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* SNKBoss: All of the bosses in the game have attacks that come out quick with little warning and may hit multiple targets, hit a large area, and/or persist for a long time, making them very difficult to dodge and allowing them to quickly and easily rack up enough Bravery to take out a fighter in one shot. They're immune to HP damage until sufficiently battered with Bravery attacks, which staggers them and gives you a short window to get off HP damage. At half HP they stop taking HP damage and [[TurnsRed Turn Red]]; their previous attacks are powered up, they get new attacks, and they get their SignatureMove that is particularly dangerous and difficult to avoid. Among them, they each also have their own gimmicks to make the odds even more slanted against you. The one mercy of bosses is that only the player's [=KOs=] are counted against them, their allies can be KO'd repeatedly without penalty ([[ArtificialStupidity and they will]]).
** Ifrit will ignite the arena on fire, dealing continuous HP damage to any fighter standing in the flames, and in general he moves and attacks very quickly. He can also blast you across the arena with a roar, not only putting you out of range of attacking him, but probably pushing you into the flames.

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* SNKBoss: All of the bosses in the game have game: their attacks that come out quick with little warning execute quickly and may hit multiple targets, hit over a large area, and/or persist for a long time, making them very difficult to dodge and allowing letting them to quickly and hit multiple characters at a time so they can easily rack up enough Bravery to take out a fighter character in one shot. HP attack. They're immune to HP damage until sufficiently battered with Bravery attacks, which staggers will stagger them and gives give you a short window to get off deal HP damage. At half Their HP can only be depleted halfway at first, at which point they stop taking HP damage and [[TurnsRed Turn Red]]; Red]] their previous attacks are powered up, they get new attacks, and they get their SignatureMove that is particularly dangerous and difficult to avoid. Among them, they They also each also have their own individual gimmicks to make the odds even more slanted against you.distinguish them, each of them making them extra frustrating in their own way. The one mercy of bosses is that only the player's [=KOs=] are counted against them, their allies can be KO'd repeatedly without penalty ([[ArtificialStupidity and they will]]).
** Ifrit will ignite the arena on fire, dealing continuous HP damage to any fighter standing in the flames, and in general he moves and attacks very quickly. He can also roar to blast you across the arena with a roar, not only arena, like putting you out of range of attacking him, but probably hitting him and pushing you into the flames.fire.



** Ramuh can summon crystals that will call down lightning nearby, and while the crystals can be destroyed, doing so takes your attention (and the camera) off of Ramuh.

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** Ramuh can summon crystals that will call down lightning nearby, nearby which stun, and while the crystals can be destroyed, doing so takes your attention (and the camera) off of Ramuh.Ramuh, who sits in the middle of the arena and is immobile.



** Alexander can use pinpoint attacks that hit the entire party. At half HP it raises its arms to the arena, granting it Bravery Regen and HP Regen while they're alive, and they respawn when KO'd. Its HP attacks are also upgraded at half HP to hit all party members, making them hit over huge areas.
** Leviathan's attacks inflict debuffs, and it can summon whirlpools that draw players in and damage them while depleting their dash gauge. Two of its HP attacks also have it leave the arena for a moment before coming back, giving you no warning of which attack it's using except the name at the top of the screen when it reappears.
** Bahamut can buff his attack and defense with Regal Arts and regularly attacks with Megaflare, which tracks targets, does Bravery damage, and has a decent radius to its explosion. At half HP it'll start calling down energy beams to damage fighters around the arena, letting him rack up massive amounts of Bravery without even attacking. He'll also leave the arena when using Tera Flare, which is essentially a party-wide Mega Flare with three beams to avoid as they try to pin you down, and they explode over an even larger area.
** [[spoiler:Shinryu]] has two HP attacks; one is a pinpoint attack with a large radius, and the other hits a huge area right in front of it, and it'll always open the fight with that attack, taking off a large chunk of your HP instantly unless you immediately dash to the side. Later it'll randomly decide to double its Bravery, freeze its Bravery, or inflict Doom on your party. It also has a second form (though thankfully your [=KOs=] are reset for it) where it can buff itself and deplete your dash gauge, and in both forms it has an HP attack that can hit the ''entire arena''.

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** Alexander can use has multiple pinpoint attacks that hit the entire party. At attacks, and at half HP it raises its arms to the arena, granting arena which grant it Bravery HP Regen and HP Bravery Regen while they're alive, and alive (you can KO them, but they respawn when KO'd. respawn). Its HP attacks are also upgraded at half HP to hit all party members, making them hit over huge massive areas.
** Leviathan's attacks inflict debuffs, debuffs and it can summon create water spouts that launch characters into the air and whirlpools that draw players them in and damage them while depleting deplete their dash gauge. Two of its HP attacks also have it leave the arena for a moment before coming back, giving you no warning of which attack it's using except the name at the top of the screen when it reappears.
** Bahamut can buff his attack and defense with Regal Arts and regularly attacks with Megaflare, which tracks targets, does Bravery damage, and has a decent radius to its explosion. his Mega Flare can hit all the way across the arena, so no one is safe from it. At half HP it'll start calling he'll unleash light rays that rain down energy beams to damage fighters around continuously on the arena, letting him rack up massive amounts of damaging characters and boosting his Bravery without him even attacking.doing anything. He'll also leave the arena when using Tera Flare, which is essentially a party-wide Mega Flare with three beams to avoid as they try to pin you down, and they explode over an even larger area.
** [[spoiler:Shinryu]] starts the battle by using an HP attack that has two a large width, so you'll instantly lose half your HP attacks; one unless you quickly dash to the side. For the rest of the fight it will use both that HP attack and another that is a pinpoint attack with a large radius, and the other that hits a huge area right in front of it, all three characters, and at half HP it'll always open the fight with that attack, taking off a large chunk of your HP instantly unless you immediately dash to the side. Later it'll start randomly decide to double buffing itself by doubling its Bravery, freeze freezing its Bravery, or inflict inflicting Doom on your the party. It also has a second form (though thankfully your [=KOs=] are reset for it) where it can buff itself and its defenses, blast you to the far side of the arena, deplete your dash gauge, and in use the {{Signature Move}}s of Ramuh, Shiva, and Ifrit, ''back-to-back''. Also, both forms it has an have their own SignatureMove HP attack that hit almost every part of the arena and are impossible to avoid unless you know exactly where the safe spots are and can hit the ''entire arena''.dash to them in time.
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An UpdatedRerelease for the UsefulNotes/PlayStation4, ''Dissidia Final Fantasy NT'', has been released on January 11, 2018 in Japan, and January 30 overseas. Besides the customary content updates and balance tweaks, this version also incorporates a story mode, "Battle of the Gods", set in a cycle of conflict following that from the original ''Dissidia'', now governed by Materia and Spiritus, who like Cosmos and Chaos before them, respectively summon heroes and villains across various ''Final Fantasy'' games. On February 2019, it was [[https://press.na.square-enix.com/releases/1380/dissidia-final-fantasy-nt-free-edition-coming-next-month announced]] that ''Dissidia Final Fantasy NT Free Edition'' will be released on UsefulNotes/PlayStation4 and Steam, giving players a rotating selection of free characters as well as the opportunity to buy characters to play permanently. On February 18th 2020, it was announced that support for the game would be discontinued in March and that there were no plans for a sequel.

