| A | B | |
|---|---|---|
1 | Updates | |
2 | Recently Added | The 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. |
3 | Planning to Add | Nothing. There are still quite a few gaps, but I currently have no plans to fill them in. |
4 | Introduction and Help | |
5 | Intro | This 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 I have the Japanese Ultimania guidebook for Dissidia NT, but a lot of that information has become outdated due to updates and does not include the DLC characters.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). |
6 | How to Read | I 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. |
7 | General Dissida NT Information | For information that is not related to the characters as well as explainations about the game's systems and mechanics, please use the link below |
8 | https://docs.google.com/spreadsheets/d/1AnZGVJM_x0yYA8bHVPSNtaFM3Q67vkAGTW6_dWEyafU/edit?usp=sharing | |
9 | ||
10 | 1. General Info | |
11 | 1.1 Acronyms, Shortenings, and Other Notations | |
12 | - | Indicates that the space is left blank due to it not being applicable. |
13 | ? | Indicates that I do not have the info for this space. |
14 | m | Meter (distance) (10m = one circle on the minimap) |
15 | s | Second (time) (1s = 60f) |
16 | f | Frame (time) (1s = 60f) |
17 | Brv | Bravery |
18 | EX | EX Skill |
19 | cEX | Common EX skill |
20 | uEX | Unique EX skill |
21 | CR | Cooldown reduction |
22 | Proj Pri | Projectile priority, AKA projectile strength, ranged attack strength, or magic priority |
23 | Combo Pri | Combo priority |
24 | Entire Ani | Entire animation |
25 | KB | Knockback |
26 | H | Hit |
27 | W | Whiff |
28 | I-Frames | Invincibility frames |
29 | G | Guard |
30 | S | Step, also known as dodge |
31 | D | Dash |
32 | ch | Charge |
33 | lv | Level |
34 | X, Y, and Z | For this example section only to substitute specific names |
35 | Red Text | Means that the value is only an estimate. |
36 | Purple Text | Means that the value is going to be changed due to an update, but I have not gotten around to changing it yet. |
37 | 1.2 Sections | |
38 | Background Colours | The 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. |
39 | Character Values | Yellow 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. |
40 | Special Mechanics | Pink background. Explanations about the character's special mechanics that do not fall into the other sections. |
41 | Bravery Attacks | Orange 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. |
42 | HP Attacks | Purple 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. |
43 | Unique EX Skills | Green 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. |
44 | Character Specific Buffs | Blue background. The data for the character's buffs. |
45 | Character Specific Debuffs | Red background. The data for the character's debuffs. |
46 | Missing Sections and Columns | If a section or a column is missing, then that means that character does not have anything that would go in that section or column. |
47 | ||
48 | 2. Character Values Section | |
49 | 2.1 Character Values Column Headings | |
50 | Character Name | Self explanatory. The character's full name. Also includes the character's different forms if applicable. |
51 | Game | The character's source game. |
52 | Side | If the character is on Materia's (Hero) or Spiritus's (Rival) side. Does not impact anything apart from the victory music. |
53 | Class | The 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). |
54 | Run Speed | The 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. |
55 | Dash Speed | The 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. |
56 | Dash Startup | The number of frames the character is immobile before they start dashing. |
57 | Jump Height | The maximum height of the character's jump from the ground. |
58 | # of Aerial Jumps | The number of times the character can jump in the air. |
59 | Brv Poise | The 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. |
60 | Brv Interruption | The interruption value of the character's bravery attacks. Attacks will only interrupt if the interruption value is higher than the poise value. |
61 | Buff cEX | The 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. |
62 | Debuff cEX | The 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. |
63 | ||
64 | 3. Special Mechanics | |
65 | 3.1 Special Mechanics Column Headings | |
66 | Name | The name of the special mechanic. If there is not an official name, then I will just make one up. |
67 | Description | The description of what the special mechanic does. |
68 | ||
69 | 4. Move Names Subsection | |
70 | 4.1 Move Names Column Headings | |
71 | Name | The 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. |
72 | Version | Different versions of the same move. |
73 | Inputs | The inputs needed to perform the move. |
74 | 4.2 Versions | |
75 | Bold Text | If the different version of the move has a different name. |
76 | normal | During normal conditions during the normal state that the character starts with. |
77 | X active | The move with a certain buff or a specific state active that changes some properties. |
78 | in X form/mode | The move when the character is in a specific form or mode. |
79 | charge lv X | The level of the charge for the move. |
80 | X | Other things that should be self-explanatory. |
81 | 4.3 Inputs (Numpad Notation) | |
82 | g | Ground (as in standing on the ground) |
83 | j | Jump (as in being in the air) |
84 | d | Dash (as in being in the middle of a dash) |
85 | 5 | Not holding a direction |
86 | 8 | Forward |
87 | 2 | Backward |
88 | 4 | Left |
89 | 6 | Right |
90 | B | Bravery attack button |
91 | H | HP attack button |
92 | E | EX skill button |
93 | X.Y | X 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. |
94 | Y > X | Cancelling 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. |
95 | [X] | Holding the button. Number of [] indicates holding for longer |
96 | X(xN) | Rapidly pressing the button. |
97 | ||
98 | 5. Information Subsection | |
99 | 5.1 Information Column Headings | |
100 | Cooldown | Only for the unique EX skills. The cooldown timer length. |