Dissidia 012: Duodecim - Tidus vs. 000 Feral Chaos (Perfect Run)

Описание к видео Dissidia 012: Duodecim - Tidus vs. 000 Feral Chaos (Perfect Run)

I don't get it: If Tidus is suppose to be such a star player, then why is he just a sub?

Equipment:
World Champion
Chainsaw (HP wall rush +20%)
Drill
Auto Crossbow (physical damage +15%)

Accessories:
Hyper Ring (damage +5%)
Muscle Belt (physical damage +7%)
Sniper Eye (HP wall rush +10%)
Battle Hammer (assist guage depletion +5%)
HP = 100%
Large Gap in HP
No Damage
Maintain EX Mode
Level Gap 30
Chocobo Feather (EXP +100%)

Dart & Weave is a very potent weapon in this fight. A lot of Feral Chaos's attacks can be dodged on reaction, and Dart & Weave turns a dodge into a full-on counter. Vicious, Splinter, Flagro Maximus, and especially Via Dolorosa can all be punished with Dart & Weave. And don't forget that in EX mode, the invincibility frames during Tidus's attacks get doubled, giving you an even greater margin to pull off these stunts. Just don't rely on Dart & Weave when he's close to you, because Deus Iratus and Ventus Ire can both make you very, very disappointed.

Aside from that, my main attacks that I relied on were Hop Step and Cut & Run (especially the midair version). Hop Step needs no introduction; it's Tidus's bread and butter move, the only attack that's actually fast enough to not be blocked consistantly. Strangely enough, Feral Chaos's AI is oddly inconsistant at dodging Hop Step. Sometimes I nail him with it easily, and sometimes he reacts faster to Hop Step than he does to Full Slide, even though Full Slide has more than twice the number of startup frames. Weird.

Cut & Run deserves special mention because the new aerial version is surprisingly powerful. For some reason, the last hit of Cut & Run does nearly twice as much damage for the aerial version than it does for the ground version, and it makes quite a big difference. I don't know if it's an error or intentional, but that's why I chose to close out my assist combos with that. Originally I wanted to try assist to Hop Step to Jecht Shot (especially since Jecht is my assist), but aerial Cut & Run just did so much more damage that I had a hard time justifying it. Although, interestingly enough the moogle ball version of Jecht Shot does twice as much damage on the first hit if Tidus kicks a moogle instead of his usual ball. I found that quite amusing.

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