Story mode reworked. It now features an overworld (layout based on Final Fantasy) that interconnects the dungeons ("boards") from the first Dissidia and contains chests and skills. Kupo Points (KP) replace Destiny Points (DP) from the first game and are used to buy weapons, summons etc. which can be bought in the Shop from Moogle shops on the overworld.
Character levels may be set freely (from 1 to current level). Many Gateways feature "bonus lines" with KP penalties for characters above the line, but also providing KP bonuses for characters below the line.
Moving on a board is now possible without any cost.
New "Party" battles, in which up to 5 characters for each side will face each other.
New Chain skills, which are used to maximize earned KP in dungeons by engaging more pieces in a row.
New Ground Dash abilities allow characters to dash on the ground without being able to dash in the air, but allowing ground attacks to be used quicker after a dash.
New Omni Air Dash+ ability allows characters to turn and change direction whilst dashing.
New precision blocking ability allows characters to block attacks by properly timing their block as soon as the opponents attack is about to connect that would normally crush or guard stagger (blocking a guard crush attack would cause the blocker to stagger also).
New precision dodging ability increases the duration of invincibility of your character and can be stacked with Evasion time boost. It can be done by dodging the exact moment the opponent attacks.
New Wall Jump ability gives you extra height in your jumps if you perform a quick move against a wall and then Jump.
New EX Revenge feature, that allows you to use your full EX gauge to dramatically slow down time for your opponent if you're under attack, during this time all attack cooldowns are reduced allowing players to combo until time runs out or striking with an HP attack.
Original Quest mode has been added, allowing players to create their own custom quests.
A new Original Rules option has been added, allowing the player to customize their gameplay experience.
New equipment types added: Guns, poles, large shields, headbands, and chestpieces.
Chase Sequences are faster and characters absorb EX force when starting or continuing Chase.
Wall Rush damage is reduced from 50% to 25% of the base damage.
Many moves do different damage and/or have their properties altered.
CP and AP costs altered for most moves.
Slight slowdown and graphical distortion in animation when certain attacks connect.
To compensate the addition of EX Revenge, entering EX Mode will not block attacks and stagger the enemy anymore.
Base Critical hit multiplier is now x2. However, this may rise higher depending on the opponent's current Bravery amount. It can rise as high as x8.
EX Bursts usually do less damage as a result of the critical hit multiplier being changed - with sufficiently high Bravery on the opponent, their damage may be increased due to the same mechanic.
EX Force and EX Cores fill the EX Gauge less.
EX Mode will not end while a character is executing an attack.
EX Burst background color changes depends on a character's alignment - blue if they are a Warrior of Cosmos, orange if they are a Warrior of Chaos.
Attacks spawn less EX Force.
"Bravery Break" notification added.
Lock-on indicator changes color depending on the target - it is blue for opponents, green for EX Cores, and red for Assists.
Booster multiplier number displayed in red instead of blue.
Equipment pieces have effects altered.
Equipment level requirements are now arranged in five tiers: 1, 30, 60, 90, and 100.
New introductory, victory and defeat quotes.
Attacks now inflict critical hits when successfully crushing an opponent's guard.
Dodging no longer replenishes jumps, and also removes remaining jumps if performed.
100% critical rate if attacking right after opponent performs a mistimed block.
Omni Air Dash is slower. It is now the same speed as Free Air Dash, and costs the same CP to equip.
Command mode renamed RPG Mode. When playing in RPG mode, the player presses the buttons instead of using a cursor.
Window to enter EX Burst slightly faster.
The battle themes used for boss fights are different - rather than using battle music from the boss character's game, music from the player character's game is usually used, though some fights still opt for music associated with the boss instead. Some music tracks during cutscenes are changed.
Fire, Thunder and Blizzard attacks are renamed "Magic Arts: Flame", "Magic Arts: Bolt" and "Magic Arts: Frost" and can be chained three times in succession - altering control stick direction will change the spell cast. Fire spell tracks better, ice spell initiates Chase, and thunder spell Wall Rushes downward.
Aerial version of Swordslash knocks the opponent down, causing Wall Rush, and no longer initiates Chase.
Rope Knife, Lance Combo and Reel Axe can change the second part of the attack:
Tilting the analogue stick towards the opponent performs a sword-slash followed by a flame arrow shot, which initiates Chase.
Leaving the analogue stick neutral performs a punch forwards, which initiates Wall Rush.
Tilting the analogue stick away from the opponent performs a lance twirl, which can be performed without combo-ing, and has a slight absorb effect.
Rope Knife has longer range and fires into the air, but no longer guard crushes or turns to track opponent.
A Couple Attacks executes faster and can combo without hitting. It no longer executes Chase but causes Wall Rush.
Retribution has different area of effect, tracks better and staggers opponent if blocked.
Stun can combo into other attacks, including HP attacks, and has greater range.
Bind tracks longer before trapping opponent.
Bio does increased damage, but lasts for less time.
All HP attacks execute faster and have decreased lag. Level 2 HP attacks have Ranged High priority.
HP attacks level up to improved forms at lower amounts of Bravery. Level two is achieved at 2000 Bravery, and level four at 4000.
Spirit Magic [Ice] has better tracking and does more Bravery damage.
Spirit Magic [Wind] has stronger absorption.
Spirit Magic [Water] has stronger absorption but lower range.
Spirit Magic [Fire] has a number of flames that will chase the opponent and better tracking.
Spirit Magic [Thunder] no longer has Wall Rush and knocks opponent upwards instead.
Spirit Magic [Earth] has less range.
EX Mode ability Manafont has had effects changed - after dealing HP damage, Shantotto's Bravery drops to 0 and remains there for approximately two seconds before instantly recovering to her base Bravery.