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An UpdatedRerelease for the UsefulNotes/PlayStation4, Platform/PlayStation4, ''Dissidia Final Fantasy NT'', has been released on January 11, 2018 in Japan, and January 30 overseas. Besides the customary content updates and balance tweaks, this version also incorporates a story mode, "Battle of the Gods", set in a cycle of conflict following that from the original ''Dissidia'', now governed by Materia and Spiritus, who like Cosmos and Chaos before them, respectively summon heroes and villains across various ''Final Fantasy'' games. On February 2019, it was [[https://press.na.square-enix.com/releases/1380/dissidia-final-fantasy-nt-free-edition-coming-next-month announced]] that ''Dissidia Final Fantasy NT Free Edition'' will be released on UsefulNotes/PlayStation4 Platform/PlayStation4 and Steam, giving players a rotating selection of free characters as well as the opportunity to buy characters to play permanently. On February 18th 2020, it was announced that support for the game would be discontinued in March and that there were no plans for a sequel.

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* AntiFrustrationFeatures: During summon battles conditions are changed so you have to be the one to die in order to lose a point for your side. This is due to summons being solo only and having wide, hard hitting attacks that will take out the A.I. a number of times and you still only have 3 points. This makes it so the player won't lose due to the A.I. jumping into a HP attack for the 11th time.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
During summon battles conditions are changed so you have to be the one to die in order to lose a point for your side. This is due to summons being solo only and having wide, hard hitting attacks that will take out the A.I. a number of times and you still only have 3 points. This makes it so the player won't lose due to the A.I. jumping into a HP attack for the 11th time.time.
** Your allies in battle will gain experience and level up even though you weren't directly controlling them, severely cutting down on the time needed to grind everyone to Level 10 to unlock all their HP attacks. You're also allowed to set DLC characters you haven't unlocked yet as AI allies, so they don't miss out on the experience either and you can indirectly get a sense for how they play.



* GameplayAndStorySegregation: During the storymode, when facing summons, you can only play at the units from that route of the story. However, during the storymode following Squall, Terra, Lightning, and Zidane, you fight Ramuh and then Odin with all four available, even though they have split up into groups of Terra & Zidane and Lightning & Squall.

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* GameplayAndStorySegregation: During the storymode, when facing summons, you can only play at the units from that route of the story. However, during the storymode following Squall, Terra, Lightning, and Zidane, you fight Ramuh and then Odin with all four available, even though they have split up into groups of Terra & Zidane and Lightning & Squall.Squall and each of them encounters one of the summons on their own.

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* TheComputerIsACheatingBastard: [[DownplayedTrope Significantly downplayed]] compared to the previous games; in combat, no CPU character can do anything the player can't. That being said, the enemy teams in Gauntlet Mode ''are'' allowed multiple of one character on one team, which the player is prohibited from; [[spoiler:Nightmare- and Chaos-difficulty]] teams in Gauntlet Mode have higher HP totals than the player can have outside of Story Mode; [[ArsonMurderAndJaywalking and CPU allies can use the chat function when the player is prohibited from input]].

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* TheComputerIsACheatingBastard: [[DownplayedTrope Significantly downplayed]] compared to the previous games; in combat, no CPU character can do anything the player can't. That being said, the enemy teams in Gauntlet Mode ''are'' allowed multiple of one character on one team, which the player is prohibited from; [[spoiler:Nightmare- from, and Chaos-difficulty]] teams in Gauntlet Mode on higher difficulties they have higher HP totals than the player can have outside of Story Mode; [[ArsonMurderAndJaywalking and CPU allies can use the chat function when the player is prohibited from input]].player's party.



* IdiosyncraticDifficultyLevels: Combatants are ranked with names of weapons in the main series[[spoiler:, with a few extras for HarderThanHard difficulties.]]
** Bronze
** Silver
** Gold
** Platinum
** Mythril
** Diamond
** Adamant
** Crystal
** [[spoiler:Nightmare]]
** [[spoiler:Chaos]]

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* IdiosyncraticDifficultyLevels: Combatants The strengths of characters are ranked with names named after recurring types/sets of weapons equipment in the main series[[spoiler:, series, with a few extras for the highest HarderThanHard difficulties.]]
** Bronze
** Silver
** Gold
** Platinum
** Mythril
** Diamond
** Adamant
** Crystal
** [[spoiler:Nightmare]]
** [[spoiler:Chaos]]
levels being more [[TheAIIsACheatingBastard reflective of how fighting them will be]]. The scale goes: Bronze > Silver > Gold > Platinum > Mythril > Diamond > Adamant > Crystal. In offline battles the scale continues to Nightmare and then Chaos for AI opponents, while in online play it rises to Ultima, the highest possible level for players in ranked matches.



** Garland's [[AttackAttackAttack gimmick]] is Soul of Chaos, after the four {{Bonus Dungeon}}s added to the ''Dawn of Souls'' release of ''Final Fantasy I''. The official translation is "Deranged Soul".
** The Cloud of Darkness's EX Skill was named after a plot event in ''Final Fantasy III'' known as the Flood of Darkness, while here it is translated as "Umbral Torrent".
** Terra's fourth HP attack is Chaos Wave, the summon move of her father Maduin in ''Final Fantasy VI''. The official translation is "Chaotic Current".
** Jecht's {{Egopolis}}tic ThemeNaming of his attacks, which was maintained in the original and ''012'', has been removed in favor of more to-the-point names.

