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Dissidia Final Fantasy



Everything posted by LXD92

  1. LXD92

    Rise and Fall - Brackets and Results

    lxd vs sellos m1 lxd (zid) vs sellos (Wol) - WoD > lxd m2 lxd (zid) vs sellos (exdeath) - WoD > sellos m3 lxd (zid) vs sellos (exdeath) - OCS > lxd 2-1 > lxd
  2. LXD92

    LXD92's Replay Thread

  3. LXD92

    LXD92's Replay Thread

    Welcome to my [Youtube's] replay thread here on Dissidia Community. I have played Dissidia since 2009 and have mostly dissidia related videos and clips on my channel. I also stream Dissidia matches online with the community. 11/26-2017 08/15-2016 08/06-2016 From the community youtube channel 08/05-2016 Zidane with Jecht assist, combo #1 Zidane with Jecht assist, combo #2
  4. LXD92

    Rise and Fall - Brackets and Results

    lxd vs urban m1 lxd (zid) vs urban (kefka) - OS > lxd m2 lxd (zid) vs urban (kefka) - WoD > lxd 2-0 > lxd
  5. hummed? more like brainwashing from early stage dude
  6. LXD92

    Rise and Fall - Brackets and Results

    lxd vs coppola m1 lxd (zid) vs coppola (squall) - WoD > lxd m2 lxd (seph) vs coppola (squall) - WoD and dissidence ruleset > coppola m3 lxd (zid) vs coppola (firion) - lunar > lxd 2-1 > lxd
  7. LXD92

    Rise and Fall - Brackets and Results

    lxd vs emden m1 lxd (zid) vs emden (exdeath) - paradox > lxd m2 lxd (zid) vs emden (exdeath) - paradox > emden m3 lxd (zid) vs emden (exdeath) - lunar > emden 2-1 - emden
  8. LXD92

    Dissidia Arcade News

    R.I.P in pepperoni Pimp Slap
  9. LXD92

    Rise and Fall - Brackets and Results

    r1 - lxd vs raz m1 zid vs ulti - OS > lxd m2 bez vs emp - Top > lxd 2-0 > lxd
  10. LXD92

