Dissidia 012 [duodecim] Final Fantasy
			Vaan Character Guide

Table of Contents

1. Introduction
        [1.1] FAQ History
        [1.2] About the Author
        [1.3] About the FAQ

2. Character Information (contains spoilers)
        [2.1] FFXII Profile
        [2.2] [duodecim] Profile

3. Attacks and Abilities
        [3.1] Bravery Attacks
        [3.2] HP Attacks
        [3.3] Action/Support/Extra Abilities

4. Character-specific Tactics
        [4.1] General Tactics
        [4.2] EX Mode
        [4.3] Combos
        [4.4] Builds

5. Extras
        [5.1] Tips and Tricks
        [5.2] Vs. Character Guides
                [5.2.1] Lightning
                [5.2.2] Vaan
                [5.2.3] Laguna
                [5.2.4] Yuna
                [5.2.5] Kain
                [5.2.6] Tifa
                [5.2.7] Warrior of Light
                [5.2.8] Firion
                [5.2.9] Onion Knight
                [5.2.10] Cecil
                [5.2.11] Bartz
                [5.2.12] Terra
                [5.2.13] Cloud
                [5.2.14] Squall
                [5.2.15] Zidane
                [5.2.16] Tidus
                [5.2.17] Garland
                [5.2.18] Emperor
                [5.2.19] Cloud of Darkness
                [5.2.20] Golbez
                [5.2.21] Exdeath
                [5.2.22] Kefka
                [5.2.23] Sephiroth
                [5.2.24] Ultimecia
                [5.2.25] Kuja
                [5.2.26] Jecht
                [5.2.27] Shantotto
                [5.2.28] Gabranth
                [5.2.29] Prishe
                [5.2.30] Gilgamesh
                [5.2.31] Feral Chaos

6. Stuff
        [6.1] FAQs
        [6.2] Credits
        [6.3] Contact
        [6.4] Legal


-----------------------------------------------------------
1. Introduction
-----------------------------------------------------------

[1.1] FAQ History

Version 1.0 - Initial release.
Version 1.1 - Edits throughout the FAQ, general cleanup.


[1.2] About the Author

Well, here we are. Well, here you are, reading my first FAQ, I s'pose.
My usual handle on the internet is Nachtauge. I am not a regular on most any 
forum, 
so chances are you do not recognize me. I am an avid gamer since the tender 
age 
of 8. [duodecim] is more or less the only UMD that has the privelege of 
gracing my 
PSP. It is a fantastic game worthy of much praise and play.


[1.3] About the FAQ

I decided to attempt to write a FAQ about one of my (if not the) favorite
characters in the game, Vaan. Seeing as this is my very first FAQ, it almost
goes without saying that some things will not be perfect or great as far as
FAQs go, but I hope it will give players who love Vaan some more information
on what to do. Also, since this IS my first, my little infrastructure 
quickfind
system (among other things) may not be right. Any pointers or tips people 
would
like to give me would be very much appreciated.

-----------------------------------------------------------
2. Character Information     ***SPOILERS AHOY***
-----------------------------------------------------------

[2.1] Vaan (Final Fantasy XII Profile)

Vaan is the arguable main protagonist character of FFXII. He is young, and 
has
visions of becoming a Sky Pirate. In the start of the game, Vaan's older
brother Reks is murdered by who appears to be Basch fon Rosenburg, the other
arguable main character. As a result, Vaan takes a vow to gain  vengeance for
both his brother and the city of Rabanastre, which is where he lives. Vaan 
was
forced into a leadership roll for the orphans living in Lowtown, a district 
of
Rabanastre. He and Penello both help take care of them.

When Vayne Solidor becomes the consul of Dalmasca, Vaan decides it's high 
time
for some thievery and breaks into the Palace of Rabanastre. There he finds 
the
Goddess Magicite and runs into Balthier and Fran, two honest-to-goodness sky
pirates. Vaan eventually gets caught being stupid, and is brought before 
Vayne,
whom he tries to attack. Judge Magister Gabranth stops him, and Vayne decides
to execute him for attempted assual on an official. But of course, Vaan is
rescued and spirited away by Fran and Balthier before Fran crashes her 
vehicle
in a sewer.

In the Garamasythe Waterway, they run into a Resistance fighter named Amalia.
She expresses distaste at Vaan's skullduggery in the Palace. Then they get
attacked by Arachadian soldiers and seperated. Vaan, Fran and Balthier get
thrown into the Nalbina Dungeons.

While there, Vaan attempts to be "a nice guy" and help out a fellow bangaa
prisoner. This causes a disturbance, so Vaan is forced to fight the seeq
jailers. After the scuffle, Gabranth strolls in. They use the visit as a
chance to get out of dodge. As they discover, Basch is also imprisoned there.
When he asks Vaan to set him free, Vaan throws a tantrum and alerts everyone
to their escapee status. Fran drops Basch's cage and they all escape into the
Barheim Passage.

They all eventually make their way back to Rabanastre. Vaan reports in to his
grandfather or something, Old Dalan. He gives him a sword (Old Dalan's Sword.
Seriously.) to give to the Resistance member Vossler Azelas. Vaan finds 
Vossler
badmouthing his dead brother and everyone else in the attack. Vaan throws
another hissy fit, but this time Basch is there to back him up, saying that
Reks was no liar. Vaan feels better towards Basch and they become friends. 
The
two go and find Balthier in a bar. They also discover that Penello has been
kidnapped. Vaan bribes Balthier with the Goddess Magicite to take them to
Bhujerba. Vaan gets to ride in an airship.

En route to the Lhusu Mines, they meet an Archadian boy named Lamont. They 
take
him with. They venture into the mines to discover Penello has been set free.
Judge Ghis shows up and Lamont reveals himself as Larsa Solidor, brother to
Vayne. Penello is there. Later, they all decide to get capturedso they can
rescue Amalia who is aboard the Dreadnought Leviathan.

