "Breakables" dont use them online. How to suck less in the customisation screen Brought to you by Muggshotter with a bit of help from TKG09 When planning a PvP build it is a necessity to include meter depletion on both assist and EX. These can be included either via Judgment of Lufenia or Seal of Lufenia equipment sets and / or Battle Hammer and Dismay Shock basic accessories. These take away a bit of opponent's meter upon landing an HP, enabling you to force the opponent to escape from HP damage earlier as well as bypass EX Revenge situations when you could've been finished otherwise. It is a good idea to make equipment sets for your character with both Judgment of Lufenia and Seal of Lufenia sets on as to accomodate different matchups where you may have to prioritise depleting one meter over the other. After that, an ideal PvP build usually goes for one of the following: A) Damage (with or without wall rush) B) Side by Side C) EX D) Bravery boost on dodge / block E) EX Core F) Hybrid (a mix of everything) Good reliable accessory boosters include Summon Unused (and the opponent variant), Pre-EX Mode, Pre-EX Revenge, Aerial and Large Gap in HP. You'll see these recommended a lot. Damage Self explanatory, a damage build prioritises high bravery damage output and subsequently total HP damage per HP hit. Not everyone can reach the same lengths of bravery damage, usually due to low damage multipliers on one's moves and lower base attack stat. These characters usually circumvent this shortcoming with wall rushes or the help of high base bravery in conjunction with assists, but we'll get to those a bit later. Prishe, Garland, Sephiroth, Cloud, Kain, Kuja and Ultimecia are some of the characters who can benefit greatly from the following. For equipment you should always seek out a weapon with 69 ATK stat unless your character's exclusive weapons provides 70 ATK (Garland's Gigant Axe for example). If your armor set is for Seal of Lufenia's 5 % EX depletion, Lufenian Dirk (hand, Parrying gear) is a must as it provides +1 attack as well as good 72 defense. Earthbreaker, Cleaver and Rhongomiant (for King of Tragedy EX Revenge builds) are good weapons possessing 69 attack stat that anyone can wield with the help of a CP glitch. For accessories it comes as no surprise that Hyper Ring, Muscle Belt / Earring are viable choices here. Bundle Hyper Ring + Muscle Belt or Earring ()depending on the character) with boosters such as BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Summon Unused and Aerial / Grounded for a respectable damage output. Add extra abilities such as Sneak Attack, Counterattack and Riposte to really shred the opponent's bravery with upped critical hit rates, maybe even include First Strike ability if you think you(r character) can go the distance, that one is guaranteed to activate on the first hit you land. These are generally always good to have, your opponent can only disable one of them, meaning you will still maintain a good critical hit rate throughout the match. Even characters with subpar bravery damage can do wonders with a bit of double damage from critical hits, so when spreading out your CP give these abilites some thought. Side by Side These builds revolve around the special accessory "Side by Side" that prevents you from acquiring any EX AT ALL (even from EX cores), but in turn gives you a massive chunk of assist bar from landing just one HP. Side by Side is very potent with characters who can link HPs on their own and followup with an assist afterwards or need meter to for general momentum, including (but not limited to) Warrior of Light, Cloud, Onion Knight, Zidane, Jecht, Golbez and Kefka. The goal with a Side by Side build is to deal a lot of damage. This can be achieved either through high bravery damage output or high base bravery. In both cases wall rush is a big help. For equipment you can apply a lot from the damage build paragraph. 69 attack or 70 if your exclusive weapon has it. Wall rush HP damage is also a good option e.g. Earthbreaker, Cloud's exclusive weapon Fenrir. For high base bravery, Piggy's Stick is a Katana-type weapon that provides +239 to your base bravery in addition to the head armor, but it comes with -80 % BRV recovery. You have to be able to secure base bravery for each hp for optimal damage, so boosting BRV recovery will become a part of your build. If you focus your meter depletion on accessories, you can opt to equip Royal Crown (head) with 100 % BRV recovery, Borghertz's Hands (hand) and Lufenian Armor (torso) both providing 39 base bravery each. Lufenian sets' meter depletion is still nothing to sneeze at, so don't rule them out. For accessories you now have an excellent 1.5x booster at your fingertips, Empty EX Gauge. This is a big booster that will be active for the entirety of the match, and bundled with Pre-EX Mode, Pre-EX Revenge, Aerial and Summon Unused (as well as BRV = 0 if you can secure wall rushes) you have a lot of profit on your hands. Aforementioned damage rings, as well as Sniper Eye for wall rush HP damage are good picks. If you don't equip Royal Crown, Bravery Orb as well as Great Gospel are worthy candidates too. But mostly Bravery Orb as that scales with your boosters. If you feel you need a good headstart in the meter race, Together as One is a great pick. Include Badge of Trust and you pretty much start the match with two assist bars if you deem it essential for your upcoming matchup. EX EX builds prioritise EX absorption either through added intake range or increased value per ex absorbed into oneself, but even so they never sacrifice assist (they're that important). Weapon department provides Heaven's Cloud for +4M EX intake range, but with a measly 67 attack. Addded intake range is good as you can accumulate more ex in one place more quickly and if your character does not deal big bravery damage like Lightning, the 67 attack is not that big of a deal. Another weapon is once again Cleaver. 69 attack with +10 % ex force absorption. Garland, Kuja, Ultimecia and Gilgamesh have exclusive weapons with +10 % ex force absorption, but Garland's is undisputed best among them. 70 attack and +10 % ex force absorption is something other characters can only dream of. Special accessories is where most of the magic happens. White Drop and White Gem add a fixed boost to ex force absorption by 5 % and 10 % respectively and you can equip up to three White Drops for a total of 25 % boost to your ex absorption rate. These accessories come with a downside of reduced assist gauge duration, meaning your assist bar will begin to decay sooner. With well placed whiffs it won't get you killed. Not often, anyway. The other two accessories influence when you can acquire EX. Tenacious Attacker and Glutton allow you to absorb ex even when attacking or taking damage. Tenacious Attacker is a standard in EX builds as it allows you to whiff for meter and reap the rewards as you deal damage. Both work great in conjunction with Heaven's Cloud's added intake range as you will in most cases get a part of the ex either you or your opponent generated. Seal of Lufenia is a good anti-EX equipment set, but a basic accessory "EX Breaker" is particularly potent with Ultimecia. The accessory has a chance of depleting the opponent's EX gauge in one bravery hit and since it's a basic accessory, it can scale with your booster accessories. Other characters don't get mileage out of it as easily due to how one attack = one chance at triggering the EX Iai effect of the accessory, you don't get a new chance with every bravery hit you land except with Ultimecia. Don't ask why. Bravery boost on dodge / block This kind of build tailors specifically to few matchups: Ultimecia, The Emperor and Sephiroth (Shadow Flare abuse). By forgoing pure damage and some meter gain and depletion you can amass over 100 bravery every time you dodge a move, including unblockable