Abilities:
Abilities are based on Final Fantasy X-2. You need to have Abilities Equipped to use its effect.
You need to learn Abilities by gaining Ability Points (AP). Ability Points are gained by winning frames in Quickfire Tournaments. Each Frame Win are worth 1 Ability Point, however can be raised by learning the AP Ability.
If you have not learned the ability you cannot use or equip it.
If Opponent uses Dispel, Devour or Meteor then they choose the abilities that is disabled (You must have learned the ability for them to disable it), If this is the case then you cannot use that ability unless you have learned a protection ability.
If anyone uses Dispel then Tournament Boosts such as Gold or Experience cannot be disabled, However Match Boosts such as Time, Haste or Slow can still be disabled.
AP Boosts cannot be disabled even with Ultima as it would mess up the formulas
If Opponent uses Ultima every ability is automatically disabled until you use the White Magic which is Holy
Lower spells will not be affected if opponent uses a Higher Level Spell. For example if you use Stop it will only protect you from Dispel or Devour. If opponent was to use Meteor or Ultima then only Recover or Holy will work.
SOS: A single ability is protected from Dispel
Stop: All abilities are protected from Dispel and Devour
Recover: All abilities are protected from Dispel, Devour and Meteor
Holy: All abilities are protected from Dispel, Devour, Meteor and Ultima
You also need to learn the abilities in order so you would need to learn Time 1, 2 then 3 before you can learn that crucial Time 4 where you can choose any time limit.
Order Abilities (Learn in order from left to right):
Time 1-4
AP 1-4
Dispel 1-3
Experience 1-6
Gold 1-6
Haste 1-4
Slow 1-4
Devour, Meteor, Ultima (Once Dispel 3 is learned)
Stop, Recover, Holy (Once Dispel 3 is learned)
Single Abilities (Can learn the ability):
Death
Doom
Reflect
SOS (Once Dispel 1 is learned)
You need to learn Abilities by gaining Ability Points (AP). Ability Points are gained by winning frames in Quickfire Tournaments. Each Frame Win are worth 1 Ability Point, however can be raised by learning the AP Ability.
If you have not learned the ability you cannot use or equip it.
If Opponent uses Dispel, Devour or Meteor then they choose the abilities that is disabled (You must have learned the ability for them to disable it), If this is the case then you cannot use that ability unless you have learned a protection ability.
If anyone uses Dispel then Tournament Boosts such as Gold or Experience cannot be disabled, However Match Boosts such as Time, Haste or Slow can still be disabled.
AP Boosts cannot be disabled even with Ultima as it would mess up the formulas
If Opponent uses Ultima every ability is automatically disabled until you use the White Magic which is Holy
Lower spells will not be affected if opponent uses a Higher Level Spell. For example if you use Stop it will only protect you from Dispel or Devour. If opponent was to use Meteor or Ultima then only Recover or Holy will work.
SOS: A single ability is protected from Dispel
Stop: All abilities are protected from Dispel and Devour
Recover: All abilities are protected from Dispel, Devour and Meteor
Holy: All abilities are protected from Dispel, Devour, Meteor and Ultima
You also need to learn the abilities in order so you would need to learn Time 1, 2 then 3 before you can learn that crucial Time 4 where you can choose any time limit.
Order Abilities (Learn in order from left to right):
Time 1-4
AP 1-4
Dispel 1-3
Experience 1-6
Gold 1-6
Haste 1-4
Slow 1-4
Devour, Meteor, Ultima (Once Dispel 3 is learned)
Stop, Recover, Holy (Once Dispel 3 is learned)
Single Abilities (Can learn the ability):
Death
Doom
Reflect
SOS (Once Dispel 1 is learned)