Aboard the massive airship, they rescue Amalia who is revealed to be Ashelia
B'nargin Dalmasca (who the hell makes these names), rightful heir to 
Dalmasca's
throne. They get captured and then get sprung. Vaan and Co. find Penello 
again,
this time with Larsa.

They all travel to the tomb of Raithwall (minus Larsa) and get captured after
retrieving Ashe's family jewel, the Dawn Shard. Vossler ended up being a bad
dude. They all escape prison yet again.

They travel to a town called Jahara. Vaan has hallucinations of a ghost named
Lord Rasler. Ashe sees him too. I want what they're smoking.

With Larsa in tow again, they all travel to Mount Bur-Omisace. They go to
retrieve the nethicite-destroying sword, the Sword of Kings.

Then they head to the Draklor Laboratory to seek out Doctor Cid and his
Midlight Shard. Then they go to Giruvegan after Cid says it's what the cool
kids are doing. Ashe gets a new anti-nethicite sword, the Treaty Blade. Then
they go look for the Sun-Cryst, the motherstone of the Dusk, Dawk and 
Midlight
Shards.

Gabranth is there when they get to the Sun-Cryst. He taunts them to destroy 
it.
Gabranth reveals himself to be the true killer of Reks and King Raminas.
Gabranth then goes after Vaan but is stopped by Reddas, who is revealed to be
Judge Zecht, the dude who annihilated Nabudis two years ago with the Midlight
Shard. The group kills Doctor Cid, but not before he puts the three Shards 
back
together with the Sun-Cryst. This causes bad things to happen. Reddas
sacrifices himself and destroys the Sun-Cryst, resulting in a large explosion
which was totally awesome. Oh and the world gets covered in mist which is 
bad.

Sky Fortress Bahamut is now powered up and operational. The Resistance fights
desperately against the Arachadian battlestation while they hover over
Rabanastre. They board the Bahamut and kill Vayne and Vayne Novus. Then Vayne
and Venat (the real bad guy) merge and form The Undying. Then Balthier and 
Fran
seemingly sacrifice themselves to stop the decaying Bahamut from messing 
stuff
up.

A year later, Vaan still has the Strahl (Balthier's airship) and is working
with Penello. One day, the airship is mysteriously gone and in its place a 
note
from Balthier saying he is looking for treasure. Vaan goes for it. Also Basch
takes up Gabranth's armor because they were like brothers or something and he
protects Larsa. Whatever.


[2.2] Vaan (Dissidia [duodecim] Profile)

"A cheerful youth who skillfully uses a variety of weapons in battle. 
Confident
in his skills, he fearlessly enters any fierce battle."

Much like his original appearance, Vaan is portrayed as a happy-go-lucky
individual with a free spirit. He gives little thought to the conflict in 
which
he was summoned, focusing instead on just being in the moment. In his 
chapter,
Stern Eyes, he encounters Terra Branford, a warrior of Chaos, and decides to
help her rather than fight her. This is very confusing for Terra, who
thoroughly believed that what she had been summoned into was simply her lot 
in
this world, and that fighting against her fate was pointless. Vaan rememdies
some of Terra's concerns, and even aids in getting Terra onto Cosmos' side in
the 13th Conflict. After rescuing Terra from Chaos' forces, he travels with
Lightning and Friends to close the rift from which the manikins were 
emerging.
In the end, they all succeed, but Vaan fades away with five other warriors of
Cosmos, never to return to the Divine Conflict.


-----------------------------------------------------------
3. Attacks and Abilities
-----------------------------------------------------------

[3.1] Bravery Attacks

Alright, now with all of that stuff out of the way, we can get to what you're
actually here for. The good stuff, if you will. The FIGHTING. After all,
Dissidia is hardly about the story, is it? The game was born out of a heaping
pile of fanservice, and that's what we oughta focus on, eh? Without further
ado...

Vaan's Bravery attacks have rather interesting qualities. To put it one way,
each attack he has is not just one attack, but essentially two or even three,
because of Vaan's inherent Adroit Attacker trait: he Switches his weapons
rapidly in combat. For instance, Spear attack (Ground or Air): While 
Switching
weapons, Vaan will perform an altered attack with special properties. In the
case of Spear, while Switching weapons, Vaan will twirl the spear, drawing in
the opponent, then lunge forward, sending them flying for a potential Wall 
Rush.
Now, if you do not Switch, but use Spear consecutively, each attack after the
initial Switch will be the "normal" version. In Spear's case, he will perform 
a
small combo into the air, finishing with a hard thrust downward which sends 
his
opponent flying for a Wall Rush. In a few cases, Spear being one of them,
Vaan's EX Mode grants an additional bonus. Spear's EX Mode bonus is while
Switching, Vaan will twirl the spear twice instead of once, causing 
additional
damage before finishing with the thrust. Get it? Huge paragraphs are fun!

Before we begin, a bit of info for you all.

Range: The distance at which you can reach out and hit someone with an 
attack.
Physical/Magical (P/M): The type of damage the attack deals.
CP: Capacity Points. These denote how much space you have to equip abilities
and how much they cost to equip.
AP: Ability Points. These are obtained after battle to master an ability,
reducing its CP consumption.
Master (M): Mastering an ability reduces its CP consumption, and if it is a
Branching ability, unlocks the next ability in the skill tree.
Level (LVL): The Level this attack is gained at.
Switching Weapons (SW): Vaan's exclusive trait. This happens when you perform
a BRV Attack while Vaan is unarmed or has a different weapon equipped.
EX Mode: Denotes whether the attack gains a special trait in EX Mode.

On to the attacks then.

=================
Ground Abilities
=================

Vaan naturally has a wide variety of attacks. His Ground arsenal is nearly
identical to his Air, with the exceptions being very small alterations 
between
the two types. Do note that none of Vaan's attacks Branch into anything ever.