projectiles. Same applies to blocking, except for the unblockable part of course. An example build involves the Adamant Chains set for an 8 % BRV boost on dodge. Weapon of Choice Adamant Shield Adamant Helm Adamant Vest You can swap out Adamant Helm for Dueling Mask (3 % BRV boost on dodge) and your weapon of choice for Adamant Knife if the matchup you're playing won't grant you many opportunities to land hits. For accessories Zephyr Cloak is a no-brainer. Heart's Ease if you can block consistently (e.g. Jecht and his Jecht Block) and of course Battle Hammer and Dismay Shock for meter depletion. Boosters should include the general Summon Unused, Pre-EX Mode, Pre-EX Revenge and Aerial (or Empty EX Gauge if you go Side by Side). BRV > base value is great too as the point is to accumulate a lot of bravery over time. Special accessory Back-Breaking Straw is a good addition as well despite it not scaling with your boosters. At this point you should have one or two accessory slots to spare and if you do not use it for Side by Side + Together as One, other complementary special accessories such as Tenacious Attacker, Hero's Essence and First to Victory are not the worst picks out there. Or you can go for Opponent's Summon Unused and After 30 seconds boosters, that's fine too. EX Core Another matchup specific build, this one prioritises the amount of EX you get from a single EX core. This often means you play a grounded game and / or are prepared for EX core races. Against characters who tend to hug the ceiling (Ultimecia and Exdeath) this can be an easy way to acquire a great amount of EX every time an EX core shows up. It is also viable in matchups where character x can outrun character y in a lot of situations e.g. Onion Knight vs. Cloud of Darkness. For equipment, Loki's Lute weapon provides +20 % boost to EX core absorption, although it does only have 67 attack. Squall and Vaan can equip their exclusive weapons for a 30 % boost with 68 attack. The Soul of Yamato equipment set (Genji parts) provide an EX Core appearence boost, but is usually preferable only on Gabranth as the set complements more of his EX mode gameplan than others. For accessories, Dragonfly Orb is often the go-to basic accessory for EX core builds. The assist gauge duration nerf is hardly relevant, it decays from two bars a bit faster, but if you can maintain your assist meter consistently it's not really a big problem. Aside from the aforementioned good boosters, EX Core Present adds a good 1.5x bonus to each of your cores. Aerial is preferable as not all stages plant their ex cores to the ground (see World of Darkness) and the matchup you play is most likely aerial-oriented anyway. Hybrid This is all about picking a good balance between damage and meter play. Maybe some added ex force absorption with more wall rush damage? Or perhaps you really want that early assist meter boost with Together as One but still desire to benefit from EX cores? Hybrid builds can make that happen. In hybrid builds assist and ex co-exist and it's all about what you prefer. An example set of accessories could include basic accessories Muscle Belt, Sniper Eye, Battle Hammer, boosters BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Aerial, special accessories White Gem, Tenacious Attacker and First to Victory for a nice headstart. At the end of the day you can mix and match a lot of these concepts in your build. If high base bravery and wall rush damage is your thing but you still want to benefit ex, that is fine. It's not wrong to think that with good boosters you can enjoy the benefits of bravery boost on dodge as well as meter drain and maybe damage if you go for it. For boosters you will always want something consistent, something that activates when it's most optimal for you and can be relied on through the course of a single match and pick special accessories that you feel are necessary to your gameplan or playstyle. Just don't equip Center of the World or any of the set damage / defense rings (aside from Sturm und Drang and maybe Avenger). End words And lastly don't be that guy who contemplates 20 minutes whether to go Side by Side or hybrid and delay tournaments at every turn because chances are your opponent is not going to play any worse. A bad decision is a still a decision, and people don't have all fucking day for yours. Please don't be that guy, don't be Sys. Plan ahead and make the right decision. Remember the art of war. If you know yourself but don't know your opponent('s character) you are only going to win 50 % of the time. Don't be that guy who only wins 50 % of the time, be the guy who wins 100 % of the time. Make your builds in advance and take your potential adversary into consideration. Have fun in creating your own character builds! (Sharing Builds) If you want to share your build you can use http://www.charlietang.net/dissidia/012.php but: Have fun sharing!
  10. 5 points
    http://www.mediafire.com/file/2kav2x77wdxb70y/Noctis(Firion).zip http://www.mediafire.com/file/882vqy2dcdf20hx/Noctis%28Bartz%29.zip/file
  11. 5 points
  12. 5 points
    https://kh-vids.net/attachments/play-as-chaos-and-manikins-zip.26815/
  13. 5 points
    So after having a long conversation with someone over how you're supposed to approach certain match ups which inevitably led into "what do I do here" and "what do I do there", I decided to take a more general approach. At the end of the conversation, I had my otherwise scattered thoughts and ideas in written form and figured it was worth sharing. By the end of this wall, you should be able to use the information to develop strong gameplan with considerably less "uncertain" game time. Enough with the intro junk and on to the meat. General Concept The general concept of battle is that you, as a competent competitor, and your opponent, as another competent competitor, know everything about each others tools (character and available movesets). This is hard data that you spend time outside of battle learning and mastering. You also need to learn when and how to punish all those tools. This is common knowledge, but it's also a prerequisite of high level battle AND battle theory. If you are a Squall main, for example, you obviously know everything about Squall - how his moves work, who can punish them when, how to abuse them for maximum efficiency, etc. BUT do you understand all that about the Cecil you're fighting? What about the Yuna? Tifa? You'd better because you're at a severe disadvantage that isn't skill or match up related if you don't. Still no secret, of course. Once you understand all this, you start to realize battles have three distinct and recognizable phases. I'll call these phases the Beginning(Gameplan) phase, Middle(Infinite Possibilities) phase, and End(Predecided Outcome) phase. These phases are present in EVERY match, but their length with change depending on player knowledge and skill. It's very important to recognize these phases AND understand what you're supposed to 'do' in each phase. Knowing this WILL give you an advantage over those who don't and help you develop your game at a much faster pace than someone who say - relies more heavily on intuition and reaction speed (outside of those rare, special cases). So let's discuss them a bit so you know what they are and what to do with them: Gameplan Phase (Battle Beginning) OK, so in any match, you should have some idea as to what your opponents character can do and how you're going to respond to them. You probably also have some idea about the player you're facing and maybe even have some ideas on their preferred strategies. Because of this, you would have some idea of what you'll actually do in the match when it starts. At this point, you're going to stick to your safer moves - but so is your opponent (if they're good). You'll both test each other with safe pokes and wiffs - each response almost being a predecided action you