Back to Sony

Dissidia: Final Fantasy (Translation Guide + Code)

R_chevron
#41
Re: Dissidia: Final Fantasy
EDRICK88OKEY, lets back to Dissidia ;D
this is some summons translationSUMMONsAuto Activating:イフリート (IFRIT)
BRAVE multiplies by 1.5
Activates on: Achieved MAP BRAVE (meaning you broke the enemy’s BRAVE and obtained the map’s BRAVE POOL).
Frequency: 3
Obtained @ I-3シヴァ (SHIVA)
For a while the Enemy’s ability to raise the BRAVE will be sealed.
Activates on: Enemy’s BRAVE hits 0.
Frequency: 3
Obtained @ II-3ラムウ (RAMUH)
For a while the Enemy’s ability to use Summons will be sealed.
Activates on: Achieved MAP BRAVE.
Frequency: 3
Obtained @ SI 3-3カーバンクル (CARBUNCLE)
Enemy’s BRAVE will be set to player’s value.
Activates on: Player BRAVE hits 0.
Frequency: 3
Obtained @ IV-3マジッグポット (MAGIC POT)
Copies enemy’s BRAVE.
Activates on: Enemy’s BRAVE reaches 3 times (assumption: or above) base value.
Frequency: 3
Obtained @ VII-3デモンズウォール (DEMON’S WALL)
Protects BRAVE for a while.
Activates on: Player BRAVE is half (assumption: or below) the base value.
Frequency: 3
Obtained @ VI-3メーガスミ姉妹 (MAGUS SISTERS)
Cuts Enemy’s current BRAVE and, for a while, the BRAVE base value in half.
Activates on: Map Brave achieved by enemy.
Frequency: 3
Obtained @ X-3オーディーン (ODIN)
50% Chance to BREAK (set enemy’s BRAVE to 0 & receive BP?)
Activates on: On the verge of losing (literal translation: At the time of pinch of defeat) - not sure what the real trigger conditions are.
Frequency: 3
Obtained @ SI 1-3フェニックス (PHOENIX)
For a while enemy’s ability to BREAK is sealed. Also, BRAVE is restored up to the base value.
Activates on: BRAVE is half (assumption: or below) the base value.
Frequency: 3
Obtained @ III-3アレクサンダー (ALEXANDER)
For a while Player BRAVE is kept fix (will not be reduced to 0 by dealing damage).
Activates on: “Map Brave” is achieved.
Frequency: 3
Obtained @ IX-3リヴァイアサン (LEVIATHAN)
For a while enemy’s BRAVE is lowered (constantly decreased)
Activates on: “Map Brave” is achieved by enemy.
Frequency: 3
Obtained @ V-3バハムート (BAHAMUT)
For a while Player BRAVE is increased (constantly increased)
Activates on: Player BRAVE is half (assumption: or lower) the base value.
Frequency: 3
Obtained @ VIII-3Manually Triggered Summonsイフリート (IFRIT)
BRAVE multiplies by 1.5
Frequency: 2
Obtained @ I-2 Yシヴァ (SHIVA)
For a while the Enemy’s ability to raise the BRAVE will be sealed.
“Instead of AUTO the effect’s time is long” ?!?
Frequency: 2
Obtained @ II-2 Yラムウ (RAMUH)
For a while seals enemy’s ability to use a summon.
“Instead of AUTO the effect’s time is long” ?!?
Frequency: 2
Obtained @ SI 4-1カーバンクル (CARBUNCLE)
Enemy’s BRAVE will be set to player’s value.
Frequency: 2
Obtained @ IV-2 Yマジックポット (MAGIC POT)
Copies enemy’s BRAVE.
Frequency: 2
Obtained @ VII-2 Yデモンズウォール (DEMON”S WALL)
AUTO よりも効果時間が長い
Protects BRAVE for a while. “Instead of AUTO the effect’s time is long” ?!?
Frequency: 2
Obtained @ VI-2 Yメーガスミ姉妹 (MAGUS SISTERS)
Same effect as Magus Sisters above, just manually triggered.
Also, the mysterious “Instead of AUTO the effect’s time is long” message is there to confuse me and probably everyone who hasnt figured out the effect on his own.
Frequency: 2
Obtained @ X-2 Yオーヂィーン (ODIN)
Activates on: On the verge of losing (literal translation: At the time of pinch of defeat) - not sure what the real trigger conditions are.
Frequency: 2
Obtained @ SI 2-3フェニックス (PHOENIX)
For a while enemy’s ability to BREAK is sealed. Also, BRAVE is restored up to the base value.”Instead of AUTO the effect’s time is long” ?!?
Frequency: 2
Obtained @ III-3アレクサンダー (ALEXANDER)
For a while Player BRAVE is kept fix (will not be reduced to 0 by dealing damage). “Instead of AUTO the effect’s time is long” ?!?
Frequency: 2
Obtained @ IX-2 Yリヴァイアサン (LEVIATHAN)
For a while enemy’s BRAVE is lowered (constantly decreased) “Instead of AUTO the effect’s time is long” ?!?
Frequency: 2
Obtained @ V-2 Yバハムート(BAHAMUT)
For a while Player BRAVE is increased (constantly increased) “Instead of AUTO the effect’s time is long” ?!?
Frequency: 2
Obtained @ VIII-2 Yチョコボ (CHOCOBO)
Shuffle Player’s and Enemy’s BRAVE numberrandomly
Frequency: 2
Obtained @ DG 1 Bモーグリ (MOOGLE)
“Until you use it, you don’t know the effect“
Frequency: 2
Obtained @ III Bマンドラゴラ (MANDRAGORE)
For a while, player’s BRAVE will easilyregenerate to the base value
Frequency: 2
Obtained @ I Bボム (BOMB)
After a fixed time (after activation), the effect is activated. Player’s BRAVE deals damage to the Enemy.
Frequency: 2
Obtained @ IV Bアスラ (ASHURA)
Random Effect: Destroys, Seals or Uses Enemy Summon Stone
Frequency: 2
Obtained @ DG 2 Bタイタン (TITAN)
For a while, whenever Damage is dealt to the Player, the Player’s BRAVE multiplies by 3.