_____________________________
Greatsword (Ground)
Range: Short ~ Long (SW Only)
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: Start
EX Mode: SW Charges faster
-----------------------------

Greatsword is a staple in Vaan's arsenal. It's strong, fast and reliable. It
performs Wall Rush. It uses the Tournesol in EX Mode. What's not to love? 
Well,
the charge up time during SW for one thing. When you use this attack, Vaan
will yell and charge up a bit before rushing forward very quickly and
attacking twice. Aside from the initial wait, this attack is great. The 
normal
version of this attack is a very, very quick short-range strike that deals
decent damage. Both attacks Wall Rush straight forward.

_____________________________
Spear (Ground)
Range: Short
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: Start
EX Mode: Two twirling attacks
-----------------------------

Remember that example somewhere back up beyond that wall of text? No?
Alright. Spear is another nice attack in Vaan's arsenal, though not as
reliable as Greatsword is. What Spear really has going for it is not its SW
attack, but its normal attack. The SW attack has the nifty function of 
Absorb,
which draws your opponent near, but it is too easily avoided despite its 
rather
quick start-up time. The redeeming factor for Spear SW is the lunging stab 
after the twirl, which is very nice since it causes staggering should someone 
try to  block it, not to mention the Wall Rush. Also, the twirling move is 
difficult to block. The normal attack is a very very nice combo. The normal 
version makes Vaan leap up into a small combo which ends with a very sharp 
stab 
towards the ground, causing Wall Rush. It has a tiny delay at the beginning, 
but it often connects and can be used to set up Assist combos.

_____________________________
Crossbow (Ground)
Range: Mid/Long (SW only)
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 3
EX Mode: SW Range boost
-----------------------------

Crossbow, Crossbow...I have a love and hate relationship with this attack. It
is wonderful when it works, and it can backfire in so many ways. The normal
attack shouldn't even really be talked about. Sure, it's a powerful mid-range
four round burst, but it has a stupid start-up time and it really is not 
great.
No, where this attack shines is right in SW. When you perform the SW attack,
Vaan will roll forward in the air and unleash a veritable torrent of bullets
(arrows? bolts? can't tell). This is FANTASTIC when it connects, because it
holds your opponent in the attack, giving you freedom to initiate an Assist. 
It
also piles on damage quickly, and from a safe distance. The Chase bonus at 
the
end is just the cherry on top. Where does this fall short, you ask? It's so
easy to see coming and block, it's not even funny, not to mention avoiding it
altogether. When the SW version is blocked, the bolts will rebound back 
towards
Vaan and knock you out of the attack, leaving you with the Crossbow in your
hands and your thumb up your ass. Check back with the Air version.

_____________________________
Katana (Ground)
Range: Medium
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 11
EX Mode: More strikes
-----------------------------

This is a solid move when it hits. That's really the best I can say about it.
The normal version is nice and quick, causing fair damage and Chase. The SW
version is really quite nice (when it connects). Vaan will SW, wait for a
second, then perform a dashing slice through his opponent, leaving them to 
get
assailed by your blindingly fast strikes. At the end of those strikes, Vaan
will say "Chop ya!" while performing a finishing slice, initiating Chase.
The trick with this attack is timing it just right so that you get the 
maximum
amount of strikes. You'll know it's choppin' time when the final strike is 
done
because the last damage amount will be larger than the rest. When you see the
bigger number, finish the combo. Note that the initial dash forward on the SW
attack causes stagger when blocked.

_____________________________
Axe & Shield (Ground)
Range: Short/Mid (EX Only)
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 16
EX Mode: Extra cleave
-----------------------------

This ought to just be called Axe. The shield isn't even used. Nitpicking 
aside,
this is a fun attack. The normal version is a handy little three hit combo 
that
hits decently fast and causes Wall Rush straight down, which can be utilized
with Banish Traps or just more Brave damage. The SW attack is even more fun.
Vaan will perform a single mighty blow, crushing defenses and causing Wall 
Rush
straight down. It also has the added fringe benefit of hopping Vaan far 
enough
off the ground to avoid some horizontal attacks (Warrior of Light's Sword
Thrust comes to mind). EX Mode grants one extra cleave to the SW attack for
those who just love seeing enemies squished beneath axes.

_____________________________
Sword & Shield (Ground)
Range: Short/Mid
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 22
EX Mode: Block more attacks
-----------------------------

The shield in this attack's name is actually applicable this time around. S&S
is a so-so attack in my opinion. The normal version has Vaan perform a quick
three hit combo which results in Chase. The SW attack begins with a Block,
using the shield Vaan pulls out of thin air, then one reprisal, regardless if
an attack was blocked or not. The reprisal leads into a Chase. Yes, Riposte
would be useful with this attack, but with only one attack after performing
a Block, it really doesn't add up.

_____________________________
Rifle (Ground)
Range: Low ~ Mid
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 27
EX Mode: Two shots
-----------------------------

Rifle is another ho-hum attack. It's defensive in nature, like Sword & 
Shield,
but instead of blocking during SW, Vaan simply dodges. From my experience I
have found the Dodge to be extremely unreliable in avoiding nearly any 
attack.
The normal version just has Vaan fire one blast. A note with this attack, the
closer you are to your enemy, the more damage this will do. It tapers off
eventually though.

_____________________________
Staff (Ground)
Range: Short
P/M: Magical
CP: 30 (M): 20
AP: 90
LVL: 31
EX Mode: Two spins
-----------------------------

Staff is an oddball in Vaan's arsenal, I believe. It is a decent enough 
attack,
generating extra EX Force 'n all, but it just really isn't that useful with
Magic damage. The normal attack is a small combo, ending with Vaan saying
"Sayonara!" and initiating a Chase. The SW has Vaan twirl the staff around
himself with magic, extracting more EX Force with a succesful attack, 
followed
by a potential for Chase. The thing is, neither attack seems to hurt much, 
and
even with the benefit of generating more EX Force, this attack doesn't 
measure
up too well.