had planned before the battle even began. The battle will basically progress as both of you expect it to for a time and there will be no surprises. We can liken this to Chess: In Chess (for someone of my level), the first 4-5 moves are always "standard" - nothing unexpected or veiled. You understand why you're doing certain things (they're safe moves or safe setups) and understand why your opponent responds the way they do (again, they're staying safe). In Dissidia, I might open with a series of actions in a certain match up (ie: Dash up and neutral dodge just out of range of their fast brv attacks). Depending on how my opponent responds, I'll further tailor my game. Once I get to my personal threshold (where I no longer have a conscious game plan), I step into the second phase. My ultimate goal, however, is to never have to enter into the second phase (you'll see why in a bit). As previously stated, I want to stay in this phase until I can jump to phase 3 because I can use this phase to gather information about my opponent through safe tactics and approaches. That doesn't mean I won't get hit, it just means I won't be taking any high risks and I'll be focusing on learning my opponents habits and how they treat this area of the battle (it will tell you a lot about their conceptual ability in a fight as well as their general preparation). As you gather information about your opponent, you can see how deep their understanding is and probably pick up easy ways to expose them (again, unless they're a rare exception). Most people actually do this (I hope) - just without consciously thinking about it, so let's move on now that you know you should be having a strong mental game plan and why. Infinite Possibilities (Mid Battle) So you've inevitably entered into the second phase unless you understand all possibilities at all times (basically impossible if the game has any real depth). You enter this phase when you no longer have a conscious game plan and are now relying on a few things to get you through: - reactions - match up knowledge (how their moves work and how to deal with them in relation to yours) - player skill/technical prowess - previously acquired knowledge about the player (in the previous phase generally) This is how most people play out the entire match when they're still learning. Heck, some of the pros still play like this. Despite that, this is the least desirable area to be in and you should set your sights at getting out asap. This is ALSO the most enjoyable part of battle for a lot of people since it puts a lot of tangible, "hard" skills to the test. The uncertainty and applying your witts is also very appealing to a lot of competitors. You don't want to be here because this is an area of (basically) infinite possibility. What I mean is in the previous phase, you might have chosen to open with a certain set of actions - but those choices are limited in the number of choices available to you and your opponent. Let's (for sake of example) say you had to choose between 1/3 options (opponent the same) so there was 6 possible "opening moves". By the time the second set of "moves" happens, any one of those choices have 6 possibilities coming off of them in a "tree" fashion. By the time you get to mid match content (this phase), the possibilities to get to that exact moment are enormous (look at the match as one, giant flow through a growing, then regressing tree diagram). So back to the point - you can no longer "follow" the battle and are now relying on "hard" skills. It's at this point where you basically no longer have a predecided gameplan and are now adapting as you go (which is higher risk - rarely good in competition if you want to win). So the only thing left to REALLY say is: play this like you normally play and actively look for a way to force your opponent into the final phase. Predecided Outcome So you wrestled through the actual meat of the battle and now your "tree" of choices is on the decline. Basically, someone has made a game changing move that is forcing the other player into a corner that will eventually kill them. If you liken it to Chess, this is generally when someone starts chasing a king, forcing checks. (Yes, you can recover from that, but generally not from competent players). Sometimes in Chess, this phase might have opened up 20+ moves before the game actually ends. High level players can see it, too (note: That DOESN'T mean give up - they still might screw up). At this point, you've probably landed a hit that put the opponent in a specific situation that (as long as you don't screw up), they can't get out of. Even though it appears they have choices, you have them set up in a way that no matter what they do, you have a guaranteed answer. Maybe that answer leads to another, similar, situation that leads to another that leads to another that leads to [etc etc] that leads to a killing blow. The deciding factor that you're in this phase ISN'T good guess work or anything like that, though - it's that the outcome is 100% guaranteed outside of personal slipups. Honestly, these phases are small and less significant in Dissidia, but it's important to know it's there - especially in other competitive games. Conclusion So as you can see, it's really important to have a strong and competent opening game so you can observe and prepare for the inevitable middle phase. The longer you can last, the more information you gather and use your resources to peg your opponents habits (important when considering the length of Dissidia matches). After gathering the information and losing your initial gameplan; you'll enter into the meat of the fight where both players apply the information they learned. The better tactician will come out of this phase basically victorious. Entering the final phase is basically just formalities and making sure the "winner" doesn't choke. The final chance for the loser to mount a comeback is here if they do. It's very important to note that if that DOES happen, you've essentially just played more "middle phase". You can take that concept how you want so long as you realize that if there IS a screw up, you're back into the mid phase. Finally, at the end of it all, don't forget to review your matches and help develop better starting game plans. This closes the battle cycle and it all starts again at the top of this article, going full circle. So there you have it; Battle Theory 101. Hope this helps some of you understand a few things like the work "pros" put into their pre-game, actual game, and post-game. That's the work you need to put in, too ... if you want to be good. -Veysey
  14. 4 points
    https://www.mediafire.com/file/jdqjkdgvuac8pl8/Tatsuya+Shiba(Squall).zip https://www.mediafire.com/file/tktpqua0pbxx959/Ouma+Shu(Cecil).zip
  15. 4 points
    https://www.mediafire.com/file/2lmr2q2ep8gg4aa/Play+as+Chaos+and+Manikins+CWCheat+0.3.zip http://www.mediafire.com/file/v0q9fk8t61bruvi/DLC.zip https://drive.google.com/file/d/1E4iprh-VsFVIapZzAzmZVLXl4O_sDduk/view https://drive.google.com/file/d/1VxT0OBtgek4-7Vz6Uj-lE018HmjTXiGq/view https://drive.google.com/file/d/17VXNZSnfXPR0eJNmvREU5QFtXUJP2qpG/view https://drive.google.com/open?id=1YYqksT01ZhGk8KIRvxnb_tqEf8NWkBLJ https://drive.google.com/open?id=1bKXP4JoEJMzoLhsaclsV_djbw18jVnwh
  16. 4 points
    Jus a heads up, you accidentally put in the link for Scarlet Shrine instead of Spring Skies
  17. 4 points
    Jus a heads up, you accidentally put in the link for Scarlet Shrine instead of Spring Skies
  18. 4 points
    I think this is irrelevant for the subject we're talking about. The topic is to help players understanding how they're supposed to fight; of course you're supposed to have studied your opponent's tools even though matchups are evolving, they only do at a slow rate. The external factors are obviously an issue but they don't have anything to do with the "theory and flow of battle".