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** While not widespread, many attacks retained their names from the PSP ''Dissidia'' games, but were given different names here; For example, Firion's "Reel Axe" and "Straightarrow" are called "Boomerang Axe" and "Bullseye". However, given that these names only appear in the move list and are often recognizable as the same attacks anyway, it isn't a big concern. HP attacks, which show their name on-screen and ''could'' potentially confuse a player if the name was changed between games, universally retain their name from the PSP game if applicable.
** Garland's [[AttackAttackAttack gimmick]] is Soul "Soul of Chaos, Chaos", after his EX Burst in the PSP games, but it's translated here as "Deranged Soul". Similarly, the Cloud of Darkness' EX Skill was "Flood of Darkness", her EX Mode in the PSP games, but it's translated in this game as "Umbral Torrent". In both cases the names also lose their thematic connection to their games of origin (Soul of Chaos is the collective name for four {{Bonus Dungeon}}s added to in the ''Dawn of Souls'' release GBA and PSP ports of ''Final Fantasy I''. The official translation is "Deranged Soul".
** The Cloud of Darkness's EX Skill was named after a plot event in ''Final Fantasy III'' known as
Fantasy'', and the Flood of Darkness, while here it is translated as "Umbral Torrent".
Darkness was a major story event in ''III''.)
** Terra's fourth HP attack is Chaos Wave, the summon move attack of her father Maduin in ''Final Fantasy VI''. The official translation is "Chaotic Current".
** Jecht's {{Egopolis}}tic HP attacks followed the ThemeNaming of including his attacks, which was maintained name in them like his Bravery attacks in the original and ''012'', has been removed PSP games did, but the English translation does away with them in favor of more to-the-point names.straightforward names. The exception is Jecht Beam, since it's named after one of his attacks in ''X''.
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''Dissidia Final Fantasy'', later known as ''Dissidia Final Fantasy NT'' for the console release, is an entry in the [[RunningGag wall-jumpingly popular]] ''Franchise/FinalFantasy'' series. It is a pseudo reboot-sequel to ''VideoGame/DissidiaFinalFantasy'', [[RecycledTitle perhaps sharing the same name,]] but being distinctly different. Like the original, ''Dissidia'' is a MassiveMultiplayerCrossover [[MascotFighter Mascot Fighting Game]] based on the ''Final Fantasy'' series, with characters from the ''Final Fantasy'' series appearing to battle each other across different worlds. It is developed by Team Ninja, of the famed ''VideoGame/DeadOrAlive'' franchise, but no characters outside of the main ''Final Fantasy'' franchise are planned for the game.

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''Dissidia Final Fantasy'', later known as ''Dissidia Final Fantasy NT'' for the console release, is an entry in the [[RunningGag wall-jumpingly popular]] ''Franchise/FinalFantasy'' series. It is a pseudo reboot-sequel to ''VideoGame/DissidiaFinalFantasy'', [[RecycledTitle perhaps sharing the same name,]] but being distinctly different. Like the original, ''Dissidia'' is a MassiveMultiplayerCrossover [[MascotFighter Mascot Fighting Game]] based on the ''Final Fantasy'' series, with characters from the ''Final Fantasy'' series appearing to battle each other across different worlds. It is developed by Team Ninja, of the famed ''VideoGame/DeadOrAlive'' franchise, but no characters outside of the main ''Final Fantasy'' franchise are planned for the game.
franchise.



The cast is comprised largely of returning characters as well as a handful of newcomers. The developers had expressed the desire for the final product to have 50 available characters, which included all of the characters available in ''012''; but only 38 were released.

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The cast is comprised largely of returning characters as well as a handful of newcomers. The developers had expressed the desire for the final product to have 50 available characters, which would have eventually included all of the characters available previously in ''012''; ''012'', but only 38 were released.
released, with Laguna, Prishe, and Gilgamesh still absent from the returning roster.
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* DevelopersForesight: Firion's EX Skill Blood Weapon causes his Bravery attacks to deal a small amount of HP damage to the opponent and heals him. In boss fights, in the unlikely event that he's able to do enough HP damage to push them to a phase transition or KO them, it won't happen; the boss will be left with a LastChanceHitPoint, you'll have to stagger them properly to actually continue the fight.
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** In the original game, the Warriors of Cosmos fought for her without question when they were summoned. This was in large part because Cosmos was honest and flat out told them what they needed to know: beat Chaos and they are good to go home. Materia does the same here, but the summoned warriors haven't had their memories wiped, so their individual personalities are more prominent ''and'' they remember that the cycles of war were supposed to be over, so they're skeptical about things. Not help things is that unlike Cosmos, Materia lacks basic information about the world that her warriors would logically ask about, including the existence of Spiritus. The result is that most of the summoned don't trust what she tells them at face value and go off to look for answers on their own.

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** In the original game, the Warriors of Cosmos fought for her without question when they were summoned. This was in large part because Cosmos was honest and flat out told them what they needed to know: beat straightforward about their objective, defeat Chaos and the threat to the world will be over, thus they are good to can go home. Materia does the same here, but the The warriors she summoned warriors haven't also had very few memories of home, and while they weren't mind-wiped to the point of {{Blank Slate}}s, it meant they didn't have much else to concern themselves with except going about their duty, and the realization they regained their memories wiped, as they fought was further incentive for them to fight. When Materia summons champions in this game, she intends for them to fight each other to generate energy to sustain the world, then is surprised when Spiritus contacts her and didn't seem aware he existed. Thus the summoned become suspicious that there's more going on than they know because Materia's story is flimsy and she doesn't know as much as a goddess ruling the world ought to. Additionally, their memories haven't been affected this time, so their individual personalities are more prominent ''and'' they remember that the cycles of war were supposed to be over, so they're skeptical about things. Not help things is that unlike Cosmos, Materia lacks basic information about the world that her warriors would logically ask about, including the existence of Spiritus. fueling their skepticism. The result is that most of the summoned don't trust what she Materia tells them at face value and go off to look for answers on their own.