=================
Air Abilities
=================

_____________________________
Greatsword (Air)
Range: Short ~ Long (SW Only)
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: Start
EX Mode: SW Charges faster
-----------------------------

Not a lot has changed between this Air attack and its Ground partner. This
version has a bit more versatility, as being in the air gives Vaan slightly
more vertical tracking, but overall it is just as useful as before. 
Personally,
I prefer this version over the other. Find what works for you.

_____________________________
Spear (Ground)
Range: Short
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: Start
EX Mode: Two twirling attacks
-----------------------------

Again, the same attack, just in a different wrapping. I HAVE found that this
move does greatly benefit from being based in the air for whatever reason,
particularly the normal attack version. Fantastic for setting up Assist 
attacks.

_____________________________
Crossbow (Air)
Range: Mid/Long (SW Only)
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 4
EX Mode: SW Range boost
-----------------------------

Remember how much I did not like the Ground version? It is alleviated here. 
The
freedom you gain from being able to set this attack up from any altitude 
makes
it a killer. The normal attack still sucks, but you shouldn't be
using it anyway except as maybe a quick poke to start a Chase. The SW mows 
down
unsuspecting and stationary opponents now though. Use it.

_____________________________
Katana (Air)
Range: Medium
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 13
EX Mode: More strikes
-----------------------------

Katana also gains somewhat of a benefit from being in the air, though not
nearly as much as Crossbow did. The SW attack seems to track a bit less
strongly here, which is a bummer, because when it hits it hits hard. Try to 
use
it off of a Block. I will warn you: using this off of an Assist Chase takes a
little practice with your timing. Get used to it if you like this move. The
initial dash forward during SW attack still causes stagger when blocked. You
can even finish the attack if the enemy tries to block it!


_____________________________
Axe & Shield (Air)
Range: Short/Mid (EX Only)
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 17
EX Mode: Extra cleave
-----------------------------

Almost useless, in my opinion. The Ground version had the extreme benefit of
usually having you in close proximity before even initiating the attack, but
since the air gives you freedom of movement and position, it makes this 
attack
more difficult to set up. You're better off sticking with the Ground version 
if
you feel like using this move.

_____________________________
Sword & Shield (Air)
Range: Short/Mid
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 24
EX Mode: Block more attacks
-----------------------------

The same exact attack as the Ground in almost every way, except that Vaan 
will
point his shield in whatever direction the enemy is during SW. I'd still 
advise
against using it unless you love the quick Chase combos that the normal 
version
of this move carries.

_____________________________
Rifle (Air)
Range: Low ~ Mid
P/M: Physical
CP: 30 (M): 20
AP: 90
LVL: 29
EX Mode: Two shots
-----------------------------

Rifle gains a bit of an edge in the air, whatwith the better positioning
lending itself. It still ends up being one of Vaan's weaker and more useless
attacks, unfortunately. Using it off of a Dodge is pointless, as this attack
Dodges on its own, and using it off of a Block is also useless, as the 
Stagger
will wear off by the time you fire the bullets. Maybe against mages...

_____________________________
Staff (Air)
Range: Short
P/M: Magical
CP: 30 (M): 20
AP: 90
LVL: 31
EX Mode: Two spins
-----------------------------

Staff has improved a bit with the switch to the skies. It now has very 
limited
vertical tracking which works nicely with the manual horizontal movement. The
attacks still feel underwhelmingly weak, but the EX Force generation combined
with Chase does have the potential for EX Mode builds. Choose what works for
you.


[3.2] HP Attacks

Now that we have covered Vaan's extensive arsenal of goodies, it's time to
focus on the killing aspect of things. What makes saving up all those Brave
points worth it? HP Attacks, of course! Unfortunately for Vaan, he has 
trouble
hitting with almost all of his HP Attacks when used alone. Let's get into the
details.

_____________________________
Cataclysm (Ground)
Range: Medium
P/M: N/A
CP: 30 (M): 20
AP: 140
LVL: Start
-----------------------------

Vaan's basic HP attack. He creates a magic array on the ground, then stomps 
and
punches the ground, yelling "Let's roll!" while unearthing several large
earthen pillars. He tracks the opponent for a second, then fires it off. Not 
a
bad attack, but easy to miss with. Limited vertical attack range and decent
horizontal range. Works best off of a Block.

_____________________________
Torrent (Ground)
Range: Short ~ Long
P/M: Magical
CP: 30 (M): 20
AP: 140
LVL: 8
-----------------------------

A decent long range harassment attack. Vaan creates a magic array directly
above him, then hits it, sending large water globs raining down on the 
opponent.
Appropriately, he yells "Rain down!". Hits for two weak Brave attacks before
hitting HP. Always causes Wall Rush straight down when succesful, resulting 
in
more damage. Best used in conjuction with Windburst and a distraction Assist,
I've found. The magic array he creates deals Brave damage if the opponent 
comes
into contact with it, creating the perfect opening to finish this attack up.

_____________________________
Inferno (Air)
Range: Medium
P/M: Magical
CP: 30 (M): 20
AP: 140
LVL: Start
-----------------------------

Vaan's basic air HP Attack. He creates a magic array directly in front of
himself, then dashes through it, cloaking himself in flame. Has a notable 
start
up time with a very obvious "Haaaahhh!" from Vaan before he lets loose with 
the
attack, yelling "Burn up!". Vaan tracks the opponent during start up, then
tracks weakly during the attack. Causes a few Brave attacks before finishing.
Causes Wall Rush straight ahead. Best used off of a Block or an Assist Chase
or in conjunction with Windburst.