  19. 3 points
    Hi everyone!! Some fellow modders told me about the existence of this forum and seeing that the old forums are down for the moment, I decided to move all my mod related stuff here as well so everyone can keep track of them :) Here are basically all the mods that I've done for the game so far. They include costume mods, music mods and a few tools to ease custom DLC creation, so I hope you like everything :P! I'll be adding the missing content in the coming days. Enjoy! Model mods Squall - Kingdom Hearts 2 Gear Updated at 2016-12-23 My first mod ever: Squall in his KH2 outfit, ready to kick some ass. Comes with four weapon options: Revolver, KH2 Revolver, Cutting Trigger and Twin Lance! DLC info: DLC name DLC slot DLC Costume ID KH2 Gear Squall Player 75 DLC 2 0A03 KH2 Gear Squall Assist 76 DLC 2 0B03 Squall - Dollet SeeD Cadet Uniform This mod features Squall in his cadet uniform from the beginning of FFVIII, when the party goes to attack Dollet as their final SeeD test. DLC info: DLC name DLC slot DLC Costume ID SeeD Cadet Squall Player 77 DLC 3 0C03 SeeD Cadet Squall Assist 78 DLC 3 0D03 Cloud - Miss Cloud Dress This time, Cloud crossdresses in order to fight the hordes of Chaos! It comes in two flavors, Umbrella or Nail Bat version, you decide! HQ Render here DLC info: DLC name DLC slot DLC Costume ID Miss Cloud Dress Cloud Player 81 DLC 5 1003 Miss Cloud Dress Cloud Assist 82 DLC 5 1103 Aerith - Kingdom Hearts Gear This time, it's Aerith's turn to use her Kingdom Hearts gear to support the warriors of Cosmos and Chaos alike. NOTE: This model import will replace an existing Aerith full costume (Normal, Alt 1 or Alt 2) so keep that in mind ;). It also needs a player entry, though Aerith is not playable. HQ Render here DLC info: DLC name DLC slot DLC Costume ID KH Aerith Player 83 Normal, Alt 1, Alt 2 1203 KH Aerith Assist 84 Normal, Alt 1, Alt 2 1303 Lightning - Prada Outfit Lightning enters Dissidia Duodecim with a Prada outfit to battle against her foes with style. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Prada Lightning Player 79 DLC 3 0E03 Prada Lightning Assist 80 DLC 3 0F03 Lightning - Equilibrium Garb Lightning returns (pun intended :P) as the Savior to Dissidia Duodecim to free the souls of the warriors of Chaos. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Equilibrium Lightning Player 91 DLC 4 1A03 Equilibrium Lightning Assist 92 DLC 4 1B03 Equilibrium Lightning Attachment 93 - 1C03 Lightning - Midgar's Flower Girl Garb Another Lightning mod, now it features her dressed as Aerith/Aeris Gainsborough from FFVII. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Flower Girl Lightning Player 96 DLC 6 1F03 Flower Girl Lightning Assist 97 DLC 6 2003 Lightning - Spira's Summoner Garb Here're more Lightning goodies, this time she dresses up as Yuna from Final Fantasy X in order to kick some asses. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Spira's Summoner Lightning Player 98 DLC 7 2103 Spira's Summoner Lightning Assist 99 DLC 7 2203 Spira's Summoner Lightning Attachment 100 - 2303 Lightning - Miqo'te Garb Lightning dresses as one of the Miqo'te race from FFXIV to defeat all the bad boys in Chaos' forces, Eorzea style. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Miqo'te Lightning Player 94 DLC 5 1D03 Miqo'te Lightning Assist 95 DLC 5 1E03 Miqo'te Lightning Attachment 101 - 2403 Tidus - Class Second's Ace Tidus enrolls as a student at Magic Academy Peristylium Suzaku to see if he can learn some new tricks to defeat Chaos' forces. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Class Second's Ace Tidus Player 102 DLC 3 2503 Class Second's Ace Tidus Assist 103 DLC 3 2603 Class Second's Ace Tidus Attachment 104 - 2703 Aerith - Kingdom Hearts 2 Gear Now Aerith will use her Kingdom Hearts 2 gear to aid whichever warrior calls her! NOTE: This model import will replace an existing Aerith full costume (Normal, Alt 1 or Alt 2) so keep that in mind ;). It also needs a player entry, though Aerith is not playable. HQ Render here DLC info: DLC name DLC slot DLC Costume ID KH2 Aerith Player 85 Normal, Alt 1, Alt 2 1403 KH2 Aerith Assist 86 Normal, Alt 1, Alt 2 1503 Lightning - Tomb Raider Garb Lightning now wears the outfit of a true survivor, Lara Croft! Comes with two flavors: with & without her shield from Lightning Returns! HQ Render here DLC info: DLC name DLC slot DLC Costume ID Tomb Raider Lightning Player 105 DLC 8 2803 Tomb Raider Lightning Assist 106 DLC 8 2903 Tifa - Wall Market Dress Tifa dons her Wall Market dress to face the warriors of Chaos! Will they be able not to fall for Tifa's... attributes :P? Thanks to Windblast for adding transparency to Tifa's hair! HQ Render here DLC info: DLC name DLC slot DLC Costume ID Wall Market Tifa Player 107 DLC 2 2A03 Wall Market Tifa Assist 108 DLC 2 2B03 Aerith - Wall Market Dress Aerith follows Tifa's trend and decides to wear her Wall Market dress to fight the warriors of Chaos in style! NOTE: This model import will replace an existing Aerith full costume (Normal, Alt 1 or Alt 2) so keep that in mind ;). It also needs a player entry, though Aerith is not playable. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Wall Market Aerith Player 109 Normal, Alt 1, Alt 2 2C03 Wall Market Aerith Assist 110 Normal, Alt 1, Alt 2 2D03 Cloud - FFVII:G-BIKE Biker Costume Here's Cloud in his new FFVII G-Bike attire ready to kick some Chaos warriors' asses. No motorbikes were harmed in the making of this mod :P. Comes in two flavors: FFVII head & weapons and FFVII:AC head & weapons. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Biker Cloud Player 113 DLC 6 3003 Biker Cloud Assist 114 DLC 6 3103 Terra - Classic Costume Terra fights against the hordes of Chaos with her classic sprite appearance from Final Fantasy VI. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Classic Terra Player 60 DLC 2 FB02 Classic Terra Assist 61 DLC 2 FC02 Squall - Classic Costume Updated at 2016-12-04 Squall fights against the hordes of Chaos with his classic appearance from Final Fantasy VIII. The mod comes with three different base gunblades as base weapon: Revolver, Cutting Trigger & Twin Lance! HQ Render here DLC info: DLC name DLC slot DLC Costume ID Classic Squall Player 58 DLC 4 F902 Classic Squall Assist 59 DLC 4 FA02 Cloud - Early Concept Art Costume Cloud defies gravity again with his early FFVII concept art's hair & outfit in order to kick some Chaos' asses. HQ Render here DLC info: DLC name DLC slot DLC Costume ID Early Concept Cloud Player 119 DLC 7 3603 Early Concept Cloud Assist 120 DLC 7 3703 Cloud - Classic Costume Cloud goes back to his classic looks for some old-school action! HQ Render here DLC info: DLC name DLC slot DLC Costume ID Classic Cloud Player 121 DLC 8 3803 Classic Cloud Assist 122 DLC 8 3903 Lightning - Knight of Etro Garb Lightning dons her iconic, valkyrie-like armor to fight against any foe that comes in her way - especially warriors of Chaos! Credits to 2pw for the original model! HQ Render here DLC info: DLC name DLC slot DLC Costume ID Knight of Etro Lightning Player 250 DLC 2 B903 Knight of Etro Lightning Assist 251 DLC 2 BA03 Knight of Etro Lightning Attachment 249 - B803 Music mods Kingdom Hearts DLC BGM Selection Adds a new BGM DLC soundtrack from all Kingdom Hearts games to date. Slot: 18 Soundtrack: Final Fantasy Type-0 DLC BGM Selection Adds a new BGM DLC soundtrack from Final Fantasy Type-0. Huge thanks to deraj8 for the looped at3s!! Slot: 16 Soundtrack: Final Fantasy III DLC BGM Expansion Pack Replaces the original Final Fantasy III controller and text files and adds new songs based on Final Fantasy III games. You must have the original Final Fantasy III BGM DLC installed for this to work. Huge thanks to deraj8 for the looped at3s!! Slot: 3 Soundtrack: Final Fantasy IV DLC BGM Expansion Pack Replaces the original Final Fantasy IV controller and text files and adds new songs based on Final Fantasy IV games. You must have the original Final Fantasy IV BGM DLC installed for this to work. Slot: 4 Soundtrack: Final Fantasy VII DLC BGM Expansion Pack Replaces the original Final Fantasy VII controller and text files and adds new songs based on Final Fantasy VII games. You must have the original Final Fantasy VII BGM DLC installed for this to work. Slot: 7 Soundtrack: Final Fantasy VIII DLC BGM Expansion Pack Replaces the original Final Fantasy VIII controller and text files and adds new songs from Final Fantasy VIII. You must have the original Final Fantasy VIII BGM DLC installed for this to work. Slot: 8 Soundtrack: Final Fantasy IX DLC BGM Expansion Pack Replaces the original Final Fantasy IX controller and text files and adds new songs from Final Fantasy IX. You must have the original Final Fantasy IX BGM DLC installed for this to work. Slot: 9 Soundtrack: Final Fantasy X DLC BGM Expansion Pack Replaces the original Final Fantasy X controller and text files and adds new songs based on Final Fantasy X games. You must have the original Final Fantasy X BGM DLC installed for this to work. Slot: 10 Soundtrack: Final Fantasy XII DLC BGM Expansion Pack Replaces the original Final Fantasy XII controller and text files and adds new songs based on Final Fantasy XII games. You must have the original Final Fantasy XII BGM DLC installed for this to work. Huge thanks to deraj8 for the looped at3s!! Slot: 12 Soundtrack: Final Fantasy XIII DLC BGM Expansion Pack Replaces the original Final Fantasy XIII controller and text files and adds new songs based on Final Fantasy XIII games. You must have the original Final Fantasy XIII BGM DLC installed for this to work. Thanks to deraj8 for some of the looped at3s!! Slot: 13 Soundtrack: Others DDFF Toolkit - All-in-One DLC generator/editor tool This is a Windows tool to create and modify DLCs of any kind, be it costume mods or music mods. It even allows you to edit stuff such as a given costume's EX-Mode aura colors or model attachments. It also provides an easy-to-use DLC Reporter to know which DLCs you have installed in your DLC folder.