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* '''Champions of Materia:'''[[labelnote:*]]New characters in italics[[/labelnote]] [[VideoGame/FinalFantasyI Warrior of Light]], [[VideoGame/FinalFantasyII Firion]], [[VideoGame/FinalFantasyIII Onion Knight]], [[VideoGame/FinalFantasyIV Cecil Harvey, Kain Highwind]], [[VideoGame/FinalFantasyV Bartz Klauser]], [[VideoGame/FinalFantasyVI Terra Branford]], ''[[VideoGame/FinalFantasyVI Locke Cole]]''[[labelnote:*]]Not available in base console release[[/labelnote]], [[VideoGame/FinalFantasyVII Cloud Strife]], [[VideoGame/FinalFantasyVII Tifa Lockhart]][[labelnote:*]]Not available in base console release[[/labelnote]], [[VideoGame/FinalFantasyVIII Squall Leonhart]], ''[[VideoGame/FinalFantasyVIII Rinoa Heartilly]]''[[labelnote:*]]Not available in base console release[[/labelnote]], [[VideoGame/FinalFantasyIX Zidane Tribal]], [[VideoGame/FinalFantasyX Tidus]], [[VideoGame/FinalFantasyX Yuna]][[labelnote:*]]Not available in base console release[[/labelnote]], [[VideoGame/FinalFantasyXI Shantotto]], [[VideoGame/FinalFantasyXII Vaan]], [[VideoGame/FinalFantasyXIII Lightning]], ''[[VideoGame/FinalFantasyXIV Y'shtola]]'', ''[[VideoGame/FinalFantasyXV Noctis Lucis Caelum]]'', ''[[VideoGame/FinalFantasyTactics Ramza Beoulve]]'', ''[[VideoGame/FinalFantasyType0 Ace]]''
* '''Champions of Spiritus:'''[[labelnote:*]]New characters in italics[[/labelnote]] [[VideoGame/FinalFantasyI Garland]], [[VideoGame/FinalFantasyII The Emperor]], [[VideoGame/FinalFantasyIII Cloud of Darkness]], [[VideoGame/FinalFantasyIV Golbez]], [[VideoGame/FinalFantasyV Exdeath]], [[VideoGame/FinalFantasyVI Kefka Palazzo]], [[VideoGame/FinalFantasyVII Sephiroth]], [[VideoGame/FinalFantasyVIII Ultimecia]], [[VideoGame/FinalFantasyIX Kuja]], [[VideoGame/FinalFantasyX Jecht]], ''[[VideoGame/FinalFantasyXI Kam'lanaut]]''[[labelnote:*]]Not available in base console release[[/labelnote]], ''[[VideoGame/FinalFantasyXII Vayne Carudas Solidor]]''[[labelnote:*]]Not available in base console release[[/labelnote]], [[VideoGame/FinalFantasyXII Gabranth]][[labelnote:*]]Not available in base console release[[/labelnote]], ''[[VideoGame/FinalFantasyXIII Snow Villiers]]''[[labelnote:*]]Not available in base console release[[/labelnote]], ''[[VideoGame/FinalFantasyXIV Zenos yae Galvus]]''[[labelnote:*]]Not available in base console release[[/labelnote]], ''[[VideoGame/FinalFantasyXV Ardyn Izunia]]''[[labelnote:*]]Not available in base console release[[/labelnote]]

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->'''Note:''' Names in italics denote newcomers to the ''Dissidia'' series, names in bold denote characters which were added as DLC after release

* '''Champions of Materia:'''[[labelnote:*]]New characters in italics[[/labelnote]] Materia:''' [[VideoGame/FinalFantasyI Warrior of Light]], [[VideoGame/FinalFantasyII Firion]], [[VideoGame/FinalFantasyIII Onion Knight]], [[VideoGame/FinalFantasyIV Cecil Harvey, Kain Highwind]], [[VideoGame/FinalFantasyV Bartz Klauser]], [[VideoGame/FinalFantasyVI Terra Branford]], ''[[VideoGame/FinalFantasyVI '''''[[VideoGame/FinalFantasyVI Locke Cole]]''[[labelnote:*]]Not available in base console release[[/labelnote]], Cole]]''''', [[VideoGame/FinalFantasyVII Cloud Strife]], [[VideoGame/FinalFantasyVII '''[[VideoGame/FinalFantasyVII Tifa Lockhart]][[labelnote:*]]Not available in base console release[[/labelnote]], Lockhart]]''', [[VideoGame/FinalFantasyVIII Squall Leonhart]], ''[[VideoGame/FinalFantasyVIII '''''[[VideoGame/FinalFantasyVIII Rinoa Heartilly]]''[[labelnote:*]]Not available in base console release[[/labelnote]], Heartilly]]''''', [[VideoGame/FinalFantasyIX Zidane Tribal]], [[VideoGame/FinalFantasyX Tidus]], [[VideoGame/FinalFantasyX Yuna]][[labelnote:*]]Not available in base console release[[/labelnote]], '''[[VideoGame/FinalFantasyX Yuna]]''', [[VideoGame/FinalFantasyXI Shantotto]], [[VideoGame/FinalFantasyXII Vaan]], [[VideoGame/FinalFantasyXIII Lightning]], ''[[VideoGame/FinalFantasyXIV Y'shtola]]'', ''[[VideoGame/FinalFantasyXV Noctis Lucis Caelum]]'', ''[[VideoGame/FinalFantasyTactics Ramza Beoulve]]'', ''[[VideoGame/FinalFantasyType0 Ace]]''
* '''Champions of Spiritus:'''[[labelnote:*]]New characters in italics[[/labelnote]] Spiritus:''' [[VideoGame/FinalFantasyI Garland]], [[VideoGame/FinalFantasyII The Emperor]], [[VideoGame/FinalFantasyIII Cloud of Darkness]], [[VideoGame/FinalFantasyIV Golbez]], [[VideoGame/FinalFantasyV Exdeath]], [[VideoGame/FinalFantasyVI Kefka Palazzo]], [[VideoGame/FinalFantasyVII Sephiroth]], [[VideoGame/FinalFantasyVIII Ultimecia]], [[VideoGame/FinalFantasyIX Kuja]], [[VideoGame/FinalFantasyX Jecht]], ''[[VideoGame/FinalFantasyXI Kam'lanaut]]''[[labelnote:*]]Not available in base console release[[/labelnote]], ''[[VideoGame/FinalFantasyXII '''''[[VideoGame/FinalFantasyXI Kam'lanaut]]''''', '''''[[VideoGame/FinalFantasyXII Vayne Carudas Solidor]]''[[labelnote:*]]Not available in base console release[[/labelnote]], [[VideoGame/FinalFantasyXII Gabranth]][[labelnote:*]]Not available in base console release[[/labelnote]], ''[[VideoGame/FinalFantasyXIII Solidor]]''''', '''[[VideoGame/FinalFantasyXII Gabranth]]''', '''''[[VideoGame/FinalFantasyXIII Snow Villiers]]''[[labelnote:*]]Not available in base console release[[/labelnote]], ''[[VideoGame/FinalFantasyXIV Villiers]]''''', '''''[[VideoGame/FinalFantasyXIV Zenos yae Galvus]]''[[labelnote:*]]Not available in base console release[[/labelnote]], ''[[VideoGame/FinalFantasyXV Galvus]]''''', '''''[[VideoGame/FinalFantasyXV Ardyn Izunia]]''[[labelnote:*]]Not available in base console release[[/labelnote]]
Izunia]]'''''