Frequency: 2
Obtained @ DG 1-3アトモス (ATOMOS)
For a while, whenever Damage is dealt to the Player, the Enemy’s BRAVE is absorbed.
Frequency: 2
Obtained @ ?鉄巨人 (IRON GIANT)
For a while, whenever the Player deals Damage, the Enemy’s BRAVE is reduced in half.
Frequency: 2
Obtained @ DG 2-3サボテンダー (CACTUAR)
Lower Enemy’s BRAVE by 1000 points.
Frequency: 2
Obtained @ IX Bトンベリ (TONBERRY)
After a fixed time (after activation), the effect is activated. For all the HP Damage dealt to the player, BRAVE is taken from the Enemy in revenge.
Frequency: 2
Obtained @ V Bモルボル (MARLBORO)
For a while, the Enemy loses BRAVE based on how close the Enemy is to the Player. (The closer the Fighers the bigger the drain)
Frequency: 2
Obtained @ II Bオルトロス (ULTROS)
For a while the Enemy can not see BRAVE numbers.
Frequency: 2
Obtained @ ?チュボーン (TYPHOON)
Remove (literally: blow away) one digit of enemy’s BRAVE (assumption: first digit).
Frequency: 2
Obtained @ VII Bデスゲイズ (DEATH GAZE)
BREAKs 5 times Player’s BRAVE (assumption: if the Enemy has less than 5x
Player’s BRAVE it peforms a BREAK)
Frequency: 2
Obtained @ VI Bベヒーモス (BEHEMOTH)
Doubles Player’s BRAVE immediately, but afterwards rapidly decreases
Frequency: 2
Obtained @ X Bコヨコヨ (PUPU)
Player’s BRAVE is reduced in half, but goes up rapidly afterwards
Frequency: 2
Obtained @ VIII Bリッチ (LICH)
After a fixed time (after activation), the effect is activated. Lowers enemy’s BRAVE to 0.
Frequency: 2
Obtained @ 2 SI 1 Bマリリス (MARILITH)
After a fixed time (after activation), the effect is activated. Enemy’s BRAVE is kept fix (same effect as Alexander!?)
Frequency: 2
Obtained @ SI 2 Bクラーケン (KRAKEN)
After a fixed time (after activation), the effect is activated. Player‘s and Enemy‘s BRAVE are exchanged.
Frequency: 2
Obtained @ SI 3 Bティアマット (TIAMAT)
After a fixed time (after activation), the effect is activated. Player’s BRAVE is multiplied by 3.
Frequency: 2
Obtained @ SI 4-2スカルミリョーネ (SCARMIGLIONE)
Triggered (assumption: you have to use the card with R+O to gain the counter-attack effect) when enemy uses a summon. Lowers enemy’s BRAVE to 0.
Frequency: 2
Obtained @ SI ?カイナッツォ (CAGNAZZO)
Triggered when enemy uses a summon. Enemy’s BRAVE is kept fix (same effect as Alexander!?)
Frequency: 2
Obtained @ SI ?バルバリシア (BARBARICCIA)
Tiggered when enemy uses a summon. Player’s and Enemy’s BRAVE are exchanged.
Frequency: 2
Obtained @ SI 3-3ルビカンテ (RUBICANTE)
Triggered when enemy uses a summon. Player’s BRAVE is multiplied by 3.
Frequency: 2
Obtained @ ?ギルガメッシュ (GILGAMESH)
If you can weild the strongest Weapon BRAVE is multiplied by 3.
(Assumption: You need to either posess or be able to use the Ultimate Weapon!?)
Frequency: 2
Obtained @ ?アルテマウェポン (ULTIMATE WEAPON)
Produces a huge energy that, after a fixed time, BREAKs the Enemy.
Frequency: 1
Obtained @ ?オメガ (OMEGA WEAPON)
For a while the Enemy’s BRAVE is lowered heavily.
Frequency: 1
Obtained @ ?
Wow thanks! Um.... do you by any chance also know how to Manually activate the summons? because I've only been using my auto ones... >.<
EDRICK88OP
#42
Re: Dissidia: Final Fantasy

Replying to #41

you should have the summons and equip it, then press R+OAbilityHere's a quick translation of the abilities. Use the "Initial CP and the AP to Master" items as basis for which skill is which. Also the order that the abilities are listed is also the default order in which they are listed in the menu.Here's the format:
Name / Level and how to unlock / Effect / Initial CP / AP to Master/The list:Action AbilitiesGround Evasion / Default / Evade by pressing R+X / 10 CP / 60 APAerial Evasion / Default / Evade by pressing R+X while in the air / 10 CP / 60 APGround Guard / Default / Guard by pressing R / CP 10 / 40 APAerial Guard / Default / Guard by pressing R while in the air / 10 CP / 40 APAerial Recovery / Default / Press X when hit and thrown to the air regain footing / 10 CP / 80 APRecovery Attack / Level 32 / Press( O or Square ) when hit and thrown to the air to perform attack / 20 CP / 120 APTerrain Dash / Level 4 / Terrain dash ( Triangle ) length over obstacles like lava or pits increases, terrain movement is also focused on dashing towards the enemy / 10 CP / 100 APTerrain Dash R / Level 18 / Terrain dash ( Triangle ) over obstacles is focused on moving away from the enemy / 10 CP / 100 APAir Dash Free / Level 40 / Press ( R + Triangle + Any direction ) to dash towards that direction / 40 CP / 300 APAir Dash / Level 12 / Press ( R + Triangle ) to dash towards opponent / 30 CP / 200 APAir Dash R / Level 29 / Press ( R + Triangle ) to dash away from the opponent / 30 CP / 200 APJump to Dash / Level 52 / Press (X after FINAL jump + any direction) to dash towards that direction. ( NOTE: if no direction is pressed forward dash is done by default). This ability is related to Multi Jump ( i.e with Multi Jump + equipped you must jump 3 times to activate Jump to Dash ) / 10 CP / 250 APJump to Dash + / Unlocked after mastering Jump to Dash / Gain one more Jump to Dash. (Press X + any direction after Jump to Dash) ( NOTE: if no direction is pressed forward dash is done by default) / 30 CP / 300 APSpeed Up / Level 7 or 21 / Movement speed increases / 20 CP / 150 APSpeed Up + / Unlocked after mastering Speed Up / Movement speed increases further / 40 CP / 150 APSpeed Up ++ / Unlocked after mastering Speed Up+ / Movement speed increases to max / 70 CP / 150 APJump Distance Up / Level 7 or 21 / Jump distance increases / 10 CP / 150 APJump Distance Up + / Unlocked after mastering Jump Distance Up / Jump distance increases further / 40 CP / 150 APJump Distance Up ++ / Unlocked after mastering Jump Distance Up + / Jump distance increase to max / 70 CP / 150 APMulti Jump / Level 39 / Gain additional 1 jump, jump 2 times consecutively / 20 CP / 150 APMulti Jump + / Unlocked after mastering Multi Jump / Gain additional 2 jump, jump 3 times consecutively / 40 CP / 150 APMulti Jump ++ / Unlocked after mastering Multi Jump + / Gain additional 3 jump, jump 4 times consecutively / 70 CP / 150 APAerial Recovery Movement / Level 32 / Allow directional movement after Aerial Recovery / 10 CP / 120 APAerial Evasion Increase / Level 57 / Air evade distance increases / 20 CP / 150 APcheck my 1st post, there's a complete ability translation
R_chevron
#43
Re: Dissidia: Final FantasyThanks! one more question, next to the summons, the greenish bars next to the name, do they have to filled for use?i dont pay attention but i noticed that after fights, if i summoned something the bar depletes, is there a way to recharge it?