_____________________________
Windburst (Air)
Range: Short ~ Medium
P/M: Physical
CP: 30 (M): 20
AP: 140
LVL: 36
-----------------------------

I call this attack "The Great Facilitator", because while it stunningly sucks
alone, pairing this with other attacks in Vaan's arsenal makes it amazing.
Vaan creates a magic array directly below him, then stomps and spins, hitting
the array with his fist while yelling "Sunder!" while spawning a tornado. 
This
attack has wonky targeting. It has fantastic vertical targeting, but the
horizontal has a method to its madness. It will not spawn right on top of the
opponent, but rather at a stand-off distance so you can utilize its greatest
ability: Absorb. The tornado created sucks in the opponent, distracting them 
so
you can hit with another attack such as Crossbow or Inferno. I can tell you
from much experience that Inferno works particularly well when trying to 
score
a HP hit. If you fire off Windburst, then get relatively close to it and your
opponent and fire Inferno, the opponent will more often than not dodge 
TOWARDS
Windburst. Even if they dodge away, they are getting slightly drawn back 
while
you rush forward with your red-hot flames. Boom. HP damage. That is just one 
of
many possibilities. I must warn you though, it does have drawbacks. This 
attack
will almost never hit all by itself. The enemy would have to purposefully 
walk
into it. Also, the tornado CAN be reflected, making it a danger to you 
instead.
It's difficult to notice when this happens, but watch and listen for the
telltale signs and be wary of Absorb's effects. The magic array created hits
for Brave damage, but unlike Torrent's setup, Windburst will most likely not
hit even if this happens due to the horizontal targeting. Performing 
Windburst
while a tornado is in play will not result in the renewal of the first or a
creation of a new tornado. Experiment with this attack!


[3.3] Actions/Support/Extra Abilities

I won't cover every single ability here, since they are standard across the
board for nearly every single character in this game. Instead, I will cover 
the
ones I use and what I think you might find useful.

Ground Evasion, Midair Evasion, Ground Block, Midair Block, and Aerial 
Recovery
all go without saying. If you don't have these equipped, you're not playing
Dissidia.

Controlled Recovery is extremely useful, and at only 5 CP mastered, it's
foolish not to have this.

I am an advocate of Free Air Dash, but if you like Omni Air Dash or Multi-Air
Slide, be my guest.

Omni Gound Dash is something I find useful. The + version is unnecessary, but
nice for avoiding attacks.

Free Air Dash Boost sucks up CP, but it really enhances your mobility and 
makes
grabbing EX Cores easy.

Speed/Jump/Jump Times Boost are all at your discretion. If you like 'em, use
'em.

Evasion Boost is nice. Use it.

For Support abilities, all you truly need is EX Core Lock On and Assist Lock 
On.
Everything else is a waste. If you like Auto-EX Burst and Defense, go for it,
but it uses a lot of space.

For Extra abilities, I personally always equip Sneak Attack and 
Counterattack.
I love criticals. Snooze and Lose is always nice, but man it just annihilates
CP. Magic/Physical Shield is useful but not entirely needed. Assist Critical
Boost is very useful for Assist builds, obviously. "EXP" to abilities are up
to you, but if you need to choose one, I usually pick HP or Brave.

-----------------------------------------------------------
4. Character-specific Tactics
-----------------------------------------------------------

[4.1] General Tactics

Phew! You sick of reading yet? I won't blame you. That was a lot to cover. 
But
now that you have a better idea of what Vaan is capable of, knowing how to
apply it and make it work for you is the next logical step. I covered a small
bit of Vaan's tactics in the Windburst breakdown, and that's kind of my model
for explaining these things. If you'd rather learn your own, feel free. This
game is all about customization. If not, continue to read, o reader, and 
absorb
my knowledge.

Utilizing Vaan's huge array of Brave Attacks can certainly be a daunting 
thing.
When to use Crossbow? When to use a short charged Greatsword? Should I use 
the
second cleave with EX Mode SW Axe & Shield? Well, that last one is 
rhetorical,
as it is a forced combo...but you get the idea. Vaan has a lot to offer, and
you need to use it.

Movement

Vaan should almost always be on the move. Positioning yourself is key to
setting up attacks with almost any character, but with Vaan's Brave Attack
traits, you need to keep it at the forefront of your mind. Getting a good 
angle
with SW Crossbow will often mean the difference between Breaking your 
opponent
or getting severely punished.

Blocking

Quite a few of Vaan's attacks work best when used directly off of a Block. 
One
attack, Sword & Shield, even Blocks for you. A short range SW Greatsword used
off of a Block can cause some decent damage and disrupt your enemy's flow,
especially when you're near a wall. SW Katana (Air) is very very nice off of 
a
Block because the start up time on it usually lends itself to an inevitable
Dodge.

Dodging

Dodging is more important for Vaan when it is applied to HP attacking moreso
than Brave. Inferno works well off of a Dodge, as does Cataclysm 
occasionally.
His Brave attacks mostly have good qualities that can be enhanced by active
Dodging, but they don't require it to work all the time.


[4.2] EX Mode

Obtained All Licenses!

Vaan's EX Mode is in reference to the License Board from FFXII, which was the
method of learning new abilities, equipping different weapons and armor and
getting generally more kickass. Vaan gains a few neato perks from switching
into EX Mode.

Free Switch - Lets Vaan revert back to unarmed at any time by pressing R and
Square.

This is useful to a degree. Obviously, it lets you perform SW attacks from 
any
weapon with ease, but it really only sounds good on paper. In practice, it
usually leads to more misfired HP attacks rather than doing what it was
intended for. Don't let that stop you from trying it out. You may find it to 
be
the best thing ever.

Zodiak - Makes Vaan's attacks stronger and gives certain attacks extra 
bonuses.

I covered all of the SW attack EX Mode bonuses in the Bravery Attacks 
section,
so look there for those. The other side of this perk is Vaan just gets even
stronger, and boy is it noticeable. He hits HARD in EX Mode thanks to this.
Always active in EX Mode.

Regen/Critical Hit Boost

Everybody gets these. Doesn't mean they're not useful. Regen simply 
regenerates
a small amount of HP at set intervals. Critical Hit Boost raises the rate of
critical hits. Nice.

EX Burst - Quickening

The big finale! Vaan unleashes a series of Quickenings, each causing Brave
damage before finishing the opponent off with Luminescense. Identical to
Gabranth's EX Burst, you have to shuffle the attacks with the R Button and
press X when the next attack becomes available. Vaan will always use Red 
Spiral
White Whorl and Pyroclasm, in that order. This EX Burst does respectable 
damage
and always looks flashy. Luminescense will always activate even if you miss 
one
or two of the Quickenings.