  20. 3 points
    The model usually is rotated that way if imported as .smd but is upright when viewed in Noesis
  21. 3 points
    Duodecim Knowledge: Outline I. Player Mechanics A. BRAVERY ATTACKS & BRAVERY BREAK <PRESS O> Using a Bravery Attack takes away from opponent's Bravery (BRV) - that's the number above a character's panel during battle. Bravery Attacks do not reduce an opponent's Hit Points (HP), but Bravery itself is used to deal HP damage. Note that some BRV Attacks may initiate Chase, may link to an HP attack, or may cause Wall Rush. Wall Rush is additional damage due to impact against a wall, ceiling, or floor. Not all Bravery attacks have the Chase or Wall Rush properties. Slam the opponent around with your Bravery Attacks to deplete their Bravery past zero, inflicting them with Bravery Break. While in Bravery Break, Bravery slowly charges back up to its base. You can land Bravery Attacks to help the charge along, but it won’t deplete the opponent’s Bravery at all. B. HP ATTACKS <PRESS > Using an HP Attack takes away your opponent's HP equivalent to your current BRV, which is consumed to power the special attack. Some attacks inflict Wall Rush - additional HP Damage due to being slammed against the wall. The damage inflicted by Wall Rush is normally 25% of the initial damage. Not all HP attacks have the Wall Rush properties. After landing an HP attack, a character's Bravery will charge back up to its base amount from zero - although it takes longer to recharge the more Bravery was used in the HP Attack. When your Bravery is dangerously low or you are suffering from Bravery Break, you can land an HP Attack specifically to get your Bravery back up to base. C. CHASE <PRESS X to initiate; PRESS O or  to attack; PRESS X to dodge> After certain BRV attacks, a Chase may be initiated by pressing X when cued. Chase is an alternating attack sequence. Pressing O initiates a FAST BRV CHASE ATTACK which can continue into another chase, if you so choose. You can even direct where you toss the opponent with the analog stick when you press the O button; tilt it up to launch them upwards (Chase-Up), down to launch them downwards (Chase-Down), and keep the button neutral to simply knock them away (Chase-Back). Use this to your advantage to slam them into walls, ceilings, and floors for additional damage. Pressing  initiates a DELAYED HP CHASE ATTACK which inflicts HP damage - and potentially Wall Rush from the knock backwards. If you're being Chased, press Ximmediately when the opponent does a BRV Chase attack and press X a few seconds after the opponent begins his HP Chase attack (Tip: During HP Chase Attacks, the screen dims and most characters speak). While dodging an attack, you can move left or right by tilting the analog stick in a direction, which can help set up a favorable orientation for you to use for Wall Rushes. Initiating, or continuing, Chase with X also pulls all EX Force present on the field to you. Chase automatically ends if either character is idle for more than one second during his turn to attack. D. SPECIAL MANEUVERS: Press <R+Δ> to Ground Dash or Air Dash. Press X to jump. Press <R+X> to dodge. You can control the direction of the dodge. Dodges attempt to avoid an attack. Learn to dodge an attack by learning its timing! Press R to block. Blocking attempts to parry an attack to stagger an opponent. Not all attacks can be Blocked! Most HP attacks and strong Bravery attacks CANNOT be blocked. Press L to change targets. Pressing multiple times can cycle through the multiple targets. The cycle order is "[Enemy] > [Enemy Assist] if available > [EX Core] if available > [Disengaged]" and back to the beginning. This can be useful to whoosh toward those precious EX Cores or to Lock an opponent's Assist. E. SUMMONSTONES <PRESS R+O> This point covers the use of Summons during battle. Summons are BRV altering effects that happen during a battle. They may affect the Player's BRV, the Opponent's BRV, or the Stage's BRV Pool. Each one is different, so look at its in-game description to understand its effects. A Summonstone can be used only once per battle, except while Cosmos or Double Judgment is active. There are three kinds of summons, classified by way of activation. Automatic: These summons will activate when specified requirements are met. Manual: These summons will activate when <R+O> is pressed. Counter: These summons will activate when the opponent's summon is activated II. Stage Mechanics A. MAP BRAVERY Each stage has its own Bravery, the number found between the character panels. You can receive the Bravery as a bonus for inflicting Break status on your opponent through various means. The Map Bravery will be restored after a few moments. However, on Omega Ω Stages, Map Bravery is not static, and can fluctuate depending on actions perform by the players, and even the stage itself. B. BANISH TRAPS Some stages don't always have a place for you to set your feet, and where there isn't a foothold, you'll probably find a Banish Trap. An invisible hazard that makes up the stages periphery if there is no surface, coming into contact with a Banish Trap will shroud your character with a dark cloud and quickly start to drain a small amount of Bravery from you, before ultimately teleporting you to solid ground after sapping a small chunk of Bravery. Any Bravery taken by a Banish Trap is added to the Map Bravery. C. NORMAL STAGES AND OMEGA STAGES Normals Stages are...normal. Straightforward, no? Omega Ω Stages are stages with special gimmicks that affect the Stage's Map Bravery. Some Ω stages are given additional obstacles which change the Map Bravery. Other Ω stages are given special requirements. Each Ω Stage is different, so look at their in-game descriptions (or at the stage list below). D. JUDGMENT There are three kinds of Judgment: Cosmos Judgment, Chaos Judgment, and Double Judgment. When watching the current battle, the benevolent Cosmos will aid those in need while the relentless Chaos punishes the cowardly. Cosmos Judgment Merciful Touch: When near death, the EX Gauge will be filled completely. Retribution's Path: If a Break gives the opponent the needed BRV to win the match, Cosmos will give restore your Summonstone for the battle. Divine Protection: If the opponent enters EX Mode while your Bravery is low, your Assist Gauge won't get knocked to zero! Chaos Judgment Invitation to Destruction: After a certain length of time from the beginning of battle, both players' critical hit ratios will increase. Coward's Punishment: If a player refuses to attack, Chaos will immobilize them for their cowardice. Double Judgment: Both Judgments are active. May the merciful hand of Cosmos deliver you from the unrivaled wrath of Chaos. III. Assist System A. ASSIST ATTACK & MAINTENANCE 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 characters’ positions (explained later). Assists are powered by the orange meter under the HP display, which is segmented into two bars. Performing attacks charges the meter, and landing attacks charges them even more. However, using the same attacks repeatedly will begin to see diminishing returns, with the charge received being less and less, forcing players to use a variety of attacks. After a few moments of inactivity, the meter will start to rapidly deplete, which means if players want to keep their Assist Gauge filled, they'll have to stay in the action, adapting a more active/aggressive style overall. Use it or lose it! Assist-B = L+O - Assist attacks the opponent’s Bravery, adding it to the player’s. Requires one full memory. Assist-H = L+ - Assist attacks the opponent’s HP, consuming 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. Memories will not charge, and an Assist cannot be called to chain from attacks chained from an Assist until the opponent recovers. When an Assist attacks, they also reduce the opponent's EX Gauge with each blow, yet their attacks also don't produce any EX Force to be gathered. An Assist-H landed while you are in EX Mode will not trigger the option for an EX Burst. An