AB
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Updates
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Recently AddedThe NT March update things have been added, which are:
- Small changes to Odin, Garland, Emperor, Cloud of Darkness, Kain, Bartz, Exdeath, Terra, Kefka, Tifa, Sephiroth, Rinoa, Zidane, Tidus, Kam'lanaut, Gabranth, and Ardyn
- Almost all search attacks have been changed to anomalous priority.

I have also added a few other small things that I had forgotten to add earlier.
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Planning to AddNothing. There are still quite a few gaps, but I currently have no plans to fill them in.
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Introduction and Help
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IntroThis spreadsheet contains most of the relevant information about the characters and their movesets (and some maybe less relevant information). It started as a way for me to keep track of the different moves and their properties for my translations of the monthly update streams. I have the Japanese Ultimania guidebook for Dissidia NT, but a lot of that information has become outdated due to updates and does not include the DLC characters. The are also a few misprints and missing information. Therefore, I decided to try to update that info and collect it here. Since it does not make sense for me to keep all this to myself, I have decided to share this spreadsheet once I deemed that it had enough written in it. Keep in mind that there are still a lot of missing information, in particular in the frame data, and that this spreadsheet will most likely never get completed (unless someone else does it).
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How to ReadI would like to think that most things in the characters' data sheets should be easy to understand, but I do realize that might be because I wrote them. Therefore, I have written this page in order to explain what I mean and how I write things. I do not always use the game's terms (mainly because I do not like some of them), but more general game terms instead. ctrl+f (or whatever equivalent you have) is a valid option for finding what you want. If there is anything that needs clarification, please do not hesitate to ask me.
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General Dissida NT InformationFor information that is not related to the characters as well as explainations about the game's systems and mechanics, please use the link below
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https://docs.google.com/spreadsheets/d/1AnZGVJM_x0yYA8bHVPSNtaFM3Q67vkAGTW6_dWEyafU/edit?usp=sharing
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1. General Info
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1.1 Acronyms, Shortenings, and Other Notations
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-Indicates that the space is left blank due to it not being applicable.
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?Indicates that I do not have the info for this space.
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mMeter (distance) (10m = one circle on the minimap)
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sSecond (time) (1s = 60f)
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fFrame (time) (1s = 60f)
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BrvBravery
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EXEX Skill
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cEXCommon EX skill
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uEXUnique EX skill
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CRCooldown reduction
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Proj PriProjectile priority, AKA projectile strength, ranged attack strength, or magic priority
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Combo PriCombo priority
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Entire AniEntire animation
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KBKnockback
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HHit
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WWhiff
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I-FramesInvincibility frames
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GGuard
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SStep, also known as dodge
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DDash
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chCharge
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lvLevel
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X, Y, and ZFor this example section only to substitute specific names
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Red TextMeans that the value is only an estimate.
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Purple TextMeans that the value is going to be changed due to an update, but I have not gotten around to changing it yet.
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1.2 Sections
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Background ColoursThe alternating light and dark background colours of the rows indicate separation of the different items. A move with its follow ups and different versions will share the background colour.
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Character ValuesYellow background. The general values for the character. Includes name, class, movement data, etc. Any values that are the same for all characters are not listed here, e.g. guard stamina or dash gauge. If the character as a form with different values, then those are listed as well.
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Special MechanicsPink background. Explanations about the character's special mechanics that do not fall into the other sections.
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Bravery AttacksOrange background. The data for the character's bravery attacks. Organized into 5 subsubsections: Move Names, Damage Values, Hitboxes and Hitstun, Frame Data, and Additional Properties. If the character's movelist changes with a different form, then those get their own section.
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HP AttacksPurple background. The data for the character's HP attacks. Organized into 5 subsubsections: Move Names, Damage Values, Hitboxes and Hitstun, Frame Data, and Additional Properties.