[4.3] Combos

Due to the nature of Vaan's attacks, he really can't combo very well, but
damned if we can't try to make him! Assist attacks really make comboing
extremely viable, as a lot of Vaan's moves cause Wall Rush.

Ground Combos

Since almost all of Vaan's Ground attacks lift him off the ground, it's 
rather
difficult to chain anything together into something reliably used. Experiment
on your own to find what works best for you.

Torrent > Cataclysm


Air Combos

Spear > Wall Rush > Staff

Katana > Dodge Cancel after strikes > Greatsword

Rifle > Crossbow > Chase > Wall Rush > Greatsword/Spear/Staff

Windburst > Greatsword/Spear (normal)/Axe & Shield

Windburst > Inferno


Whatever Combos

Windburst > Torrent

If anybody would like to add their own combos, find more that I am unaware 
are
useful or think I missed any, please bring it to my attention. I will post it
here and give you credit.


[4.4] Builds

Making a proper build for Vaan really isn't that difficult. Equipping 
anything
that increases Magic damage is a complete waste of time, as Vaan has all of 4
Magic attacks including Ground and Air Staff. So don't focus on Magic damage.
Instead, focus on beefing up his Physical and Wall Rush damage, because 
that's
where his strength lies. EX Mode Vaan isn't a farfetched idea, but to be 
rather
honest, his EX Mode doesn't grant him an extreme edge in combat. He really
truly shines when he has a solid Assist build. Since Vaan has natural access 
to
every weapon except Instruments, he can be versatile right out of the box. No
500,000 Gil scrolls required! Just add water.

Standard Build

Weapon: Excalibur/Ragnarok
Shield: Hero's Shield/Seydlitz
Headwear: Grand Helm or better
Armor: Brigadine or better

Hyper Ring
Muscle Belt
Booster
Sniper Eye
Sturm und Drang

and whatever Booster Accessories you want.

HP: 9972
BRV: 957
ATK: 176/177
DEF: 186/185
LUK: 60

This is a solid build for Vaan. It gives him admirable defense while 
maximizing
his natural talents for damage. I would personally recommend Ragnarok over
Excalibur, but if you just love that initial Brave boost, by all means, have 
it.
Ragnarok's Physical Damage +10% persists all battle long, though. The Hero's
Shield grants him potentially life saving defense against HP Wall Rush damage
while the Seydlitz grants a nice 20% bonus to Regen, which is really better 
off
for EX Builds. The Grand Helm is just the standard choice for level 100 
builds
if you have nothing better to put there. It affords him a little more Chase
Brave Defense. The Brigadine is another "put something there" piece of
equipment. The 50% Wall Rush Brave Defense is nothing to scoff at though.
As far as the accessories go, it is obviously geared towards squeezing every
last drop out of Vaan's physical attacks. Even if you do not use Booster
Accessories, with Ragnarok equipped you are already going to deal 125% 
physical
damage. Right on!


EX Build

Weapon: Ragnarok
Shield: Seydlitz
Headwear: Grand Helm or better
Armor: Brigadine or better

Hyper Ring
Muscle Belt
Pearl Necklace
Dragonfly Orb
Angel's Bell
Tenacious Attacker
Platinum Hourglass
Center of the World
HP = 100%
EX Mode
Pre-Assist Attack

HP: 10299
BRV: 957
ATK: 177
DEF: 184

This is a standard EX Build for nearly anyone. Again, emphasis is placed on
Vaan's physical damage, but it will be increased with the EX Mode perk 
Zodiak.
The Seydlitz increases Regen right along with the Angel's Bell, so having HP
Booster Accessories is viable. Defense is still admirable. Great Gospel can 
be
interchanged with the Angel's Bell for the fantastic bonus on the Brave
Recovery.


Assist Build

Weapon: Seal of Lufenia weapon/Raganarok
Shield: Hero's Shield
Headwear: Seal of Lufenia headwear
Armor: Seal of Lufenia armor

Hyper Ring
Muscle Belt
Battle Gem (optional)
A Comrade's Vow
EX Breaker
Badge of Trust
Fiery Spirit (optional)
Together As One
Battle Ring
Side By Side

HP: 10299
BRV: 956
ATK: 175 - 178 (?)
DEF: 180 - 183 (?)

A standard Assist Build for almost anyone. It gives you a hearty dose of
initial Assist Gauge. It also gives you excellent defense against Assist 
Break
because of the EX Breaker. Yes, it's a random factor, but when it works it
works in your favor in a huge way. Damage is naturally high. Defense can take
the -10% hit because it too is high. You'll be whipping out huge Assist 
combos
faster than you can keep track of. I think this is Vaan's best mode of
operation. I am uncertain on all the Lufenian pieces that grant Seal of
Lufenia, hence the question marks.


My Build

Weapon: Zodiac Blade
Shield: Blurry Moon
Headwear: Lufenian Artifact
Armor: Lufenian Artifact 

Hyper Ring
Muscle Belt
Booster
A Comrade's Vow
BRV = Base Value
Pre-EX Mode
Pre-EX Revenge
Sturm und Drang
Rebellious Soul
Sturm und Drang
Together as One

This is my personal Vaan. It closely follows my recommendations for a
standard build Vaan, with a few tweaks. I use Vaan's exclusive weapon 
mostly for the free Riposte effect, since it isn't difficult to stagger
an enemy as Vaan. Blurry Moon is a fun choice, granting some extra 
damage and BRV recovery on block. I use two artifacts I've gained for 
armor, but good standard choices would be Maximillian or Brave Suit for 
armor, and Grand Helm or Duelling Mask for headwear. A Comrade's Vow is 
a great low EX-impact Assist accessory, charing your Assist bar with HP
damage you deal. The rest of the accessories are focused on pumping as 
much physical damage as possible and maximizing wall rush effects.