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** In the original game, the Warriors of Cosmos fought for her without question when they were summoned. This was in large part because Cosmos was honest and flat out told them what they needed to know: beat Chaos and they are good to go home. When Materia does the same here, their reaction is not nearly as enthusiastic; they're annoyed at being called against their will and many of them just want to go home, and the group as a whole is concerned with finding out the whole story and not accepting what they've been told at face value. Not helping is that unlike Cosmos, Materia lacks basic information that the warriors would logically ask about, and she is initially unaware of Spiritus and intended for the warriors she summoned to fight ''each other'' to generate the energy needed to sustain the world.
** While there were definite factions and parties, mostly the heroes and villains got along fine in the original game. Here, their conflicting personalities result in the heroes splitting up due to being unable to agree on objectives and methods, while some of the villains openly defect and others clearly don't get along with each other. Much of this is likely due to having retained memories of not just the original cycles, but from their home universes as well, so their individual egos and motives are more prominent.
** In the original game, [[spoiler:Shinryu got away as being the GreaterScopeVillain since none of the warriors knew about him or his role in the cycles. Here, they do find out, and attention turns to uniting the two factions against him to end the cycles permanently.]]
*** For that matter, [[spoiler:the villains aren't so keen on fighting their designated enemies just because some god they've never heard of told them to. Even in cases where the villain remains antagonistic to their opposite numbers in the heroes, they're just as eager to break the cycles of war and go home as them. And, since the reason they were summoned is to fight and generate energy to sustain the world and prevent its destruction, and Shinryu is the one causing said destruction, the two sides agree to an EnemyMine truce to take down Shinryu together.]]
** [[spoiler:The ending sort of plays with this. Shinryu's defeat allows the warriors to return home, but World B is still in need of conflict to ensure its survival. As such, each of them leaves behind a duplicates with their memories that allow them to continue fighting on the gods' behalf.]]

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** In the original game, the Warriors of Cosmos fought for her without question when they were summoned. This was in large part because Cosmos was honest and flat out told them what they needed to know: beat Chaos and they are good to go home. When Materia does the same here, but the summoned warriors haven't had their reaction is not nearly as enthusiastic; memories wiped, so their individual personalities are more prominent ''and'' they remember that the cycles of war were supposed to be over, so they're annoyed at being called against their will and many of them just want to go home, and the group as a whole is concerned with finding out the whole story and not accepting what they've been told at face value. skeptical about things. Not helping help things is that unlike Cosmos, Materia lacks basic information about the world that the her warriors would logically ask about, and she is initially unaware of Spiritus and intended for including the warriors she existence of Spiritus. The result is that most of the summoned don't trust what she tells them at face value and go off to fight ''each other'' to generate the energy needed to sustain the world.
look for answers on their own.
** While there were definite factions among them and parties, the same few characters kept showing up together, mostly the heroes and villains got along fine with each other in the original game. Once again, this was likely a consequence of their memories being erased. Here, their conflicting personalities result in the heroes splitting up due to being unable to agree on objectives and methods, while some of the villains openly defect and others clearly don't get along with like each other. Much other, and on a whole many villains never even interact because they have no interest in working together.
*** The result
of both of these points is that the entire concept of a war between the gods is turned on its heads -- the heroes and villains fight each other mostly incidentally because the villains are antagonistic towards them and the heroes are defending themselves. Plus, neither side in very keen on fighting each other just because a god they've never heard of summoned them to this is likely due unknown world and told them to having retained memories of not do so, and the villains are just the original cycles, but from their home universes as well, so their individual egos and motives are more prominent.
** In the original game, [[spoiler:Shinryu got away as being the GreaterScopeVillain since none of the warriors knew about him or his role in the cycles. Here, they do find out, and attention turns to uniting the two factions against him
eager to end the cycles permanently.and return home as the heroes are. [[spoiler:When they learned the reason they were summoned again is because the world is in danger of being consumed by Shinryu, the two sides agree to a temporary truce and join forces to destroy Shinryu together.]]
*** For that matter, ** When all is said and done, [[spoiler:the villains aren't so keen on fighting their designated enemies just because some god they've never heard of told them to. Even in cases where the villain remains antagonistic to their opposite numbers in the heroes, they're just as eager to break the cycles of war and go home as them. And, since the reason they were summoned is to fight warriors return home. However, Materia and generate Spiritus still need energy to sustain restore the world world, and prevent its destruction, and Shinryu is the one causing said destruction, the two sides agree to an EnemyMine truce to take down Shinryu together.]]
** [[spoiler:The ending sort of plays with this. Shinryu's defeat allows the warriors to return home, but World B is still in need of conflict to ensure its survival. As such, each of them leaves
summoned left behind a duplicates with their memories that allow them to be placed into Manikins to grant the gods new warriors to fight on their behalf, allowing the cycles to continue fighting on for as long as necessary until the gods' behalf.world is saved.]]