EDRICK88OP
#44
Re: Dissidia: Final Fantasywell, you can recharge it by battleive modify my 1st post, you all can check my 1st post for the translation
cjdogger
#45
Woh OMG Omegaf*ck! You out did yourself there! I'm like clicky linky and then oooh.... long listy... :3
DragonQuester
#46
Wow all of this would be useful to me if i had a PSP :P
'
'
EDRICK88OP
#47
WoL isn't really exist in Final Fantasy I
im not finish play my FF I in PsP. But i cant find WoL unless at the Intro ;DWoL in Dissidia is such a hero...
hoo, i hate hero like that, huahuahuahua..
EDRICK88OP
#49
wakakaka.. because i dont know,
cloud and tidus is much much better
Renji217
#50
NO WAY!! Jecht is soo much better!! He has the same speed as Tidus but with MORE POWER!! Plus with his EX mode you dont have to make your moves hit to combo them which gives him a bigger range capabillity than Tidus and alot more dangerous. Cefca is also a good one in the game. His most of his majic has homeing capabillity with a decent speed, range and power. you cna also use some of his attacs as a "doge and hit" if you time them properly.
EDRICK88OP
#51
GRR, darn Cefca..
his ROCK!!
cjdogger
#52
How come there isn't any biscuits in this game?
EDRICK88OP
#53
Character MovesetHere's the format
Skill Name - Level Learnt - Attack Type - CP Cost(Mastered CP cost) - AP required to masterImportant Note: His attacks change form during Ex Mode due to Magic Beat
Warrior of Light
Brave attacks
Day Flash - Initial - Ground - 30(15) - 90AP
Red Fang - Initial - Ground - 20(10) - 120AP
Sword Thrust - 6 - Ground - 30(15) - 180AP
Blue Fang - 33 - Ground - 20(10) - 120AP
White Fang - 36 - Ground - 20(10) - 120AP
Rise Up - 43 - Air - 30(15) - 90AP [This skill chains into Rune Saber HP attack]
Crossover - Initial - Air - 30(15) - 120AP [This skill chains into Rune Saber HP attack]
Coat Buckler - 12 - Air - 30(15) - 120AP [This skill chains into End All A]
Bounce Buckler - 16 - Air - 30(15) - 120AP [This skill chains into End All B]HP attacks
Shining Wave - Initial - Ground - 40(20) - 180AP
Shield Bright - Initial - Air - 40(20) - 180AP
Shield Bright - 28 - Ground - 40(20) - 180AP
Radiant Sword - 23 - Air - 40(20) - 180AP
Rune Saber - Derived - Ground - 40(20) - 300AP
Rune Saber- Derived - Air - 40(20) - 300AP
End All A - Derived - Air - 40(20) - 300AP
End All B - Derived - Air - 40(20) - 300APGarland
Brave attacks
Round Edge - Initial - Ground - 30(15) - 120AP
Twin Sword - Initial - Air - 30(15) - 180AP
Chain Bump - Initial - Air - 30(15) - 180AP
Bardiche - 5 - Air - 30(15) - 180AP
Lance Barrett/Bullet - 10 - Ground - 30(15) - 120AP
Black Death/Black Crow - 13 - Ground - 20(10) - 90AP
Twist Drill - 23 - Air - 30(15) - 180AP
High Bringer - 27 - Ground - 30(15) - 120APHP attacks
Earthquake/Benevolence(J) - Initial - Ground - 40(20) - 180AP
Flame/Blaze - Initial - Air - 40(20) - 180AP
Flame/Blaze - 19 - Ground - 40(20) - 180AP
Tornado - 37 - Air - 40(20) - 300AP
Tsunami - 46 - Ground - 40(20) - 300AP
Frioniel
Brave attacks
Small Knife - Initial - Ground - 30(15) - 90AP
Red Axe - Initial - Ground - 30(15) - 90AP [This skill chains into Double Defeat C HP attack]
Brass Lance - 5 - Ground - 30(15) - 90AP [This skill chains into Double Defeat A HP attack]
Sword Blow - 12 - Ground - 20(10) - 120AP [This skill chains into Double Defeat B HP attack]
Blizzard - Initial - Air - 20(10) - 120AP
Thunder - 23 - Air - 20(10) - 120AP
Fire - 28 - Air - 20(10) - 120AP
Sword Blow - 33 - Air - 20(10) - 80APHP attacks
Straight Arrow - Initial - Ground - 40(20) - 180AP
Shield Bash - 37 - Ground - 40(20) - 180AP
Straight Arrow - Initial - Air - 40(20) - 180AP
Master of Arms - 51 [ Allows you to attack through walls]
Double Defeat A - Derived - Ground - 40(20) - 300AP
Double Defeat B - Derived - Ground - 40(20) - 300AP
Double Defeat C - Derived - Ground - 40(20) - 300APThe Emperor
Brave attacks
Land Mine - Initial - Ground - 20(10) - 90AP
Thunder Crest/Lightning Emblem - Initial - Ground - 30(15) - 120AP
Mine/Sea Mine - Initial - Air - 20(10) - 90AP
Light Crest/Light Emblem - Initial - Air - 30(15) - 180AP
Light Crest/Light Emblem - 28 - Ground - 30(15) - 180AP