Assist's attack power is also based off the player Character's power. Now, let's take a look at a chart.... -Assist screen picture- Note that Aerith is an Assist Only characer, and not playable in the game This is a screenshot of the Assist Menu in your Customize Menu. Notice that on either side of the skill, there a small icons, colored blue or red. These icons represent the player and opponent characters, while next to the left icon, you see small bars. These white and gray bars denote the circumstance for the skill. The white bar above the gray bar means the character must be in the air, while vice versa means the character must be on the ground. If the icon on the left is blue, then it depends on if the player is in the right position (land or air) for that Assist Skill. If it is red, then it depends on the opponent's position. So, looking at Aerith's Bravery skills, they both depend on the player's location. The icon on the right tells us where the Assist will appear when they use that skill. blue denotes the Assist will appear near the player, while red means the Assist will appear near the opponent. So, as we can see from Aerith's skills, her Land Assist-B has her appearing next to the player, while her Air Assist-B has her appear next to the opponent. Protect your Assist at all costs when they come out to the field. This means making sure the instance in which they are called possesses little to no risk of them being blocked or countered. Calling Assists during your own attacks at the appropriate moment for combos is one of the best - and safest - times. If you call an Assist out at an inopportune time, do everything in your power to prevent the opponent from attacking them, as an Assist Lock can be a benefit you don't want your opponent to have over you. The player can set the Assist (and their costume) they bring with them in the same way they select their equipment from the Customization Menu. However, it is not possible to set what attacks they do. During Story Mode play, the available Assists will be preselected characters, ones that have relevance to the player character's story. B. ASSIST CHARGE -Assist Charge Gif- A helpful boost to a player at risk! The Assist Charge system allows a player in dire straits a chance to turn the tables. Okay, so you're about to die, you've been smacked around and your Bravery is low, or worse - till your Bravery broke...YOU'RE IN A BAD SPOT, OKAY? If you manage to land an attack while you're in trouble like this, your Assist Gauge will get an instant charge to help ya~ An "Assist Charge" instantly charges ONEmemory. Likewise, if you’re low on HP, or the opponent has enough Bravery to send you to the great hereafter, you can try to counter their HP Attack for an "Assist Full Charge," which instantly charges THE ENTIRE GAUGE. Don't give up! Just because you're down, doesn't mean you're out! C. ASSIST CHANGE <PRESS L+O or L+> While under attack -Assist Change Gif- While in the midst of an opponent's attack (or staggering after a hit, or block), you can call your Assist in to take the place of the player character. Using L+O (Change-1) will bring the Assist in to take the hit for you, locking the Assist in the process, while using L+ (Change-2) brings in the Assist to block the opponent's attack and stagger them, without locking the memories. A moment later, the player character will reappear, dashing high into the air (or downward if at a ceiling), away from the opponent. One tip for successful Assist Changing against HP Attacks is to wait until the last moment, because some attacks, like Cecil's Paladin Force or Cloud's Omnislash ver5, will track over to the player character when they reappear on the field, still resulting in a hit. Calling the Assist in either way consumes the same applicable amount of Assist memories as a normal Attack call. D. ASSIST CHASE -Assist Chase Gif- If an Assist's attack initiates Chase, you can press the X button to automatically rush to the opponent's back by teleporting, catching them with your own attacks as they fly away. Timing is a bit stricter depending on when and what attack you follow up with, because the opponent may continue to fly away during the start up of your assault. Take note that your character will still follow an invisible path to the opponent instead of truly "teleporting," so if there is a wall, ceiling, or floor in the way you'll still get caught up by it. E. ASSIST LOCK -Assist Lock Gif- When the opponent calls their Assist to the field, there is a moment for retaliation while they are present. If the player can stagger the Assist through an attack or block, the opponent's Assist Meter is locked for roughly 22 seconds. However the more times they are locked, the longer it lasts. This prevents the opponent from calling their Assist to the field for a short period of time. Assist Lock also occurs when using a Change-1 (L+O). Any time you Assist Lock an opponent, your character will automatically absorb all EX Force present on the field, and they are freed from the cooldown of the attack that locked them. IV. EX System A. EX FORCE & EX CORES EX Force are those blue floaty dots that appear when you give your opponent a good whack. Collecting EX Force slowly charges your EX Gauge. EX Cores are the pure essence of EX Force in the shape of a winged bell. The more wings an EX Core has, the more EX Force it holds. EX Force increases your EX Gauge (on the side of the character panel). 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. B. EX MODE & EX BURST <Press R+; land HP Attack and press > When your EX Gauge is all orange and shiny, R +  puts you in EX Mode. Your character receives unique enhancements and unique skills for the remainder of EX Mode, which is roughly 20 seconds. Whenever a player enters EX Mode, their opponent's Assist Gauge instantly drops to zero, as well. If you manage to land an HP Attack during EX Mode, press  as indicated and follow the other commands to do a more powerful attack called an EX Burst. If you're suffering an EX Burst, press O repeatedly to increase your defense! C. EX REVENGE <Outside of EX Mode, press R+ when attacked> -EX-Revenge Gif- Go EX while under attack or while staggered to perform EX Revenge, cashing in the ENTIRE EX Gauge and slowing down the opponent's movements for around six seconds (or until HP damage is dealt). It also frees your character from the cooldown frames on their attacks for EX Revenge's duration. Under EX Revenge, you will also not enter EX Mode. Use EX Revenge in dire situations to save your sorry bootata. If you're caught in EX Revenge, you can use an Assist Change or even go EX yourself to cancel out of the effect. D. EX BREAK -EX Break Gif- If you're damaged by an Assist while you're in EX Mode, EX Mode will instantly end (poo...) and the opponent will receive the Map Bravery. This does not, however, reduce your Bravery like a Bravery Break. Gabranth has a new EX Ability called "Jamming" that prevents the opponent from receiving the Map Bravery when he is inflicted with EX Break. Of course, you can always Assist Break the opponent before this happens... E. ASSIST BREAK -Assist Break Gif- If you are able to stagger an opponent's Assist through an attack or blocking while you are in EX Mode, not only will their Assist be locked, but you will also acquire the Map Bravery for a boost to your own Bravery! This does not completely reduce the opponent's Bravery. EX OPPOSES ASSIST Something you should probably note is the concept "EX opposes Assist." Virtually, if you do something good with your Assist, your opponent's EX goes down, and vice versa. If you whack someone with an Assist, their EX gauge decreases. If you activate your EX Gauge, the opponent's Assist Gauge is cleared. If you use Assist Change, you will be Locked and your opponent will collect all the EX Force on the field. If you block or hit an Assist while in EX Mode, you Assist Break the opponent. If your Assist hits an opponent in EX Mode, you EX Break your opponent. If memorizing all these Breaks, Locks, and Depletion