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* ViolationOfCommonSense: In the boss battles against the summons, you'll be hoping they choose to focus on killing your AI teammates. In boss battles only ''your'' character's deaths count towards the party's defeat, not your allies, and summons have ridiculously powerful Bravery attacks that cover massive areas to hit multiple characters. This means that your AI teammates are more of a handicap than a help, since they just give the summon more targets to attack to rack up Bravery and then deal a OneHitKO to you, but if they KO your teammates you'll be no worse for the wear and the AI's Bravery will be reset, and they'll build Bravery slower with just you to hit.

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* ViolationOfCommonSense: ViolationOfCommonSense:
**
In the boss battles against the summons, you'll be hoping they choose to focus on killing your AI teammates. In boss battles only ''your'' character's deaths count towards the party's defeat, not your allies, and summons have ridiculously powerful Bravery attacks that cover massive areas to hit multiple characters. This means that your AI teammates are more of a handicap than a help, since they just give the summon more targets to attack to rack up Bravery and then deal a OneHitKO to you, but if they KO your teammates you'll be no worse for the wear and the AI's Bravery will be reset, and they'll build Bravery slower with just you to hit.hit.
** Generally, if you're going for pure score in fights, you'll want your allies to be as useless as possible. The game awards points based on factors like how many EX skills you used, how much damage you took, and how much you inflicted. The grades for these areas are all relative among all fighters, so the less your allies do, the lower the curve is to do ''better'' than them and thus get a better score. This is why the advised way to go for a high score in the summon trial mode is to bring two allies with counter HP attacks -- since summons don't attack when they're staggered and thus cannot trigger counters, your allies will be unable to deal HP damage, you'll basically end up killing the boss yourself, and you'll get a higher score for it.

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* SNKBoss: All of the bosses in the game have attacks that come out quick with little warning and may hit multiple targets, hit a large area, and/or persist for a long time, making them very difficult to dodge and allowing them to quickly and easily rack up enough Bravery to take out a fighter in one shot. They're immune to HP damage until sufficiently battered with Bravery attacks, with staggers them and gives you a short window to get off HP damage. At half HP they stop taking HP damage and [[TurnsRed Turn Red]]; their previous attacks are powered up, they get new attacks, and they get their SignatureMove that is particularly dangerous. Among them, they each also have their own gimmicks to make the odds even more slanted against you. The one mercy of bosses is that only the player's [=KOs=] are counted against them, their allies can be KO'd repeatedly without penalty ([[ArtificialStupidity and they will]]).
** Ifrit will ignite the arena on fire, dealing continuous HP damage to any fighter standing in the flames.

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* SNKBoss: All of the bosses in the game have attacks that come out quick with little warning and may hit multiple targets, hit a large area, and/or persist for a long time, making them very difficult to dodge and allowing them to quickly and easily rack up enough Bravery to take out a fighter in one shot. They're immune to HP damage until sufficiently battered with Bravery attacks, with which staggers them and gives you a short window to get off HP damage. At half HP they stop taking HP damage and [[TurnsRed Turn Red]]; their previous attacks are powered up, they get new attacks, and they get their SignatureMove that is particularly dangerous.dangerous and difficult to avoid. Among them, they each also have their own gimmicks to make the odds even more slanted against you. The one mercy of bosses is that only the player's [=KOs=] are counted against them, their allies can be KO'd repeatedly without penalty ([[ArtificialStupidity and they will]]).
** Ifrit will ignite the arena on fire, dealing continuous HP damage to any fighter standing in the flames, and in general he moves and attacks very quickly. He can also blast you across the arena with a roar, not only putting you out of range of attacking him, but probably pushing you into the flames.



** Alexander can use pinpoint attacks that hit the entire party, letting it quickly rack up a lot of Bravery. At half HP it raises its arms to the arena, granting it Bravery Regen and HP Regen while they're alive, and they respawn when KO'd.
** Leviathan's attacks inflict debuffs and it can summon whirlpools that draw players in and damage them, and also summon whirlpools that draw them in and deplete the dash gauge.
** Bahamut can buff himself and calls down a rain of energy beams to deal Bravery damage alongside his normal attacks.
** [[spoiler:Shinryu]] has HP attacks that cover a ''massive'' area in front of it, and can randomly decide to double its Bravery, freeze its Bravery, or inflict Doom on your party. It also has a second form (though thankfully your [=KOs=] are reset for it) where it can buff itself and deplete your dash gauge, and an HP attack that can hit the ''entire arena''.

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** Alexander can use pinpoint attacks that hit the entire party, letting it quickly rack up a lot of Bravery. party. At half HP it raises its arms to the arena, granting it Bravery Regen and HP Regen while they're alive, and they respawn when KO'd.
KO'd. Its HP attacks are also upgraded at half HP to hit all party members, making them hit over huge areas.
** Leviathan's attacks inflict debuffs debuffs, and it can summon whirlpools that draw players in and damage them, and them while depleting their dash gauge. Two of its HP attacks also summon whirlpools that draw them in and deplete have it leave the dash gauge.
arena for a moment before coming back, giving you no warning of which attack it's using except the name at the top of the screen when it reappears.
** Bahamut can buff himself his attack and calls defense with Regal Arts and regularly attacks with Megaflare, which tracks targets, does Bravery damage, and has a decent radius to its explosion. At half HP it'll start calling down a rain of energy beams to deal damage fighters around the arena, letting him rack up massive amounts of Bravery damage alongside his normal attacks.
without even attacking. He'll also leave the arena when using Tera Flare, which is essentially a party-wide Mega Flare with three beams to avoid as they try to pin you down, and they explode over an even larger area.
** [[spoiler:Shinryu]] has two HP attacks that cover attacks; one is a ''massive'' pinpoint attack with a large radius, and the other hits a huge area right in front of it, and can it'll always open the fight with that attack, taking off a large chunk of your HP instantly unless you immediately dash to the side. Later it'll randomly decide to double its Bravery, freeze its Bravery, or inflict Doom on your party. It also has a second form (though thankfully your [=KOs=] are reset for it) where it can buff itself and deplete your dash gauge, and in both forms it has an HP attack that can hit the ''entire arena''.