Sticky Bomb - 5 - Ground - 30(15) - 120AP
Sticky Bomb - 29~37- Air - 30(15) - 120AP
Bomb Attack - 6~17 - Ground - 30(15) - 120APHP attacks
Flare - Initial - Ground - 40(20) - 180AP
Meteorite - 18~26 - Ground - 40(20) - 300AP
Meteorite - 51 - Air - 40(20) - 300AP
Onion Knight
Brave attacks
Consecutive Hits - Initial - Ground - 30(15) - 90AP [This skill chains into Rain Sword of Justice HP attack]
Additional Cut - Initial - Ground - 30(15) - 120AP
Blizzard - Initial - Ground - 20(10) - 60AP [This skill chains into Quake HP attack]
Blizzaga - Derived - Ground - 30(15) - 90AP
Thunder - Initial - Air - 20(10) - 60AP [This skill chains into Flare HP attack]
Thundaga - Initial - Air - 30(15) - 90AP
High Speed Hit - 19 - Air - 30(15) - 90AP [This skill chains into Sword of Guidance HP attack]
Additional Pierce/Stab - Derived - Air - 30(15) - 90APHP attacks
Sword Dance of the Dragon - Initial - Ground - 40(20) - 180AP
Firaga - 5 - Ground - 40(20) - 180AP
Petit Meteo - Initial - Air - 40(20) - 180AP
Whirlwind Slash - 33 - Air - 40(20) - 180AP
Rain Sword of Justice - Derived - Ground - 40(20) - 300AP
Quake - Derived - Ground - 40(20) - 300AP
Sword of Guidance - Derived - Air - 40(20) - 300AP
Flare - Derived - Air - 40(20) - 300APCloud of Darkness
Brave attacks
Tentacles of Pain - Initial - Ground - 45(25) - 140AP
Tentacles of Suffering - Initial - Air - 45(25) - 120APHP attacks
Anti-air/Overhead Gunwave - Initial - Ground - 40(20) - 180AP
Spherical wave - Initial - Ground - 40(20) - 180AP
Wide Angle Gunwave - 5 - Ground - 40(20) - 180AP
Retaliation Gunwave - 10 - Ground - 40(20) - 180AP
Dive Gunwave - 19 - Ground - 40(20) - 180AP
Retaliation Gunwave - 24~36 - Air - 40(20) - 180AP
Homing/Seeking Gunwave - 42 - Ground - 40(20) - 180AP
Zero Gunwave - 24~36 - Air - 40(20) - 180AP
Pommel Gunwave - 37 - Air - 40(20) - 180AP
Cecil Harvey
Dark Knight Brave attacks
Valiant Blow - Initial - Ground - 20(10) - 140AP
Dark Cannon - Initial - Ground - 20(10) - 180AP
Shadow Lance - 4 - Ground - 20(10) - 90AP
Gravity Ball - Initial - Air - 20(10) - 140AP
Darkfall - 15 - Air - 20(10) - 180AP
Paladin Arts - Ground - 30(15) - 300APPaladin Brave attacks
Slash - Initial - Ground - 20(10) - 180AP
Lightning Upper - 37 - Ground - 20(10) - 180AP
Dark Step - 51- Ground - 30(15) - 200AP
Red Wing - Initial - Air - 20(10) - 120AP
Sacred Cross - 10 - Air - 20(10) - 120AP
Searchlight - Air - 20(10) - 90APDark Knight HP attacks
Soul Eater - Initial - Ground - 40(20) - 360AP
Dark Flame - 28 - Ground - 40(20) - 360APPaladin HP attacks
Saint Dive - Initial - Air - 40(20) - 360AP
Paladin Force - 33 - Air - 40(20) - 360APGolbez
Brave attacks
Rise Wave - Initial - Ground - 30(15) - 180AP [Chains into Cosmic Ray A HP attack]
Gravity Force - Initial - Air - 30(15) - 120AP
Interceptor/Counterattack System - 5 - Ground - 30(15) - 180AP
Floating System - 16 - Air - 30(15) - 120AP [Chains into Cosmic Ray D HP attack]
Gravity System - 23 - Air - 30(15) - 120AP [Chains into Cosmic Ray C HP attack]
Glare Hand - 33 - Ground - 30(15) - 180AP [Chains into Cosmic Ray B HP attack]HP attacks
Night Glow - Initial - Ground - 40(20) - 180AP
Genesis Lock - Initial - Air - 40(20) - 180AP
Cosmic Ray A - Derived - Ground - 40(20) - 300AP
Cosmic Ray B - Derived - Ground - 40(20) - 300AP
Cosmic Ray C - Derived - Air - 40(20) - 300AP
Cosmic Ray D - Derived - Air - 40(20) - 300AP
Butz Klauser
Brave attacks
Rise Lance - Initial - Ground - 35(15) - 120AP [Skill stolen from WoL and Frioniel]
-Bonus : Physical Barrier(Small)
Lead Impulse - Initial - Ground - 35(15) - 120AP [Skill stolen from Frioniel and Zidane]
-Bonus : EX Absorption distance +1m
Climb Barrel - 5 - Ground - 35(20) - 120AP [Skill stolen from Cloud and Squall]
-Bonus : +10 percent Crash BRV damage
Solid/Sword Rise - 15 - Ground - 35(20) - 120AP [Skill stolen from Squall and WoL]
-Bonus : Counter Attack(Small)
Storm Shoot - Initial - 35(15) - 180AP [Skill stolen from Zidane]
-Bonus : Extra Jump +1
Slide Hazard - 28 - 35(25) - 180AP [Skill stolen from Cloud and Tidus]
-Bonus : +10 percent Crash BRV damage
Holy - 33 - Air - 25(10) - 120AP [Skill stolen from Tina. Skill chains into Flare HP attack]