rules confuse you, just stick with "EX opposes Assist." V. Miscellaneous A. Stage List FFI - Old Chaos Shrine: Ω Player BRV sapped at a constant rate and added to BRV Pool; characters with higher BRV have more sapped when sap recurs. FFII - Pandemonium: Ω Spikes rise from red bricks; taking damage from spikes adds to BRV Pool. Red bricked areas and blue bricked areas change periodically. FFIII - World of Darkness: Ω When darkness gathers, Stage changes form. BRV pool increases quickly when players are close to each other in Close Darkness and quickly when players are far from each other in Far Darkness. FFVI - Crystal Tower FFIV - Lunar Subterrane: Ω BRV Pool increases when stage elements are destroyed. FFV - The Rift: Ω BRV pool increases as stage is rearranged. FFVI - Kefka's Tower: Ω BRV Pool increases when Magitek puffs; Rush opponent into vents to get more puffs and additional Rush damage. FFVI - Phantom Train FFVII - Planet's Core: Ω BRV Pool continuously increases after stage changes FFVIII - Ultimecia's Castle: Ω BRV Pool Randomly fluctuates during Time Compression; destroyed objects reconstructed. FFIX - Crystal World: Ω As crystals appear, BRV Pool increases; crystals regenerate when destroyed. FFVI - MS Prima Vista FFX - Dream's End: Ω BRV Pool increases by the amount of BRV damage is dealt during an attck FFXI - Empyreal Paradox: Ω Mothercrystal absorbs light below stage, increasing BRV Pool; standing near crystal siphons character BRV. One who destroys crystal gains BRV pool. FFXII - Sky Fortress Bahamut: Ω BRV Pool increases when fighters are on the ground FFXIII - Orphan's Cradle: Ω BRV Pool increases when platforms appear at the sides of the area Dissidia - Order's Sanctuary: Ω Current BRV doubled when Break is inflicted Dissidia - Edge of Madness: Ω BRV Randomly fluctuates. B. General Terminology Start-up frames: Common terms referring to the beginning animations of attacks. Cooldown: Common terms referring to the ending animations of attacks. Broadcast: Anything about an attack that makes the opponent aware of its use, like Squall's Rough Divide Dodge Cancel (DC): This is the capability to dodge out of attack animations. Forward Dodge Cancel (FDC): This is when one dodge cancels...forward...Complicated, huh? Backwards Dodge Cancel (BDC): Dodge Cancel in a backwards direction. Side Dodge Cancel (SDC): Dodge Cancel to the side. Are you seein' a pattern here? Turn Dodge Cancel (TDC): Dodge Cancel executed by making a quarter-circle motion while dodging; midair only and Midair Evasion Boost required. Return Dodge Cancel (RDC): Dodge Cancel performed by quickly dodging forward and then backward to end at the initial spot; midair only and Midair Evasion Boost required. Peeling: Attacking an enemy suffering from a Wall Rush, as the attack literally peels them off the wall while they are defenseless. Peeling can be done by the player from an Assist's WR, or an Assist can Peel from the Player's WR. It is impossible for a player to peel from their own WR. Wake Up: Refers to a character's recovery from being slammed into a surface Link Glitch: Explained below. Commonly abbreviated "LG." You should know your stats! Open meee~ C. General Knowledge Abilities are your character's actions and effects. Enabling them in the Customization Menu will allow you to perform that Ability. Offensive abilities are your BRV and HP attacks. Basic Abilities are classified as Action: mostly special maneuvers, Support: aid in controlling characters, and Extra: a set of specialized abilities. Of course, you can't just equip everything you want. The character needs sufficient Capacity Points (CP) to equip them. Some abilities don't like each other and just cannot be equipped simultaneously. Ability Points (AP) are granted after victories and help to master your Abilities. Mastering an ability halves its CP cost, making room for more abilities~ Branching Abilities may appear after having mastered an Ability. Most players call these HP Links. These are noted with the word "UPDATE." Before battle start, you'll see an AP Chance box on the bottom right-hand corner. Fulfilling this condition grants you more AP if you win the battle. If you're staring at an Offensive Ability on the Abilities Screen 'cause you have NO idea what the hell it does, press . It will show you a chart of commands for the attack. It might be good to learn now that each character has his own CP bar and his own AP. Gaining AP with Tidus does nothing for Jecht. Sorry, daddy--you gotta earn your own AP the hard way. As you level up, you'll gain more Abilities~ Work harder! Equipment is a way to enhance your character's base stats. Weaponry raises attack (ATK). This helps you to get more BRV when you whack someone. Hand equipment raises defense (DEF.) This helps protect your BRV when you get whacked. Headgear raises your BRV. I hope you know what BRV is since I said it, liek, 146 times already. Body armor raises your HP. More HP is good 'cause having HP = not dead. Not everyone can equip the same thing. (Kain shouldn't equip bells, you silly thing, you~) If you wanna see who can equip what, press  when you have an article of equipment highlighted. Some equipment come in sets. When an entire set is equipped, additional effects are granted. You can tell if equipment is in the set if there's a gold circle and then something like "Glorious Gold 1/3" noted. Some equipment can be found during wireless battles. All the more reason to have a group of geeks like us around, right? Accessories are a really tricky thing to get a hang of at first. These are items which grant special, usually temporary, effects when certain requirements are fulfilled. Basic Accessories (Yellow Icon) Act exactly as their descriptions say. One I love to use is the [Gravitorb : EX Intake Range+3m]. This means I can grab those cute EX Force dots three meters farther than normal. Booster Accessories (Purple Icon with red flag) Multipliers which activate during certain conditions. A common one is [HP = 100%: 1.5 times]. If the Booster's condition is fulfilled, you multiply the number times the effects of your Basics. Let's take the [Gravitorb] and say that my [HP = 100%] condition is fulfilled. Take the effects of [Gravitorb] and multiply it by 1.5 to get the new effect. So, 3 meters X 1.5 = 4.5 meters! You're now slurping up EX Force 4.5 meters away rather than the usual 3 meters away. During Battle, the top corner of your side of the screen will show highlighted panels and a number, indicating any active Boosters and the current Multiplier. Special Accessories (Red Icon) aren't affected by Boosters. They're lone rangers that will ALWAYS do what it says it will. The [Chocobo Feather: Experience Value+100%; Breakability = 30%] accessory will ALWAYS grant you 100% more Experience. Um, but you see that word? "Breakability?" That means that, at the end of the match, there's a rough 1/3 chance it may break. Not every Special accessory will break, but some might. Think carefully before you decide to use these. Trade Accessories (Blue Icon with circular arrows) May have special effects and whatever, but that's not what they're made for (besides, their effects suck.) You TRADE them to get better, nicer, cooler accessories. You COULD equip them or even sell them for Gil, but why not save them to equip awesomer stuff? Confused with all these words, numbers and plus signs? Open meee! There are some limits on how many you can equip. Open meee~ Lastly: Look around the forums for players who are good at Accessory Builds. Builds are a set of Accessories tailored for a specific strategy or character. Summonstones BRV modifying devices used in battle. For usage in Battle, refer to the earlier point. On your Summon Screen is a list of all your summons on the right (assuming you have them, of course...) You'll see that they have a few boxes █ to the right--those are its charges. You can use it for as many battles as there are available charges. Light blue boxes indicate an available charge. Blank boxes indicate a used charge. Yellow boxes indicate