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Unique EX SkillsGreen background. The data for the character's unique EX skills. Organized into 5 subsubsections: Move Names, Damage Values, Hitboxes and Hitstun, Frame Data, and Additional Properties.
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Character Specific BuffsBlue background. The data for the character's buffs.
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Character Specific DebuffsRed background. The data for the character's debuffs.
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Missing Sections and ColumnsIf a section or a column is missing, then that means that character does not have anything that would go in that section or column.
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2. Character Values Section
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2.1 Character Values Column Headings
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Character NameSelf explanatory. The character's full name. Also includes the character's different forms if applicable.
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GameThe character's source game.
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SideIf the character is on Materia's (Hero) or Spiritus's (Rival) side. Does not impact anything apart from the victory music.
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ClassThe class the character belongs to. The 4 classes are Vanguard, Assassin, Marksman, and Specialists. In Japanese, these are respectively called Heavy, Speed, Shoot, and Unique. Each character in a class has the same run speed, dash speed, dash startup, number of aerial jumps, bravery poise value, and bravery interruption value (with a few exceptions).
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Run SpeedThe final speed of the character's normal horizontal movement. There is a short acceleration period and a turn speed as well. I may sometimes also call this Walk Speed.
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Dash SpeedThe final speed of the character while dashing. There is a higher burst of speed at the beginning of a dash for Vanguards, Assassins, and Specialists (in that order form fastest to slowest) that then deaccelerate to this value. Marksmen start off slower and then accelerate to this value. I do not have a value for the initial dash speed, which is why it is not included.
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Dash StartupThe number of frames the character is immobile before they start dashing.
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Jump HeightThe maximum height of the character's jump from the ground.
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# of Aerial JumpsThe number of times the character can jump in the air.
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Brv PoiseThe poise value of the character's bravery attacks and EX skills. Poise can only be interrupted if the attack's interruption value is higher than the poise value.
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Brv InterruptionThe interruption value of the character's bravery attacks. Attacks will only interrupt if the interruption value is higher than the poise value.
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Buff cEXThe animation length of the character when using buff common EX skills. It is the same duration for the majority of characters. All of them can be cancelled from 60f.
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Debuff cEXThe animation length of the character when using debuff common EX skills. It is the same duration for the majority of characters. All of them can be cancelled from 60f.
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3. Special Mechanics
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3.1 Special Mechanics Column Headings
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NameThe name of the special mechanic. If there is not an official name, then I will just make one up.
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DescriptionThe description of what the special mechanic does.
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4. Move Names Subsection
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4.1 Move Names Column Headings
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NameThe name of the move. If the name is changed during a buff or a specific state, then that name is added in the "Version" column.
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VersionDifferent versions of the same move.
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InputsThe inputs needed to perform the move.
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4.2 Versions
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Bold TextIf the different version of the move has a different name.
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normalDuring normal conditions during the normal state that the character starts with.
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X activeThe move with a certain buff or a specific state active that changes some properties.
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in X form/modeThe move when the character is in a specific form or mode.
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charge lv XThe level of the charge for the move.
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XOther things that should be self-explanatory.
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4.3 Inputs (Numpad Notation)
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gGround (as in standing on the ground)
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jJump (as in being in the air)
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dDash (as in being in the middle of a dash)
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5Not holding a direction
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8Forward
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2Backward
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4Left
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6Right
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BBravery attack button
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HHP attack button
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EEX skill button
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X.YX indicates the state (g, j, d, etc), and Y indicates the direction and button. For example, g.8B is the grounded forward bravery attack, and ad.2B is the aerial dash back bravery attack.
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Y > XCancelling into another move. Y is omitted if it is part of the same attack chain. More > are added to indicate how far into the chain.
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[X]Holding the button. Number of [] indicates holding for longer
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X(xN)Rapidly pressing the button.
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5. Information Subsection
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5.1 Information Column Headings
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CooldownOnly for the unique EX skills. The cooldown timer length.