-----------------------------------------------------------
5. Extras
-----------------------------------------------------------

[5.1] Tips and Tricks

Alright, after all that info, it's time to apply it. I basically covered
everything you need to know already. I guess to recap, always keep moving. 
Try
to remain in the air as much as possible, because that is really where Vaan 
is
most useful. When using an Assist build, I would strongly recommend 
Sephiroth.
He's standard fare, I know, but he's just so reliable with his Brave Assists.


[5.2] Vs. Character Guides

[5.2.1] Lightning

The former Guardian Corps soldier is versatile, but all of her attacks just
feel so fragile. Her one Bravery to HP attack is something you want to avoid,
as is Army of One. Her magic is all blockable or easily avoided. Choose your
own tactics.

[5.2.2] Vaan

Hey! It's you! But..it's not you! You should be going into this mirror match
knowing all of the ins and outs of what makes Vaan tick. You know what to 
look
out for and how to counter it. He doesn't present much of a problem for you
honestly. Reflect his Windbursts to use them for your own!

[5.2.3] Laguna

Laguna can be extremely annoying if you let him keep distance on you, because
he is primarily a long-range fighter. Machine Gun hits hard, but it is easily
blocked. His rifle attack is a little tricky but very manageable. His HP
attacks are all easily avoided. Keep tight on him and you'll win.

[5.2.4] Yuna

The savior of Spira is a bit of a challenge, but nothing you can't deal with.
Ixion is probably the most dangerous summon she has, followed by Valefor.
Shiva's Heavenly Strike has a decievingly effective vertical range, so watch
out for it. Remember to dodge to the side to avoid Energy Ray.

[5.2.5] Kain

Kain is kind of weird. His Bravery attacks have the potential for enormous
combos, but the computer never does that. His HP attacks all cause a stupid
amount of Brave damage provided enough distance is available, so try not to
always be way up in the air. Block as much as you can.

[5.2.6] Tifa

This bouncy warrior can be quite a handful. Her feints have the potential
for really fantastic mindgames. Keep on your toes the entire time, because
missing a feint can mean serious damage for you. Her HP attacks usually cause 
a
fair bit of Brave damage. Watch out for her feints.

[5.2.7] Warrior of Light

Facing WoL can be quite a challenge. His air moves are very difficult to 
avoid
and counter. Rising Buckler and Shield Strike chain into Bitter End, which is
just one of his trump cards, the other being Rune Saber. Attempt to block, 
but
mostly dodge the rest while getting in what attacks you can. WoL can be
severely punished when he whiffs attacks.

[5.2.8] Firion

Firion is an absolute beast on the ground. Rope Knife is the main attack you
have to look out for. It hits hard and chains into Double Trouble, which hits
even harder and will always Wall Rush you unless you are sent into a Banish
Trap, which also sucks. Look out for his Magic Arts: Flame attack, as a savvy
Firion can use his own blocked Fires to initiate a Shield Bash, which is hard
to avoid. Try to block what you can, and avoid everything else, then punish
with impunity.

[5.2.9] Onion Knight

This quick little bastard is chain-attacking nightmare. He loves to spam his
Bravery to HP attacks. Swordshower, Guiding Swipe, Quake, and Flare all hit
really really hard. You need to avoid these at all costs. Lucky for you, most
of his attacks are really easy to avoid. Definitely counerattack at every
opportunity.

[5.2.10] Cecil

Cecil is not too much of a pain to deal with, really. His Dark Knight mode 
hits
hard, but is very easy to punish. Paladin mode is significantly more 
dangerous,
but still not even that bad. Whenever Cecil whiffs Paladin Force, Luminous
Shard or Saint's Fall, punish it with Katana or Inferno. Just try not to get
locked into his Searchlight and avoid his combos.

[5.2.11] Bartz

Bartz doesn't present a huge challenge either. His attacks hurt, but once you
figure out what each one does, they become rather easy to dodge. Rush Impact 
is
probably his most dangerous attack. Holy can chain into an HP attack, so
blocking that is the best thing to do.

[5.2.12] Terra

Terra is a fierce mage if there ever was one. Her attacks all hit hard. Fire
chains to Firaga and often hurts badly. Her Holy Combo is a complete bitch to
deal with once it connects. It almost forces you to Assist Change out of the
attack when it hits, and that may not even work. The good thing for you is 
some
of her attacks are redirectable, so do that if you can.

[5.2.13] Cloud

Cloud hits hard. His Bravery to HP attacks are rather devastating. He can set
up nice Assist attacks. His EX Mode annihilates defenses. What's the catch?
Well, he's slow and he broadcasts a lot of his attacks. His magic is poor.
Dodge and attack.

[5.2.14] Squall

Squall is a Bravery eating monster. Solid Barrel is just magnificent. Beat 
Fang
is one of the best Bravery attacks in the game. His magic is very very solid.
Where Squall completely falls short is his inability to hit with HP attacks
easily. Punish him with no remorse when he whiffs HP attacks.

[5.2.15] Zidane

Zidane is very quick and has one of the best HP attacks in the game, Free
Energy. He also has Brave to HP attacks, and one of his Bravery attacks,
Booster 8, basically chains into Free Energy or Grand Lethal. His Bravery
attacks are all easily blocked though. His magic isn't anything to be afraid
of. Try
to stay ahead of him in the air because that's where he shines.

[5.2.16] Tidus

Tidus does not pose a huge threat to Vaan. Even though his attacks have 
tricky
timing to them, learning them isn't hard and you can dodge and block easily
afterwords. His long range attacks aren't scary. Try to avoid his Bravery to 
HP
attacks.

[5.2.17] Garland

The Wall Rush grandmaster poses a bit of a challenge. His attacks have high
priorities and often stagger when you block. His HP attacks work well off of 
a
block, and I find that Tsunami is tricky to avoid. Try to avoid and
counterattack. Don't get caught up in Wall Rush hell.