-Bonus : Jump Power Up(Small)HP attacks
Soul Eater - Initial - Ground - 45(25) - 180AP [Skill stolen from Cecil]
-Bonus : +10 percent Crash HP damage
Flood - 19 - Ground - 45(25) - 180AP [Skill stolen from Tina]
-Bonus : Magic Barrier (Small)
Whirlwind Slash - Initial - Air - 45(25) - 300AP [Skill stolen from Onion Knight]
-Bonus : Speed Up (Small)
Paladin Force - 42 - Air - 45(25) - 180AP [Skill stolen from Cecil]
-Bonus : Aerial Evasion Up (Small)
Flare - Derived - Air - 45(25) - 300AP [Skill stolen from Onion Knight]
-Bonus : Power of Fireplace Up (Small)Exdeath
Brave attacks
Magnetic Field - Ground/Air
Black Hole - Ground
Vacuum Edge/Spear - Ground/Air
Middle Guard - Ground/Air
Short Guard - Ground/Air
Hurricane - Ground/Air
Sword Dance - Ground/Air
High Guard - Ground/Air
All Guard - Ground/AirHP attacks
Delta Attack - Ground/Air
Grand Cross - Ground/Air
Almagest - Ground/Air
Tina Branford
Brave attacks
Fire - Initial - Ground - 20(10) - 120AP
Blizzara - 13 - Ground - 30(15) - 180AP
Blizzard Combo - 19 - Ground - 30(15) -180AP
Gravija - 33 - Ground - 30(15) - 180AP
Meteor - 42 - Ground - 30(15) - 180AP
Blizzard Combo - Initial - Air - 30(15) - 140AP
Blizzara - Initial - Air - 30(15) - 140AP
Thundara - 8 - Air - 20(10) - 90AP
Holy - 10 - Air - 20(10) - 140AP
Holy Combo - 28 - Air - 30(15) - 200APHP attacks
Flood - Initial - Ground - 40(20) - 180AP
Tornado - 23 - Ground - 40(20) - 180AP
Tornado - Initial - Air - 40(20) - 180AP
Melton/Meltdown - 51 - Air - 40(20) - 300AP
Ultima - Derived - Air - 40(20) - 300APCefka Palazzo
Important Note: His attacks change form during Ex Mode due to Magic BeatBrave attacks
Twirling/Round and Round Blizzaga - Ground/Air
EX Mode: Bounces like a pinball on the ground, then homes in on enemy
Many Firaga - Ground/Air
EX Mode: Each fire arrow splits into 2 more fire arrows, total of 6 arrows (no homing)
Here and There/Everywhere Thundaga - Ground/Air
EX Mode: Bigger bolts
Scatter/Shatter Blizzaga - Ground/Air
EX Mode: The ice shards home in on the enemy when it explodes
Meandering/Back and Forth(inf.) Firaga - Ground/Air
EX Mode: Shoots 3 big firebolts that home in on the enemy. Slow.
Quick/Rapid Thundaga - Ground/Air
EX Mode: Shoots a second row of bigger bolts immediately after the first.
Meteor - Ground/Air
EX Mode: Better and further homing ability
Ultima - Ground/Air
EX Mode: Shoots 3 Ultima on a more reliable scale at different rangesHP attacks
Wings of Destruction - Ground/Air
EX Mode: Not much of a difference
Trine - Ground/Air
EX Mode: Shoots 3 times and the triangles rise towards enemy
Missing Link - Ground/Air
EX Mode: The crest moves faster and the energy balls home in on the enemy
Hyperdrive - Ground
EX Mode: Pillars move faster and longer distance
Cloud Strife
Brave attacks
Ream Cut/Slash - Initial - Ground - 30(15) - 120 AP
Fire - Initial - Ground - 20(10) - 90AP
Climb Hazard - 5 - Ground - 30(15) - 120AP
Sonic Break - 13 - Ground - 30(15) - 180AP [This skill chains into Braver HP attack]
Fira - 19 - Ground - 20(10) - 90AP
Firaga - 33 - Ground - 30(15) - 120AP
Flash Break/Blade Beam/Blade Break - 46 - Ground - 30(15) - 120AP
Slash Blow - Initial - Air - 30(15) - 180AP [This skill chains into Omnislash ver.5 HP attack]
Sky Fang - 10 - Air - 30(15) - 140AP
Moon Fang Heaven’s Ascent - 23 - Air - 30(15) - 140APHP attacks
Slash of Misfortune - Initial - Ground - 40(20) - 180AP
Meteor Rain - 37 - Ground - 40(20) - 300AP
Braver - Initial - Air - 40(20) - 180AP
Finishing Touch - Derived - Ground - 40(20) - 300AP
Omnislash ver.5 - Derived - Air - 40(20) - 300APSephiroth
Important Note: His attacks use original skill names like Shukuchi which have no real English names since they are techniques.Brave attacks
Sweep Down - Initial - Ground - 30(15) - 120AP
Shukuchi/Rapid Step - Ground - 30(15) - 120AP
Note : It’s a way to move far distances with a single step. Like Bleach with they call Shunpo.
Shadow Flare - Initial - Ground - 30(15) - 120AP
Iai/Tamaeshi Cut - Initial - Air - 30(15) -180AP
Note : Iai is an martial art form using the Japanese Katana or Shinken. Iai requires Shinken.
