FFDNT Basic Guide


Dissidia Final Fantasy NT is a team brawler for the PS4. Another version of it with the same characters and mechanics but different game modes available was released for the arcades in Japan several years before the game's console release, under the name Dissidia Final Fantasy, with the subtitle (Arcade) attached to it online to differentiate it from the first game in the Dissidia series. NT receives periodic updates for quality of life and balance, and has DLC available that adds additional characters, complete with their various skins. All DLC characters are made available in the arcade version as well, commonly a bit before their addition to the console version. Note that online play requires a PS Plus subscription, although offline play can be done for free.

As you play more and more, the player receives various types of experience points. The first of these points raises player level or P.Lvl, netting the player various items and unlockables. The second type is character level (or C.Lvl), which unlocks additional HP moves and chat lines specific to the character in question. Third type is rank, which exists in three separate modes. Story skill level is raised by playing the offline Gauntlet mode. The single player rank and party rank are raised in the online ranked matches. Each character has their own ranking. Note that for online ranking on the Silver level and above, you will lose rank points upon a match that ends in a loss. No rank point loss occurs in the offline ranking.

The main types of currencies are gil, treasure and memoria. Gil is used to buy various skins, chat lines and other customization options from the shop. Treasure spheres let you roll the gacha to obtain customization options at random, and memoria lets you unlock portions of the story. All types of currencies are obtained by battling, either in the offline Gauntlet mode or in the online ranked matches. Story mode battles also give some type of currency upon first completion.


There are various types of battles available, both online and offline.

Online: Ranked
Participate in battles with and against other players. Experience and currency is gained. Stage and music is randomly selected, summon is voted on by each party member. In case of a draw (ie all party members voting for a different summon), it is randomly selected. Disconnecting before a match is completed counts as a loss.

Online: Custom
Battles with and against other players, either by joining or creating a room. The creator of a room can customize the rules in effect.

Offline: Gauntlet
The main offline match type. Has various options available. Experience and currency is gained.
Basic Trial - six matches in a row, choose from either all normal rules, all core battles, or random rule
Story Trials - unlocked by playing through the story. Each branching path of the story has its own trial mode
Summon Trials - unlocked by playing through the story and defeating each of the seven summons in it

Offline: Free Battle
Customize the rules and characters available in any match. Does not give experience or currency, but is good for practicing playing against certain opponents.

Offline: Story
Is not accessed from the Offline menu, but instead in the Story menu along with the cutscenes. In the story map purple icons are cutscene nodes, red icons are battle nodes. The characters available as well as their skins are locked for each battle. One of the characters available to select is chosen for the player to control, the others set in the active party are AI controlled, of level with the player's rank level for that character. Experience is gained for the controlled character only.

Battle Basics

Dissidia NT is a brawler, and the controls reflect that. There is a tutorial mode available in the game that teaches the various options available, along with explanations not included below such as combining various types of movement.
Note that controls can be customized in the options menu. Below are listed the default controls for battles.

Button Effect
R Move camera
(note that camera is always locked on to target)
L Move character
R2 (tap) Target next enemy on the right
(hold) Target summon crystal
L2 (tap) Target next enemy on the left
(hold) Target summon crystal
R2+L2 Target closest enemy
R1 Dash
R1+X+L (while near a wall) Run up wall
L1 Guard
L1+L Sidestep
(touchpad) (when summon gauge is full) Summon
← ↑ → ↓ Open chat prompts
EX Skill
(different functions for regular, L up and L down)
HP skill
Bravery skill
(different functions on ground and air for regular, L up, L down and R1)
× Jump


There are three types of abilities available to all characters, and one other type of ability. See Abilities for a full list of abilities in the game. Note that the list is alphabetical. If you're looking for a single character's available moves, it is easier to find what you're looking for by checking that character's own page.

Bravery Attacks
Each character starts the battle with 1,000 Bravery. To gain more, you must either attack opponents with Bravery attacks or use a Bravery-enhancing ability. When hit with a Bravery attack, you lose Bravery. The max amount you can have is 9,999. Upon successfully using a HP attack, your Bravery falls to 0, and after a while returns to the default 1,000. The same happens whenever an opponent successfully depletes your Bravery to 0.
All characters have their own pre-determined Bravery attack list. They cannot be customized, and all Bravery attacks that character has are available right from the start of the game.

HP Attacks
A HP attack deals damage equal to your current Bravery. Each character starts with one or two HP attacks, and gains more options as they level up (C.Lvl). Only one HP attack can be set for a character per match (with the exception of Vaan, who can equip two).

EX Skills
There are two types of EX skills, character-specific and generic ones. The character-specific EX skills are set and cannot be changed. The generic ones though, are customizable and you can pick up to two for each battle. Each player starts out with several generic EX skills unlocked, and the rest are obtained by leveling up (P.Lvl).

A summon is chosen for the battle party before each battle. In offline mode the player chooses, in online mode each party member votes on the summon to be used. Each summon has several different effects. The first is a pre-summon passive effect, the second post-summon passive effect that is a stronger version of the first. Third is the summon's Bravery attack sequence that they execute upon being summoned.
The summoning function requires filling up a summon gauge by breaking summon crystals on the field. Once the gauge is full, summoning can be initiated by pressing down the touch pad. This is a party-wide function, and the summoning can be sped up by having more party members summon simultaneously. If all party members summon at once, the incantation is finished instantly.

Some characters also have other types of skills, such as latent traits that activate upon completion of certain criteria, or job/mode-changing abilities.


Being a brawler, there aren't many types of items in the game. In fact, you could say there are none. There are the currencies (gil, treasure and memoria), and then there are several unlockables. The player-specific unlockables consist of avatars, titles and story bonuses. The last type of almost-items, character and weapon skins, are the only things that resemble traditional items. See here for a list.

Stats and Their Meanings

The stats in Dissidia NT are quite unlike those of most Final Fantasy games, and most are 'strong/weak compared to this other move/character' or 'strong/weak compared to normal state of things' type of stats. Below is a selection of the stats present.

Attack value - How strong a character's Bravery attacks are
Attack potency - How strong a specific attack is
Poise - How likely to withstand interruption an attack is. Strongest poise is HP attack of any character type. The types go in order Vanguard Bravery attack > Assassin/Specialist Bravery attack > Marksman Bravery attack. A stronger attack cancels out a weaker one when they meet.
Interrupt - How likely to interrupt another attack an attack is. There are four values possible, mighty > strong > moderate > weak. A stronger attack cancels out a weaker one when they meet. A special category also exists that ignores all other attacks except those that are likewise special in nature. Two special attacks will cancel out just as two attacks of any other interrupt value.
Movement speed - How quickly a character moves
Dash replenish speed - How quickly the Dash gauge is replenished

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