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* ArtificialStupidity: In Core Battles, the AI characters tend to not pay attention to you as long as you're not within their Core area and aren't too close to the AI characters themselves. This means that Marksmen with ranged attacks can often stand outside the Core area and attack it continuously while all three AI opponents focus on their teammates. This is so well-known that it's actually the advised way to quickly grind up your rank, since battles can be completed in under a minute if done properly, even against the highest-difficulty opponents.

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* ArtificialStupidity: ArtificialStupidity:
**
In Core Battles, the AI characters tend to not pay attention to you as long as you're not within their Core area and aren't too close to the AI characters themselves. This means that Marksmen with ranged attacks can often stand outside the Core area and attack it continuously while all three AI opponents focus on their teammates. If they come back to defend their core, it will almost surely be by accident, and they'll often continue to leave it undefended even when its HP is critical. This is so well-known that it's actually the advised way to quickly grind up your rank, since battles can be completed in under a minute if done properly, even against the highest-difficulty opponents.opponents.
** Unfortunately, the player's AI allies often suffer from the same stupidity and will leave their core entirely undefended; there's no way to give commands to them, they'll pretty much do whatever they feel like doing. Even at Crystal A, the highest rank possible for offline play, allies will also often just stand around doing nothing.
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* TheArtifact: In a cutscene in the story mode, Y'shtola uses her Vivifying Lance attack to cancel out Kefka's Forsaken. With her later rework, Y'shtola no longer has Vivifying Lance anywhere in her moveset. Despite this, the cutscene wasn't changed after her rework.
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* SNKBoss: All of the bosses count, namely the summons [[spoiler:and Shinryu]]. All of them have a variety of Bravery and HP attacks that can hit across large parts of the arena and come out quickly with little warning, so even if you know how to avoid the attack, you may not always be in a position where it's even possible ''to'' avoid it. To keep the fights from going too quickly, they're usually immune to HP damage; you have to repeatedly batter them with Bravery attacks until they enter a stunned state, giving you a short window to deal HP damage before they recover. However, you usually only have enough time to do one HP attack, maybe two, and there's no way to tell when they're close to being stunned, so you have to recognize this quickly and get in your HP damage before your opportunity is lost. They also halt all HP damage dealt to them when they get to half HP, at which point they [[TurnsRed Turn Red]] and get new attacks, and their other attacks power up. The one saving grace of the fights is that only your KOs are counted against you, your allies can get KO'd repeatedly without penalty. Each boss also has more unique tricks to be even more unfair:

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* SNKBoss: All of the bosses count, namely in the summons [[spoiler:and Shinryu]]. All of them game have a variety of Bravery and HP attacks that can hit across large parts of the arena and come out quickly quick with little warning, so even if you know how to avoid the attack, you warning and may not always be hit multiple targets, hit a large area, and/or persist for a long time, making them very difficult to dodge and allowing them to quickly and easily rack up enough Bravery to take out a fighter in a position where it's even possible ''to'' avoid it. To keep the fights from going too quickly, they're usually one shot. They're immune to HP damage; you have to repeatedly batter them damage until sufficiently battered with Bravery attacks until they enter a stunned state, giving attacks, with staggers them and gives you a short window to deal get off HP damage. At half HP they stop taking HP damage before they recover. However, you usually only have enough time to do one HP attack, maybe two, and there's no way to tell when they're close to being stunned, so you have to recognize this quickly and get in your HP damage before your opportunity is lost. They also halt all HP damage dealt to them when they get to half HP, at which point they [[TurnsRed Turn Red]] and Red]]; their previous attacks are powered up, they get new attacks, and they get their other attacks power up. SignatureMove that is particularly dangerous. Among them, they each also have their own gimmicks to make the odds even more slanted against you. The one saving grace mercy of the fights bosses is that only your KOs the player's [=KOs=] are counted against you, your them, their allies can get be KO'd repeatedly without penalty. Each boss also has more unique tricks to be even more unfair:penalty ([[ArtificialStupidity and they will]]).



** Shiva has less HP than other bosses, but at half HP she splits into two which can each attack on their own, making it difficult to tell which one is targeting you and which attack they're doing, and they can combo their attacks together to be much more difficult to avoid.

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** Shiva has less HP than other bosses, but at half HP she splits into two which can each attack on their own, making it difficult to tell which one is targeting you and which attack they're doing, and they can combo their attacks together to be make it much more difficult to avoid.avoid them, or flat impossible.



** Odin can block and reflect your attacks, and his attacks have ridiculous range unless you're high in the air.
** Alexander will raise its arms on the battlefield, giving it Bravery Regen and HP Regen, and while the arms can be destroyed, they respawn. It also has pinpoint HP attacks that hit as quickly as any other HP attack, and linger and expand for a few moments.
** Leviathan summons whirlpools, which will draw you in and damage your Bravery, and geysers that deplete your dash gauge.

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** Odin can block and reflect your attacks, and his attacks have ridiculous range unless you're high in the air.
air. After he hits half HP, all of his HP attacks except Zantetsuken hit twice, making them that much harder to evade.
** Alexander will raise can use pinpoint attacks that hit the entire party, letting it quickly rack up a lot of Bravery. At half HP it raises its arms on to the battlefield, giving arena, granting it Bravery Regen and HP Regen, and Regen while the arms can be destroyed, they're alive, and they respawn. It also has pinpoint HP respawn when KO'd.
** Leviathan's
attacks inflict debuffs and it can summon whirlpools that hit as quickly as any other HP attack, and linger and expand for a few moments.
** Leviathan summons whirlpools, which will
draw you players in and damage your Bravery, them, and geysers also summon whirlpools that draw them in and deplete your the dash gauge.
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* FighterMageThief: The Vanguard Class, The Marksman Class, and the Assassin class, respectively. There's even a TacticalRockPaperScissors among the three.