Empty Sky - 5 - Air - 30(15) - 180AP
God Speed - 19 - Air - 30(15) - 180AP
Shadow Flare - 28 - Air - 30(15) - 180APHP attacks
Yatou Issen/Eight Flashing Blades - Initial - Ground/Air - 40(20) - 300AP
Note : Sen in Issen refers to Flash techniques. This should be the most appropriate translation
Prison Gate - Initial - Air - 40(20) - 300AP
Flash - 10 - Ground - 40(20) - 300AP
Black Materia - 51 - Ground - 40(20) - 300AP
Squall Leonhart
Brave attacks
Upper Blues - Initial - Ground - 30(15) - 120AP
Blizzard Barrett/Bullet - Initial - Ground - 20(10) - 90AP
Solid Barrel - 5 - Ground - 30(15) - 120AP
Thunder Barrett/Bullet - 10 - Ground - 30(15) - 120AP
Magic Bullet Concert/Magic Bullet Combo - 23 - Ground - 30(15) - 120AP
Heel Crash - Initial - Air - 30(15) - 180AP
Beat Fang - 33 - Air - 30(15) - 180APHP attacks
Fated Circle - Initial - Ground - 40(20) - 180AP
Revolver Drive - 15 - Ground - 40(20) - 180AP
Blasting Zone - 42 - Ground - 40(20) - 300AP
Rough Divide - 51 - Ground - 40(20) - 300AP
Aerial Circle - Initial - Air - 40(20) - 180APUltimecia
Brave attacks
Knight’s Sword - Ground - 20(10) - 120AP
Knight’s Arrow - Ground - 30(15) - 180AP
Knight’s Axe - Ground - 30(15) - 180AP
Knight’s Sword - Air- 20(10) - 90AP
Knight’s Arrow - Air - 30(15) - 140AP
Knight’s Axe - Air - 30(15) - 140APHP attacks
Shockwave Pulsar - Ground/Air - 40(20) - 180AP
Great Attractor - Air - 40(20) - 180AP
Apocalypse - 40(20) - 300AP
Zidane Tribal
Brave attacks
Rumble Rush - Initial - Ground - 30(15) - 180AP [This skill chains into Free Energy A HP attack]
Swift Attack - Ground - 30(15) - 200AP [This skill chains into Free Energy B HP attack]
Scope Out - 19 - Ground - 20(10) - 120AP
Swift Attack - Initial - Air - 30(15) - 160AP [This skill chains into Free Energy B (Air)HP attack]
Scope Out - Initial - Air - 20(10) - 120AP
Tempest - 5 - Air - 30(15) - 180AP [This skill chains into Free Energy A (Air)HP attack]
Vortex - 10 - Air - 30(15) - 180AP [This skill chains into Meo Twister B HP attack]
Impulse Storm - 15 - Air - 30(15) - 180AP [This skill chains into Meo Twister A HP attack]
Solution 9 - 33 - Air - 30(15) - 140APHP attacks
Tidal Flame - Initial - Ground - 40(20) - 180AP
Stellar Circle 5 - 40 - Ground - 40(20) - 180AP
Shift Break - Initial - Air - 40(20) - 180AP
Grand Lethal - 46 - Air - 40(20) - 300AP
Free Energy A - Derived - Ground - 40(20) - 300AP
Free Energy B - Derived - Ground - 40(20) - 300AP
Free Energy A - Derived - Air - 40(20) - 300AP
Free Energy B - Derived - Air - 40(20) - 300AP
Meo Twister A - Derived - Air - 40(20) - 300AP
Meo Twister B - Derived - Air - 40(20) - 300APKuja
Brave attacks
Energy Strike - Initial - Ground/Air - 30(15) - 180AP
Snatch Shot - Initial - Ground/Air - 30(15) - 180AP
Holy Rings - Initial - Ground/Air - 20(10) - 120AP
Snatch Blow - 5 - Ground/Air - 30(15) - 180AP
Energy Burst - 8 - Ground/Air - 30(15) - 120AP
Remote Flare - 28 - Ground/Air - 30(15) - 120APHP attacks
Holy Star - Initial - Ground/Air - 40(20) - 180AP
Flare Star - 10 - Ground/Air - 40(20) - 180AP
Ultima - 46 - Ground/Air - 40(20) - 300AP
Tidus
Brave attacks
Sonic Buster - Initial - Ground - 30(15) - 140AP [This skill chains into Charge & Assault(Ground) HP attack]
Wither Shot - 5 - Ground - 20(10) - 90AP
Dodge & Spin - 10 - Ground - 30(15) - 120AP [This skill chains into Quick Trick B HP attack]
Sphere Shot - 13 - Ground - 20(10) - 90AP
Dodge & Slow - 28 - Ground - 30(15) - 120AP [This skill chains into Quick Trick A HP attack]
Step Hop - 33 - Ground - 30(15) - 120AP
Dodge & Run - 37 - Ground - 30(15) - 140AP [This skill chains into Quick Trick C HP attack]
Step Hop - Initial - Air - 30(15) - 140AP
Dodge & Slow - Initial - Air - 30(15) - 180AP [This skill chains into Quick Trick D HP attack]
Wither Shot -19 - Air - 20(10) - 120AP
Full Slide - 25~35 - Air - 30(15) - 180AP [This skill chains into Charge & Assault (Air) HP attack]
Dodge & Spin - 25~35 - Air - 30(15) - 180AP [This skill chains into Quick Trick E HP attack]HP attacks
Spiral Cut - Initial - Ground - 40(20) - 140AP
Energy Rain - 46 - Ground - 40(20) - 180AP
Energy Rain - Initial - Air - 40(20) - 180AP
Jecht Shot - 51 - Air - 40(20) - 300AP
Quick Trick A - Derived - Ground - 40(20) - 300AP
Quick Trick B - Derived - Ground - 40(20) - 300AP
Quick Trick C - Derived - Ground - 40(20) - 300AP
Quick Trick D - Derived - Air - 40(20) - 300AP
Quick Trick E - Derived - Air - 40(20) - 300AP
Charge & Assault - Derived - Ground - 40(20) - 300AP
Charge & Assault - Derived - Air - 40(20) - 300APJecht
Brave attacks
Jecht Rush - Initial - Ground - 45(25) - 90AP
Jecht Storm - Initial - Air - 45(25) - 180AP
Jecht Block - 13 - Ground - 30(15) - 120AP
Jecht Block - 19 - Air - 30(15) - 120APHP attacks
Jecht Blade - Initial - Ground - 40(20) - 180AP
Jecht Blade - 33 - Air - 40(20) - 180AP
Jecht Finger - Initial - Air - 40(20) - 180AP
True Jecht Shot - 46 - Ground - 40(20) - 300APBonus information on Jecht:
There are 4 different Jecht Rush Combos and 2 Different Jecht Storm Combos. The longest continuous chain is 3 consecutive chains, not inclusive of the HP finisher.