the current recharge progress. You can "Equip" a Summonstone with charges to use during battle. You can "Unequip" your current Summonstone if you don't want it. You can "Set Reserves," a handy little list-making option. (If you seriously mess up the list, you can click "Clear Reserves," y'know.) When you use up the charges of your Summonstone, the next in your reserves will automatically be equipped while your used Summonstone recharges. You can set a maximum of five to reserve. If the first Summonstone is recharged while the second one is equipped, the next Summonstone equipped will be the FIRST one, not the THIRD. In short, the game looks at the list of reserves, and selects the first available Summonstone according to its order. There are three kinds of summons, classified by way of activation Automatic: These summons will activate when specified requirements are met. Manual: These summons will activate when <R+O> is pressed. Counter: These summons will activate when the opponent's summon is activated Sets! These are "templates" which you can customize. So many characters have different ways to play (Onion Knight can be super mage or unrivaled swordsman) that you may want to make different sets for them. (Onion Runt could have nice Magical Damage/Physical Damage/Mag+Phys Damage builds.) You can customize and save your Abilities, Equipment, Accessories, and Summons into three different sets. Just press [Select] to choose a set. Did you know that there are EX Mode Effects? Besides being totally sexier, stronger, and shinier, you gain effects. Every character has the "Regen" effect, allowing him to regenerate a small portion of HP at a constant rate during EX Mode. The other EX Effects differ from each character. Some gain special EX Mode only attacks like Bartz's Goblin Punch or Ultimecia's Time Crush. Others gain attack, defense, speed augments. Other's are really wonky, like gliding, invulnerability to BRV attacks, or siphoning HP. Look at the EX Mode option in the Customization screen to know what your favorite character has~ D. General Strategies. DC Combo: A combination of separate attacks connected by a Dodge Cancel. Refer to the Character Specific Forums for DC Combos for each character. Assist Chain: A combination of separate attacks connect by an Assist Attack. Refer to the Character Specific Forums for Assist Chains for each character, and who they have synergy with. LG Combo: Link Glitch (explained below) Combos are a combination of separate attacks using the Link Glitch. Refer to the Character Specific Forums for LG Combos for each character. When your opponent is distracted or too far away, attack a little bit randomly. You might be able to charge an Assist Gauge bar, or at least keep the charge from depleting. E. General Glitches Link Glitch: The Link Glitch, commonly abbreviated LG, is a glitch present in both Dissidia and Duodecim. A two-part attack generally needs the first part to connect before the second part can begin. With the Link Glitch, part one can miss, while a separate attack connects and the game registers a hit, and part two can be executed. A very common LG combo is Terra's "Holy" > "Meteor" > "Ultima HP Link" Labyrinth Bug > http://dissidia.community/topic/19-equip-anything-without-using-cp-like-bartz-labyrinth-bug/?do=getNewComment VII. 012 Tweaks There has been a slew of changes to the overall combat of Duodecim from Dissidia, making the already revamped game like something completely new. Aside from the changes listed below, the game also features an increased pace, while Quickmoves have the characters moving much faster than before. 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. However, with new forms of gaining Map Bravery 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. However, whiffing a block is now even more dangerous, as the opponent will receive 100% Critical hit rate on attacks landed during the cool down of a block. Wall Rush ("WR") / Floor Rush ("FR") / Ceiling Rush ("CR") - 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 by an Assist is immediately fair game while they are recovering, only having a small window in which to escape. The opposite is also possible, having an Assist combo off of your Wall Rush. It seems as though it is impossible to combo off of your own Wall Rush in this respect, though. The damage dealt by Wall Rush has also been reduced. 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. Aerial Combat - Combat in the air is no secret in Dissidia, as characters could stay aloft for as long as they wished by simply dodging in midair, which reset the Jump count. In Duodecim, to close the gap between aerial- and ground-based combat, the Jump count can no longer be reset by any means other than planting your character's feet on something. This emphasizes a greater use of Quickmoves and other footholds in battlefields, giving ground-oriented characters the edge they so rightly needed before. It should also be noted that dodging in the air also reduces your Jump count, meaning if you dodge in the air, even before using your second jump, it will not be available to you. Chase Mode - Often referred to simply as "Chase," the mode has been sped up considerably from Dissidia. Dodging will take some getting used to with the quickened pace, and in general less time will be spent idling in the Chase. The window in which to perform an attack during Chase has also been shortened, with inactivity dropping you out of Chase after only a mere second. New additions to Chase include absorbing the EX Force present on the field when you press X to start/dodge in Chase, which makes it a decent way to fill up in hairy situations. Another is that when dodging during Chase, the character will move slightly backwards, while attacking will have them move back into the space they dodged out of. This means that when exiting Chase due to inaction, the fighters are no longer right in front of one another. Ground Dash - A new mechanic used for quick mobility is the Ground Dash, performed in the same manner as Air Dash with R+▲, 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.
  22. 2 points
    After being persuaded by some people in both YT and FB, I think it's time I make a thread here Do note that not all of the mods I made back then will be here, reasons being I'm either too lazy to add the rest or they need to be updated Mediafire link for everything https://www.mediafire.com/folder/xfyd7t56ex1es/ Will be arranging by series Type-Moon (Part 1)
  23. 2 points
    Here. if you need mp3 to at3 converter
  24. 2 points
  25. 2 points
    This bug will enable you to have any character equip any piece of equipment without using the CP of the "Gear" abilities. For example, with this method, anyone can equip the full Blood Set without using CP. To do so you need the following: - Hero's Spirit/Essence accessories (to boost CP) - The relevant "Gear" abilities (Thief's Gear, Cavalier's Gear, etc.) - The equipment you actually want to use on your characters. - Access to any part of the Labyrinth. Step-by-step guide: Boost the CP of the character you want to equip via accessories. Equip the needed "Gear" abilities to use the equipment of your choice. (Don't be afraid to remove abilities to make space for the "Gear" abilities) Outfit your character as you see fit. Enter the Labyrinth with a character OTHER than the ones you performed steps 1-3 on. The game will warn you about resetting the abilities of the CP boosted characters back to their default sets. Ignore this warning and continue to the Labyrinth. After you enter, choose the "EXIT" card. Adjust your abilities as you see fit. After you exit the Labyrinth, the game resets the abilities of the CP boosted characters, but it will NOT reset their equipment. Enjoy your equipment with free CP to use on other abilities. Faster method by "ujhbn": NOTE: Removing the equipment means you have to do the entire process again. Is is recommended that you make a separate SET for this if needed.
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