    Rise and Fall: RR Phase

  11. LXD92

    Rise and Fall - Sign Ups are closed

    LXD92 LXD92 GMT+1 Well fuck.
  12. LXD92

    Dissidia Arcade News

    It have never been able to block HPs, it was an translation error.
  13. Quick Notes: Aerith assist TBA Meo > HP > HP > HP > Meo > HP -- More damage Meo > HP > HP + WR > HP > Meo HP -- More depletation less damage --- Ceiling Combo --- Can deal more damage then normal Aerith combo with specific build - 400~ more HP damage Just so i dont forget it :p
  14. Useful Abilities Here is a list with very basic, but needed abilites. Basic Action (should always be equipped). Ground Evasion Midair Evasion Ground Block Midair Block Aerial Recovery Recovery Attack Controlled Recovery Wall Jump Air Dash Free Air Dash Free Air Dash Boost Assist Gauge Up Dash Evasion Boost Descent Speed Boost Basic Support (should always be equipped). Always Target Indicator EX Core Lock On Assist Lock On Basic Extra (should always be equipped). Precision Jump Precision Evasion Disable Sneak/ or Counterattack EXP to HP/ or Assist Decisions: Abilites And then there is abilites you need to decide on your own if you want them or not, but I will list some that is good and then you decide if to use them or not. Note that you will not be able to equip them all with basic abilites + moves. Ground/Reverse Ground Dash Air Dash Boost Speed Boost/+/++ Jump Time Boost/+/++ Midair Evasion Boost Auto Assist Lock On Achy/+ Counterattack Sneak Attack Equipment Abilites, Example: Master Guardsman Builds Making a build/setup is a big part of playing Dissidia (DFF/DDFF) online against others, a functional build will help you more then a build that is put together in a very non-functional fashion. Below I will post my builds and explanations. If you wanna make a build yourself and easily share it use: http://www.charlietang.net/dissidia/012.php but remember too save the image yourself or it will get deleted in time by the maker. [Highbase BRV with Side by Side] This build use the Labyrinth bug for equipment -Stats- 9644 HP 1453 BRV 174 ATK 181 DEF ZidaneĀ“s standard setup (and my go to setup with Zid) for reliable maximum damage with the Aerith combo (Max damage ~6000HP damage), it have 1453* base brv and a maximum booster of x5.3. Thanks to its decent boosters the build both deal serious HP damage and assist/ex depletation thanks to Aerith assist combo. The build use easy maintainable boosters thats last trough out the fight and "Together as One" to give you a head start in the assist meter race. Zidane is one of the characters were "Side by Side" shine the brightest with his many HP links and is a serious threat in any close combat encounter. Pros High damage output Good assist and ex depletation Good BRV recovery after a HP hit High assist usage Cons Really low attack stat Really low defence stat *Need the hairpin ability for 35CP [+100BRV] Complete lack of anything EX related [Highbase BRV with High Assist Depletation and Side by Side] This build use the Labyrinth bug for equipment -Stats- 10299 HP 1335 BRV 175 ATK 183 DEF A small change on Zidane's standard build. With the removal of "Seal of Lufenia" and insteed introducing the usage of "Judgement of Lufenia" you get a lower EX depletation but a much higher assist one making this setup more favorable against other builds that use "Side by Side". You might ask why I still use "Dismay Shock", this is to make sure that if facing a character I thought would use SbS (Side by Side) but is not, Im not completely lacking EX depletation. If you are completely sure your opponent will use SbS you can replace "Dismay Shock" with "[Opp] Empty EX Gauge" for a higher max booster. Pros High damage output High assist depletation Good BRV recevery after HP hit High assist usage Decent defence stat Cons Really low attack stat Low EX depletation Need of the helm ability for 35CP [+100BRV] Complete lack of anything EX related Assists Aerith is one of Zidanes best assists in the game, he can deal some insane damage thanks to her "Seal Evil" which makes up for her missing ex depletation on hit, damage and swift assist punishes some other assists have. Aerith Combos: 1AST: Swift Attack/Tempest > Meo Twister > Aerith > Swift Attack > Meo Twister 1AST: Swift Attack/Tempest > Meo Twister > Aerith > Shift Break > Meo Twister 1AST: Swift Attack/Tempest > Meo Twister > Aerith > Shift Break > Meo Twister (This is Midstage which need precise timing on the first Aerith call) 1AST: Swift Attack/Tempest > Aerith > Chase > Swift Attack > Meo Twister 1AST: Swift Attack/Tempest > Aerith > Chase > Free Energy 1AST: Swift Attack/Tempest > Aerith > Chase > Chase HP 1AST: Shift Break > Aerith > Swift Attack/Tempest > Meo Twister 2AST: Swift Attack/Tempest > Meo Twister > Aerith > Shift Break > Aerith > Shift Break > Meo Twister 2AST: Swift Attack/Tempest > Meo Twister > Aerith > Shift Break > Aerith > Shift Break > Meo Twister (This is Midstage which need precise timing on first Aerith call) 2AST: Swift Attack/Tempest > Chase > Aerith > Shift Break > Aerith > Shift Break > Meo Twister (This is a great Midstage setup for good damage) 2AST: Shift Break > Aerith > Shift Break > Aerith > Shift Break > Swift Attack > Meo Twister HP Damage table for Zidaerith (LXD Builds) 1 Assist Gauge: Standard Build ~1.5k x 2 = ~3000 ~1.5k x 3 = ~4500 vs SBS Build ~1.4k x 2 = ~2800 ~1.4k x 3 = ~4200 -Extreme Build ~1.7-1.8k + ~1.7k = ~3500 ~1.7-1.8k x 2 + ~1.7k = ~5300 2 Assist Gauges: -Standard Build ~1.5k x 4 = ~6000 vs SBS Build ~1.4k x 4 = ~5600 -Extreme Build ~1.7-1.8k x 2 + ~1.7k x 2 = ~7000 -text- -text- Techniques Dash Feint Blodging Shift Spawn
  15. LXD92

    Cycle 003: Bottom Tier (EU)

    m1 terra (lxd) vs Laguna (slay) - WoD > lxd m2 terra (lxd) vs laguna (slay) - Top > lxd m3 terra (lxd) vs laguna (slay) - Top > lxd winner > lxd 3-0
  16. LXD92

    Cycle 003: Bottom Tier (EU) signups

    LXD92 GMT+1 LXD92 And the time im able to play depends on the raid schedule in FFXIV :p
  17. prepere to be disappointed
  18. 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
  19. Will add Qu Bia accesories too as they are Labyrinth only aka OG only usable inside Labyrinth mode and no were else.
  20. These Items are hacked and should not be used. Basic: Door to Despair Tyranny of Darkness Ruthless Atrocity Booster: HP = 1 (4x) No BRV Damage (3x) Near Opponent (2x) Far from Opponent (3x) After 15 Seconds After 30 Seconds (1.5x) After 45 Seconds After 60 Seconds After 90 Seconds Wakening Darkness Special: Frail Life Havoc Soul The Rotten The Derelict Soul of the Craven Soul of the Destroyer Soul of the Sovereign Puppeteer's Wheel Troubled Soul Perpetual Discord Eternal Discord Endless Despair Cursed Ring
  21. LXD92

    How to Substitute Hamachi

    How good is ZeroTier in hosting for say larger groups 4-6 people? :VVV
  22. LXD92

    Genesis - Bracket, Discussion, Results

    LXD vs Emden LBR5 m1: Bez vs Bez - top floor > lxd m2: Bez vs Bez - top floor > lxd m3: Bez vs Bez - top floor > lxd winner: lxd 3-0
  23. LXD92

    Genesis - Bracket, Discussion, Results

    LXD vs Terra LBR4 m1: Zid vs Light - WoD > LXD m2: Zid vs Light - CW > LXD m3: Zid vs Light - CW > LXD Winner: LXD 3-0
  24. LXD92

    Genesis - Bracket, Discussion, Results

    LBR4 LXD vs TJ M1: Golbez vs Tidus - Top Floor - LXD M2: Kain vs Tidus - CW - LXD M3: Cloud vs Bartz - SFB - LXD Winner: LXD 3-0

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