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* FighterMageThief: The Vanguard Class, The Marksman Class, Three of the character archetypes are Vanguard, Marksman, and Assassin, complete with TacticalRockPaperScissors: Vanguards have high power and defenses but lack speed and mobility, Marksmen have powerful long-ranged attacks but their speed and/or defense tends to be lacking, and Assassins are quick with decent speed but poor defenses. Then there's the Assassin Specialist class, respectively. There's even a TacticalRockPaperScissors among the three.which is code for MechanicallyUnusualFighter.
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* FakeDifficulty: In the Hard Mode of the boss gauntlet, the boss will always target you unless you're incapacitated, and your two AI allies have their max Bravery capped at 2000. The targeting focus means you're going to be under additional pressure to avoid getting KO'd while building up Bravery, but the cap to your allies also causes fights to drag out longer since they can't deal as much HP damage as you can and the boss takes longer to kill.
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* BoringYetPractical: Some of the first EX Skills you'll acquire are Mighty Strikes and Rend Shield, which grant allies in range an attack buff and enemies in range a defense debuff, respectively. Nothing flashy, but they can be a terrific boost to the party's damage output, especially if both are in effect.

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* SNKBoss: All of the bosses count, namely the summons [[spoiler:and Shinryu]]. All of them have a variety of Bravery and HP attacks that can hit across large parts of the arena and come out quickly with little warning, so even if you know how to avoid the attack, you may not always be in a position where it's even possible ''to'' avoid it. Additionally, to keep the fights from going too quickly, they're usually immune to HP damage; you have to repeatedly batter them with Bravery attacks until they enter a stunned state, giving you a short window to deal HP damage before they recover. Even then though, you usually only have enough time to do one HP attack, maybe two, and there's no way to tell when they're close to being stunned, so you have to recognize this quickly and get in your HP damage before your opportunity is lost. They also halt all HP damage dealt to them when they get to half HP, at which point they [[TurnsRed Turn Red]] and get new attacks, and their other attacks power up. The one saving grace of the fights is that only your KOs are counted against you, your allies can get KO'd repeatedly without penalty.

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* SNKBoss: All of the bosses count, namely the summons [[spoiler:and Shinryu]]. All of them have a variety of Bravery and HP attacks that can hit across large parts of the arena and come out quickly with little warning, so even if you know how to avoid the attack, you may not always be in a position where it's even possible ''to'' avoid it. Additionally, to To keep the fights from going too quickly, they're usually immune to HP damage; you have to repeatedly batter them with Bravery attacks until they enter a stunned state, giving you a short window to deal HP damage before they recover. Even then though, However, you usually only have enough time to do one HP attack, maybe two, and there's no way to tell when they're close to being stunned, so you have to recognize this quickly and get in your HP damage before your opportunity is lost. They also halt all HP damage dealt to them when they get to half HP, at which point they [[TurnsRed Turn Red]] and get new attacks, and their other attacks power up. The one saving grace of the fights is that only your KOs are counted against you, your allies can get KO'd repeatedly without penalty. Each boss also has more unique tricks to be even more unfair:
** Ifrit will ignite the arena on fire, dealing continuous HP damage to any fighter standing in the flames.
** Shiva has less HP than other bosses, but at half HP she splits into two which can each attack on their own, making it difficult to tell which one is targeting you and which attack they're doing, and they can combo their attacks together to be much more difficult to avoid.
** Ramuh can summon crystals that will call down lightning nearby, and while the crystals can be destroyed, doing so takes your attention (and the camera) off of Ramuh.
** Odin can block and reflect your attacks, and his attacks have ridiculous range unless you're high in the air.
** Alexander will raise its arms on the battlefield, giving it Bravery Regen and HP Regen, and while the arms can be destroyed, they respawn. It also has pinpoint HP attacks that hit as quickly as any other HP attack, and linger and expand for a few moments.
** Leviathan summons whirlpools, which will draw you in and damage your Bravery, and geysers that deplete your dash gauge.
** Bahamut can buff himself and calls down a rain of energy beams to deal Bravery damage alongside his normal attacks.
** [[spoiler:Shinryu]] has HP attacks that cover a ''massive'' area in front of it, and can randomly decide to double its Bravery, freeze its Bravery, or inflict Doom on your party. It also has a second form (though thankfully your [=KOs=] are reset for it) where it can buff itself and deplete your dash gauge, and an HP attack that can hit the ''entire arena''.
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* EarlyGameHell: When you begin a new play file, everyone has only their initial HP attack and a handful of basic EX Skills, and all characters are at rank Bronze so your AI allies will be totally incompetent. As you begin to eke out wins, you'll rank up characters and they'll learn new HP attacks and EX Skills, giving you much more customization to form a team with and allowing allies to pull their weight in fights.

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* EasyLevelsHardBosses: The normal fights you have, both in story mode and Gauntlet Mode, are perfectly manageable with skills and proper party composition. The bosses, as described under SNKBoss further below, are brutally annoying and difficult and just plain cheat sometimes.



* SNKBoss: The boss battles against the Summons [[spoiler:and Shinryu]]. All of them have a variety of Bravery and HP attacks that can hit multiple characters from across the arena, often with a short warning they're coming, and they hit in very different patterns and require different strategies to avoid. Additionally, to keep the fights from going too quickly, they're usually immune to HP damage; you have to repeatedly batter a summon with Bravery attacks to stagger it, giving you a short window to deal HP damage before they recover. They also halt all HP damage dealt to them when they get to half HP, at which point they [[TurnsRed Turn Red]] and get new attacks, and their other attacks power up. The one saving grace of the fights is that only your KOs are counted against you, your allies can get KO'd repeatedly without penalty.

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* SNKBoss: The boss battles against All of the Summons bosses count, namely the summons [[spoiler:and Shinryu]]. All of them have a variety of Bravery and HP attacks that can hit multiple characters from across large parts of the arena, often arena and come out quickly with a short warning they're coming, and they hit little warning, so even if you know how to avoid the attack, you may not always be in very different patterns and require different strategies to avoid. a position where it's even possible ''to'' avoid it. Additionally, to keep the fights from going too quickly, they're usually immune to HP damage; you have to repeatedly batter a summon them with Bravery attacks to stagger it, until they enter a stunned state, giving you a short window to deal HP damage before they recover.recover. Even then though, you usually only have enough time to do one HP attack, maybe two, and there's no way to tell when they're close to being stunned, so you have to recognize this quickly and get in your HP damage before your opportunity is lost. They also halt all HP damage dealt to them when they get to half HP, at which point they [[TurnsRed Turn Red]] and get new attacks, and their other attacks power up. The one saving grace of the fights is that only your KOs are counted against you, your allies can get KO'd repeatedly without penalty.

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