Dissidia 012 Final Fantasy -- Lost in Labyrinth #05

Опубликовано: 02 Август 2026
на канале: YuuGiJoou
205
0

Well, once Feral Chaos had finished his... actually relatively short "grind" to the top of the level scale. I say "grind" because it's less about having to fight a bunch of battles and more about grinding the bones of your hapless enemies to dust. Play with him on a bonus day against relatively high-grade opponents by any other character's standards, and you won't want for experience points for particularly long.

---

Feral Chaos vs. Yuna
Lunar Subterrane
("Cantata Mortis" and "God in Fire," Dissidia 012 Final Fantasy)

Yeah, just this once, I indulged in being "in character" in terms of overriding the musical selection for this particular match...why not? Labyrinth mode lets you do this, so I did. I might at least try it on for size at least once. (Manikins have predetermined BGMs based on the character and the quality of the enemy.)

Anyhow, since I railed somewhat needlessly against Feral Chaos's slightly-less-overpowering HP attacks for being insane, but not exactly ideal, I'll make it up to the big guy by saying something nice about my preferred HP attacks of his.

Deus Iratus...I cannot stress enough how much mileage you can get out of this move. It looks to be incredibly short range, it takes forever to end, and it keeps you rooted to one position until it runs its course... but that's not at all a bad thing, actually. Its startup is incredibly fast, and it overrides way more than a fair share of attacks, either making your opponent stagger or at least clashing and canceling them out, and that includes a great deal many HP attacks. In fact, I actually decided that with something like this, I don't need to pay five times the normal cost to enable Feral Chaos to guard himself on the ground if he's got this move. I had an inkling from my fights against him that this move was actually something pretty special, but I wasn't prepared for this.

Via Dolorosa is one of Feral Chaos's most annoying attacks to avoid as a player, because it targets opponents very accurately both times when he lets it loose and he can delay the second wave's activation and if you dodge again immediately, you probably won't be able to avoid it if he stops to "cook" it at all. This doesn't work on AI opponents particularly well, but they have the opposite weakness...they don't dodge quickly enough in succession to avoid the second attack if you don't hold off on it! They have to be fairly far away to get the time they need to realize that another dodge is in order. Besides that, it continues along the ground for an uncomfortably long time, making it an incredibly ranged attack. Even more incredible is its vertical hitbox, because it's a ground attack that hits for well beyond the altitude you'd think it would stop being effective.

Flagro Maximus gets my vote of confidence in terms of Feral Chaos's aerial offerings...which isn't actually saying too much, because if we were to call anything about his fighting style a "weakness" per se, it'd have to be his somewhat lackluster performance in the air. Anyway, I like it because it has some variable uses. If you don't charge it at all, it's basically a (very slightly) longer-range attack than Ventus Ire that's almost as fast in execution. If you do charge it, it won't exactly give Via Dolorosa a run for its money, but you can play similar mind games with an attack that doesn't have the same exceptional range, but the size of the projectile is still pretty impressive and the range is always just a tad further than you might think, so it's at least unlikely to leave you disappointed. Its tracking leaves a lot to be desired, but I do think that any more leeway and it could be an overly oppressive attack, and Feral Chaos has enough of that going on as it is.

Feral Chaos's EX Burst is Regnum Dei, vastly different from any other in the game. It locks you and your opponent in a "room" (some "kingdom," eh?) that's probably an even better fit for his attack properties what with lots of wall-rushes, low ceiling for emphasis on ground attacks. It basically gives you a "free" twenty seconds of extra EX Mode (increased attack, defense, and mobility...yikes!) time that will end in an EX Burst attack regardless of how you fare in the "Kingdom of God"...but obviously you'll want to follow the advice of raising your Bravery while you're there. You can also end it whenever you like, although you must be free to act and not being attacked or staggered.