Dissidia Ultimate Abilities Guide
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) – 140AP
HP 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) – 300AP
Sephiroth
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) – 180AP
HP 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) – 180AP
HP 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) – 180AP
Ultimecia
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) – 140AP
HP 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) – 140AP
HP 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) – 300AP
Kuja
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) – 120AP
HP 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) – 300AP
Jecht
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) – 120AP
HP 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) – 300AP
Bonus 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) – 120AP
Stun – 44 – Ground/Air – 20(10) – 120AP
Attack 2-3 times – Initial – Ground – 30(15) – 90AP
Retribution – Initial – Air – 30(15) – 180AP
HP 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 Mode
Brave attacks
Sentence – Ground/Air
Judgement – Air
Body Blow/Ram – Ground
HP attacks
EX Charge – Ground/Air
EX Mode Brave attacks
Aggressor – Ground
Aero – Ground/Air
Master Judgement – Air
Continuous Body Ramming – Ground
2 Sword Ream Slash – Air
Concentration Breakthrough – Air
EX Mode HP attacks
Innocence – Ground/Air
Hatred – Air
Execution – Ground
On the next page is the list of EX Modes and their descriptions. No videos (yet)
Tags: Dissidia Guide, Final Fantasy
I so want this game!
I think the US version is still like 6 months away.
🙁
Aaron´s last entry was: Review: Fable II
@Aaron
yep. For now though the Japanese version serves us well. I do hope a few tweaks and additions make it to the english version
awtz…! how come squall has only one aerial skill..?
what does “derive” mean?