[5.2.18] Emperor

Honestly, he's not a threat to you at all. You can use SW Greatsword to get
through most of his traps, and Cataclysm reflects Aerial Flare like a champ.
Starfall is of little concern to you because you can hit him out of it with 
SW
Crossbow or whatever else you choose. Have your way with this delusional 
tyrant.

[5.2.19] Cloud of Darkness

She provides you with a lot to think about with her enormous HP attacking
arsenal. Her tentacle attacks are difficult to read sometimes, but when she 
is
initiating one, count the swipes of the tentacle. If it's one swipe, it's a
short range attack. If it's two, it's a mid-range multi-hit attack. If it's
three, it's a long range projectile attack. Read the signs and act 
accordingly.

[5.2.20] Golbez

Golbez always presents a fearsome challenge. He LOVES to abuse Cosmic Ray and
it can easily force you to keep your Assist gauge locked or drained to get 
out
of it. Black Fang is kind of threatening, but not overmuch. Really, just keep
on the move and keep on your toes because his attacks have a nasty habit of
catching you unawares.

[5.2.21] Exdeath

The blocking grandmaster isn't threatening. If a human is using him, get 
ready
for a long and tense fight. If it's a computer, laugh at him and crush him. 
Axe
& Shield isn't as effective as you think it might be. Look for openings and 
try
to initiate long Assist combos to keep him from blocking.

[5.2.22] Kefka

The Mad Mage is slightly confusing to fight against, but he creates openings 
in
himself if you position yourself at the optimal distance. Forsaken Null is
irritating, especially when he is in EX Mode, but persist. Havoc Wing 
reflects
nearly everything it touches, so be careful.

[5.2.23] Sephiroth

Sephiroth is a punishment character, so don't give him any opportunities to
punish you. He will try to zone you a lot with Shadow Flare, but it's a low
priority attack and it can be avoided easily. It can be reflected away with 
SW
Spear. When he begins casting Black Materia, either find something safe to 
hide
under if you are far away or try to catch him with SW Crossbow. Avoid getting
caught in his physical attacks.

[5.2.24] Ultimecia

She is fantastic at assailing you from afar, so don't let her. Get in close 
and
stay there.
Harass the hell out of her. If she gets too far away from you, launch a
Windburst and close the gap. Just keep the pressure up and she'll fall to 
your
hands quickly.

[5.2.25] Kuja

Kuja can either be a nightmare or a breeze depending on your amount of 
mistakes.
If you let him control the flow of battle, you will be annihilated. If you 
keep
Kuja responding to you, you will conquer him. Ultima is annoying and cannot 
be
stopped with SW Crossbow, so just avoid it. Serpahic Star isn't a threat. 
Just
keep pressure applied.

[5.2.26] Jecht

This guy can pummel anyone into oblivion if he is allowed to. Do not let that
happen. Blocking isn't very effective against this guy because his charged
Bravery attacks will stagger you everytime. Watch out for his Bravery to HP
attacks. None of them are set in stone, but they can be pulled out at anytime
during a combo. Don't hesitate to Assist Change out of major damage. Mind his
Jecht Block, as it blocks nearly anything. Higher priority attacks will 
stagger
him, but you'll be left reeling too.

[5.2.27] Shantotto

The mini-mage can be quite fearsome. One of her nastier tricks is using Bio 
on
you, which will cause instant Break if you land an HP attack while it's 
sucking
the life out of you. Be aware of her stunning spell and try not to let her 
land
any Bravery damage on you, because the more Bravery she has the more
devastating her HP spells are.

[5.2.28] Gabranth

Vaan's arch-nemesis is the EX Mode grandmaster. Under no circumstances should
he be allowed to shift into EX Mode, because he becomes stupidly powerful. EX
Gauge Depletion granted from Lufenian gear helps, but a solid Assist build 
can
work too. Just be extremely careful about EX Breaking him, because his EX 
perk
Jamming will cause you to be unable to get stage bravery afterwords. Be 
careful
on Chase attacks, because nothing is more humiliating than getting beat by a
non-EX Gabranth.

[5.2.29] Gilgamesh

The bumbling swordsman is fairly dangerous. Respect what he is able to do.
Rocket Punch is a really effective HP attack just because of its blindingly
fast speed. Jump is tricky, but almost identical to Kain's, so act 
accordingly.
Try to avoid getting hit by Tsumabegaeshi, because it does cause decent Brave
Damage. Block what you can and hit him hard.

[5.2.30] Feral Chaos

This guy...yeah, he sucks. All of his attacks stagger you out of blocks. Some
of them can hit you off of a Wall Rush right into another Wall Rush. His HP
attacks cover large areas and cause Brave damage. He is large. He is fast.
Dodge as much as you can and catch him in Assist combos. Use Windburst and
Inferno, especially in small stages, because his large size will lend itself 
to
your advantage. Do not be intimidated!

-----------------------------------------------------------
6. Stuff
-----------------------------------------------------------

[6.1] FAQs

Seeing as I don't have any yet, this is empty. Give me some questions and I
will give you some FAQs (and maybe answers).

[6.2] Credits

Square Enix: For making this amazing game.

Gamefaqs: For providing endless information on the games we play.

Neoseeker: For wanting to host this humble FAQ.

Anyone else who deserves credit, I guess. More will be added as more people
add to this.

[6.3] Contact

If you should desire to contact me, the best way to do so is e-mail. Make 
sure
you put "Vaan FAQ" in the subject field so I don't just breeze over it and
delete it. Do not send me spam. 

E-mail: nachtauge1@gmail.com
AIM: NachtaugeAIM

[6.4] Legal

Dissidia: [duodecim] Final Fantasy, characters and logos are all owned by
Square Enix. I claim no right to these.

This guide is copyright 2011 of Nachtauge, and may not be reproduced under 
any
circumstances except for personal, private use. It may not be placed on a
website without express permission from the author. Seriously, you couldn't
make money off of this anyway.