Shantotto
Brave attacks
Bind - 10 - Ground/Air - 20(10) - 120AP
Bio - 28 - Ground/Air - 30(15) - 120APHP attacks
Spirit Magic Fire - Initial - Ground - 40(20) - 260AP
Spirit Magic Earth - Initial - Ground - 40(20) - 200AP
Spirit Magic Lightning - Initial - Ground - 40(20) - 300AP
Spirit Magic Ice - Initial - Air - 40(20) - 280AP
Spirit Magic Wind - Initial - Air - 40(20) - 240AP
Spirit Magic Water - Initial - Air - 40(20) - 220APim note posting this in to my 1st post, because its not complete yet..
Exdeath--Cefka--Ultimecia --> im not sure about them, if you know better then me, let me know ;)
and for Shantotto its not complete yet..
Gabranth coming soon..
cjdogger
#54
Hey Edrick, try quoting all your long posts and put them in the spam thread; It would totally give script errors ;D
Renji217
#55
Your missing the Judge dude from XII
EDRICK88OP
#56
cjdogger · #54Hey Edrick, try quoting all your long posts and put them in the spam thread; It would totally give script errors ;D
well, what do you expect cj?? this is Translation Guide + Code
if you get error dont get in this forum.. ;D
actually, you not play dissidia right?!

Replying to #55

read it under my post.. :o[im not posting this in to my 1st post, because its not complete yet..
Exdeath--Cefka--Ultimecia --> im not sure about them, if you know better then me, let me know
and for Shantotto its not complete yet..
Gabranth coming soon..]Judge is Gabranth..but, Check this..
Shantotto
Brave attacks
Bind - 10 - Ground/Air - 20(10) - 120AP
Bio - 28 - Ground/Air - 30(15) - 120AP
Stun - 44 - Ground/Air - 20(10) - 120AP
Attack 2-3 times - Initial - Ground - 30(15) - 90AP
Retribution - Initial - Air - 30(15) - 180APHP attacks
Spirit Magic Fire - Initial - Ground - 40(20) - 260AP
Spirit Magic Earth - Initial - Ground - 40(20) - 200AP
Spirit Magic Lightning - Initial - Ground - 40(20) - 300AP
Spirit Magic Ice - Initial - Air - 40(20) - 280AP
Spirit Magic Wind - Initial - Air - 40(20) - 240AP
Spirit Magic Water - Initial - Air - 40(20) - 220AP
Gabranth
Important Note: His movesets are totally different in EX ModeBrave attacks
Sentence - Ground/Air
Judgement - Air
Body Blow/Ram - GroundHP attacks
EX Charge - Ground/AirEX Mode Brave attacks
Aggressor - Ground
Aero - Ground/Air
Master Judgement - Air
Continuous Body Ramming - Ground
2 Sword Ream Slash - Air
Concentration Breakthrough - AirEX Mode HP attacks
Innocence - Ground/Air
Hatred - Air
Execution - Ground
cjdogger
#57
I don't get an error, i'm just saying it would be awesome to quote every long post of your's and put it in the forum so IE crashes for the fools who don't have firefox! :P
kougerai
#58

Replying to #57

Agreed, xDAlso, Isnt there a Patched translation version of Dissidia yet?
EDRICK88OP
#59

Replying to #58

Phew..wait english version
all this time patch trans is very bad..Fighting ChaosWhen fighting Chaos, players may find him intimidating due to his sheer size and strength. However, here are a few tips for fighting Chaos, including his attacks.
Chaos comes equipped with a summon, Shinryu, that is NOT unlockable. Unlike the player's summons, Shinryu regenerates during the battle, allowing Chaos to use Shinryu continuously during each phase of battle. Shinryu will generate a random summon effect (much like Moogle) from the following:Omega Weapon: A beam will blow across your BRAVE value, much like Omega Weapon. Every second, your total BRAVE points will be halved. Extended duration in comparison to Omega Weapon.
Lich: A timer is set to 60 seconds. After 60 seconds have expired, the player will be afflicted by the BREAK status effect. Longer timer in comparison to Lich.Alexander: Chaos BRAVE value remains constant for the duration of the summoning.Ultima Weapon: A sword will appear on Chaos' BRAVE. After a few seconds, the weapon will begin to gather energy, after which will inflict BREAK status upon the opponent. Same effect as Ultima Weapon.Pupu: Chaos' BRAVE will be halved it's current value. After which, he will quickly regenerate his BRAVE back. Similar to Pupu, however BRAVE is increased +99 instead of +60. Additionally, this summon works while Chaos is afflicted by BREAK.Iron Giant: Marked by a large slash through HP and BRV symbol, every HP attack performed by Chaos will half the current BRAVE of his opponent, regardless of how much damage is done. Same duration as Iron Giant.Ifrit: Chaos' current BRAVE is multiplied by 1.5.
The Throne of Chaos, the arena where the battle is fought, is the smallest stage in the game. This serves to the benefit of Chaos more than the player because the majority of his attacks span across most or all of the stage.
Chaos has three different phases, meaning you must fight him three consecutive times in order to defeat him. This translates into three different battles. With each phase, Chaos gains stronger and/or his attacks are amplified.Chaos' Brave AttacksGround Attacks
The Ground 3-Strike Tail Spin
This attack is characterized by Chaos spinning around, swiping side to side while on the ground, and ending the attack by spinning 360 degrees with a tail swipe causing multiple hits. This is an easy attack to avoid; either jump or guard to avoid damage completely. By jumping, or double jumping, the character can avoid the attack completely granting an opening for an attack. If the player chooses to, guarding the attack causing Chaos to stagger.The Flame Wheel
Chaos will wrap himself in fire followed by a flip while on the ground. The resulting attack is a wave of fire launched towards the character. This attack causes large knockback and usually causes the character to onto the stage boundaries. it is possible to block this attack without suffering any BRV or Crash Damage, but the player will be left staggering. To avoid staggering, either run (or dodge via R+X if the character is slow) to either side. However, avoid using slow attacks as a counter attack because Chaos recovers relatively quickly from this attack.
