In other words you never bothered to correctly learn the game when you played it? The concept behind battles is pretty easy.
Like I said, the battles themselves are great, problem is all the plastic horseshit they added outside the battles, seemingly to try and make the game seem robust. (such as forcing the player to replay entire chapters for certain items such as rosetta stones, which should qualify as a crime against humanity)
For example there are three different kinds of currency. Gil, PP, and KP. Why in the hell does a game need three? The original Dissidia just had two (Gil and PP) and KP was added why? Gil is for in-game stuff (equipment, etc) while PP is for unlocking stuff. (new characters, outfits, etc) What does KP accomplish that the other two currencies do not? Did Square Enix not ask themselves such questions?
This and loads of other terrible design decisions such as breakable accessories that are required to trade for other items. Let's point out some more of the inane baggage the dissidia games are filled to the brim with:
-Breakable accessories (why do these even exist?)
-bonus icon days (how about, I play the game and not worry about what freakin day of the week it is)
-Chocobo play plans (SIGH)
-As a result of the above two things, leveling is completely out of whack. I finish the game with all 10 characters, but I have Bartz at level 13 while another is at level 26. That's double!! Also, if you play for too long, the chocobo play plan resets. So you're punished for.. no reason basically.
-If don't attain all the summonstones during a character's story, I have to play their entire story over again for another chance at getting them.
-Blue gates. (optional, non-story gates which don't achieve anything when finished and don't even keep track of whether you've finished them! So I guess they're waste-your-time gates.)
-Dumping a huge variety of booster accessories onto the player right in the first few hours of the game, but not giving the player a single base accessory to use them with. So in other words the player is spammed with items that do nothing.
-orange accessories which don't do anything other accessories don't already do. (e.g. Luck +1, Damage +3%, etc)
- a billion different trade components, and for some reason each one is a wearable accessory that increases luck. (Which is counter intuitive since the game should be focusing on promoting the use of booster accessories)
-as a result, you can rest assured knowing you will never have the right items needed to trade for the item you want, and even when you do, it's completely ambiguous as to whether the trade is actually worth it instead of potentially using that same trade component for an even better item down the line
- AP/KP chance conditions (win the match in 90 seconds, etc. Wow, so original! Whatever happened to just "win the fight"? If it aint broke, dont fix it)
- Rosetta stone increases only 1 accessory slot and only for that character. In other words, you will need a shit ton of rosetta stones, and the only way to get them is to replay stories you've already beaten over and over. Welcome to hell.
- chain skills which literally do nothing but select enemies to fight, which you can do anyway without the use of chain skills. (But it doesn't count as a "chain" unless you use a chain skill.) (And counting as a "chain" means nothing, but the game arbitrarily gives you more KP if you do it this way, because "please use our shitty mechanic, thanks")
- KP lines. (your KP bonuses are lower or higher depending on your level compared to the KP Line # of the gate you're in) Square Enix, here's a question for you: Does anyone give a crap??
- Equipping summon stones is an ordeal in of itself. You must select 1 to equip and 5 to reserves. (why not just equip 6 reserves?? Isn't the equipped summon basically just reserve #1?) Furthermore, you must repeat this process for every single character you decide to play. (you can't just use the same setup across all characters, even if you're traveling in a party) If you ask me though, the way it should have worked is: a) the game randomly chooses your summons, b) whenever a summonstone runs out, you equip a new summonstone right then and there, while the victory music is still playing. c) You can equip multiple summons at the same time. d) a combination of the above.
- The Duel Coliseum, which was a servicable mode in the first Dissidia, was butched in DIssidia 012 by being turned into a tower/dungeon game, of some sort, complete with items you cannot keep unless you build a tent. (wtf?) Also, you cannot equip anything in Duel Coliseum anymore, making this mode not very good for leveling your characters, which is the ONE thing this mode was good for in the original Dissidia.
Grab shiny bell thing and do powerful smack attack.
Hit enemy lots of times and then use "smash" attack to kill them.
Level up and grind smartly by revisiting stages.
Do not hit Cecil's transform button constantly and make him fly around like a weirdo. (Lol)
The game is even simpler than that, there doesn't seem like much of a reason to use bravery attacks since every time you use an HP attack, your brave resets after a few seconds anyway. I was wondering if maybe brave attacks should deal chip damage to HP just to add a little incentive, but that's neither here nor there. The gameplay is fine.
Don't bash it for being an awful game just because it doesn't suit your definition of a fighting game. It's more than a fighting game and that's what the developer wanted.
If it's not a fighting game then that's precisely what's good about it because fighting games are garbage. And after playing POS All Stars I have realized that being a non traditional fighter doesn't automatically make a game good either. Dissidia does it right, and what's more, its completely original as opposed to merely ripping off smash. It doesn't require a lot of homework to play, and the attacks are actually rewarding to use and connect with, and half the time the battles look like a choreographed cutscene. Not to mention it's acomplete single player game and arguably wasn't even meant to be competitive, since you can level and equip characters. (A little leveling and equipping is not a bad thing! And customizing abilities is the best part of the games.) Square still went ahead and bastardized it though, not by making it a typical fighting game, but by drowning it in blatant repetition and so many really lame rpg mechanics that it sucked out any of the simple charm the game had going for it.