Underground Teleportation x3
Chaos will vanish and if locked onto him, the camera will focus on the ground beneath the character. Chaos will then teleport from underneath attacking upwards, repeating this attack for a total of 3 times. If the character is caught in either hit, they are stunned at the peak of his attack, unable to dodge the subsequent teleportations. To avoid this attack, either run or dodge the moment before Chaos appears. However, do not try to guard this attack; it will cause the character to stagger and thus will be hit by the other teleportations. At the end of this attack, Chaos will have small downtime at the peak of his attack, allowing the character to momentarily attack.Air Attacks
The 360 Degree Spin
Chaos can only use this attack when he is in the air. He will dash towards the opponent followed by several spins creating rings of fire that deal damage to the character. Although this attack can be successfully guarded, Chaos does not stagger. Additionally, the rings unleashed by this attack are projectiles in nature, meaning they may be Air Dash-ed through without any harm to the player. If one chooses to block this attack, be warned that it will require holding the R button or pressing R repeatedly.Crater Slam
When Chaos is far above the opponent or while in the air, he will use this move. Chaos rushes diagonally downward from his position, slamming into the ground opening a crater. The hitbox of this attack is very deceiving; the range of this attack is much larger than just his fist. Additionally, this move has some clearance in the air, so the player may still be hit even if they jump while trying to avoid this attack. Guarding this attack will cause the character to stagger but receive no damage. Dodging is the suggested action, being the only safe option that poses no risk for the character.
Great Balls o' Fire
Chaos jumps into the air and launches a series of meteors that travel across the stage in a random manner. Colliding with this attack causes the meteors to explode, dealing damage. This attack is projectile in nature, so the meteors may be reflected back at Chaos with proper guard technique. Dodging or guarding are great options when dealing with this attack, as is Air Dashing.Tri-Slash Combo
Chaos slashes vertically thrice dealing Brave damage. The range of this attack is extended by the slashes that are released due to the attack. This attack can be successfully guarded, and is recommended that the character do so, causing Chaos to stagger. Dodging this attack is not advised, because Chaos can hit you regardless of a successful dodge.Chaos' HP AttacksFlame Circle (Ground)
Chaos causes the ground around him to conflagrate. After a few seconds, the ground will erupt causing damage in any area within the circle, including the space above it. Because Chaos cannot move while using this attack, he quickly draws-in the character from anywhere in the arena. To avoid this attack, initiate a dodge before the ground erupts.
Flame Beam (Air)
Chaos concentrates his energy inward. After charging for a few seconds, the energy is released in the form of an unavoidable beam dealing moderate Brave damage before dealing HP damage. Also causes the character to crash into the walls of the arena. This attack can be interrupted by attacking Chaos before the beam charges completely.Flaming Swords (Air)
Chaos surrounds the player with spheres of fire. During this attack, Chaos is invincible and is not affected by any attacks. After four spheres around the player explode, the remainder will pierce the character in the form of swords, dealing Brave damage. Then, Chaos will teleport above the character sending a large, flaming sword straight down, dealing Brave damage and causing the character to suffer from HP damage as well as Crash HP damage. This attack can however be dodged. First, do not attempt to walk out of this attack, or else the sphere will explode trapping you in the attack. Timing is crucial to dodging this attack: After the four spheres explode, either dodge left or right to completely dodge the attack. However, Chaos will still teleport above the location where the character was surrounded and send the flaming sword downward. If you find yourself still in the range of his attack, dodge again. After this attack, Chaos will be stuck in the air suffering the downtime of this attack, allowing the character to counterattack.Teleport Rush (Air)
Chaos teleports to the character, dealing brave damage, then tossing the character in the air dealing HP damage. Chaos will then again repeat the process for a total of five times. The last hit causes the character to be tossed upward with great distance, usually causing Crash HP Damage. To dodge this attack, some degree of timing is involved, but not as much as with Flaming Swords. Initiate a dodge just before he teleports to avoid one attack. Remember to dodge for the total amount of his attacks, if not he will still catch you in the attack.Flame Bomb (Air)
Chaos teleports to the center of the arena, where he surrounds himself with medium-sized meteors. Each of the meteors will be sent towards the character dealing brave damage. Chaos then hurls a large-sized meteor at the character dealing HP damage and Crash HP Damage. Chaos is invincible during this attack. The medium-sized meteors can be guarded, it is necessary to guard multiple times to repel all the medium-sized meteors. The large-sized meteor can be dodged, however timing is crucial.Chaos' True Form

Although Chaos does not have an EX-Gauge and therefore no real EX-Mode, he does however have a special that does result in invincibility for a prolonged period of time. Additionally, it is possible to receive no damage while this attack is active. His "EX-Mode" is recognizable because Chaos will shout and ascend into the air. A cutscene sequence will begin where Chaos reveals his true form while grabbing 4 Swords left on the ruined battlefield. At the end of the cutscene, he will swipe a sword straight down. Dodge immediately. Following the initial strike, Chaos will continue to attack the character with his large swords that deal large brave damage and knockback. Before this attack is completed, another cutscene will be initiated. Chaos yells once more and throws his swords onto the sides of the arena. At this time, the screen will zoom out showing the player in the arena with large red circles forming. At this time, run to an area where there the red circles do NOT cover. Failure to causes the player to receive HP damage. Chaos then returns to his throne surrounded by fire, and if the character survives, the battle begins once more.NOTE:
Chaos is not playable, although you can purchase him in the PP shop. However, you may choose to fight against him in Quick Play mode.
Chaos cannot equip Accessories, like Phoenix Down Ring.
While playing the true form of the stage, it is possible that the character receives the penalty of doing nothing while Chaos transforms. Although this cannot be helped, it causes the character to be hit by the initial attack after the cutscene.
Showing posts 41–59 of 59 · This discussion is archivedBack to top