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| [[Category:Dissidia 012 Final Fantasy]] | | [[Category:Dissidia 012 Final Fantasy]] |
| {{012CharNav | | {{012CharNavTid}} |
| |icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-tidus.png
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| |general=[[Tidus (Dissidia_012)|'''General''']]
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| |matchups=Matchups
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| |resources=Resources
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| |starter=Starter Guide
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| |strategy=Strategy
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| }} | |
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| {{CharacterInfo | | {{CharacterInfo |
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| |name=Tidus (ティーダ) | | |name=Tidus (ティーダ) |
| |origin=Final Fantasy X | | |origin=Final Fantasy X |
| |weapon=Swords, Grappling Weapons, Daggers, Thrown Weapons | | |weapon=Daggers <br>Grappling Weapons <br>Swords <br>Thrown Weapons |
| |armor=Shields, Bangles, Hats, Helms, Clothing,<br> Light armor, Headbands, Chestplates | | |armor=Bangles <br>Chestplates <br>Clothing <br>Hats <br>Headbands <br>Helms <br>Light Armor <br>Shields |
| |atk=110 (Average) | | |atk=110 (Average) |
| |def=111 (Average) | | |def=111 (Average) |
| |runspeed=4 (Normal, Fast), 1.5 (EX Mode, Very Fast) | | |runspeed=4 (Normal, Fast),<br>1.5 (EX Mode, Very Fast) |
| |dash=73 (Normal, Fast), 65 (EX Mode, Fastest) | | |dash=73 (Normal, Fast)<br>65 (EX Mode, Fastest) |
| |fall=73 (Normal, Above Average), 65 (EX Mode, Fastest) | | |fall=73 (Above Average)<br>65 (EX Mode, Fastest) |
| |fallr=20 (Normal, Very Fast), 14 (EX Mode, Very Fast) | | |fallr=20 (Normal, Very Fast), 14 (EX Mode, Very Fast) |
| |exclusives=Official Ball, Striker, Grand Slam, World Champion | | |exclusives=Official Ball, Striker, Grand Slam,<br>World Champion |
| | |fastestbrv=11F (Hop Step) |
| | |fastesthp= |
| | |1hithp=No |
| | |hplinks=Yes |
| | |cmdblock=No |
| | |unlock= |
| | |alignment=Chaos (012),<br>Cosmos (013) |
| | |vajp=Masakazu Morita |
| | |vaeng=James Arnold Taylor |
| }} | | }} |
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| | = Overview = |
| | Tidus is an agile close-range fighter who can fight offensively and defensively as the situation demands. He is well rounded in close quarters, from the notorious Hop Step bravery to good call-out tools, meter gain and dodge punishment game. All of this is punctuated by his mobility; Every aspect of Tidus' movement ranks high or is flat out best in class. Creating distance and generating assist meter with linear dashes is no problem, nor is evading attacks with running and he is always competitive in EX Core races. On top of that, Tidus has one of the fastest post-air dodge fall ratios in the game which makes his aerial dodges a lot safer to use on average. And if the opponent is in range to punish his dodge, one of the three evasive bravery attacks can act a last resort retaliation to keep him safe. |
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| | When it comes to builds, Tidus commonly works with both EX and Assist with an emphasis on damage or bravery boost on dodge. Compared to {{012wol}} and {{012clo}} who can specialise in several build styles, Tidus' competitive build variety is a bit less flexible. He is not a proficient user of [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] and he relies on assist to land his HPs. His average ATK and DEF stats may not impress at first, but building for bravery damage is worth the investment, especially against characters without high base defense stat. At high health, Tidus can also take advantage of the increased damage multiplier during his EX Mode, which affects not just his braveries but also EX Burst; At full health Tidus can score one of the strongest EX Bursts in the game. And even without high-end damage, Tidus generates a good amount of EX from most of his moves and he tends to land one of them frequently (Hop Step). This means that Tidus can establish a solid lead with meter over time, whether the player invests into EX or not. |
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| | Another one of his distinct strengths lies in unconventional use of assist - A handful of Tidus' attacks have greatly increased vertical tracking if they move Tidus ''during'' an assist call. This is great for surprise attacks and punishing air dodges or long-winded attacks from afar. The window for this is brief, but the movement is executed quickly. |
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| | Tidus' weaknesses may not be immediately apparent, but they do exist. His reliance on Hop Step ''and'' assist lowers his burst damage potential for individual interactions, which can skew the risk / reward ratio against him without meter. The few projectiles he has have limited reach, poor conversion potential or long animations. The other disjoint in Stick & Move bravery is telegraphed and his vertical reach with attacks is mostly below average without assist. The dodge attacks in general are telegraphed with little utility outside of the initial invincibility. His assist synergy is a bit limited -albeit effective as is- without ground due to short hit stun starters, slow startup, high knockback Chase enders or inadequate tracking on HPs. The prowess of the Aerith assist's synergy can also leave some whiff punishes and meter depletion on the table. The HP attacks have long animations on hit, which can restrict Tidus' avenues for HP damage if the opponent can escape with Assist Change. The act of multi-hit braveries during HP attacks presents another problem; Tidus cannot resolve EX Revenge checkmates quickly with a fast single hit HP. |
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| | In competitive play, Tidus has been ranked at mid tier or high tier. He exhibits strong fundamentals up close and his gameplan is straightforward and easy to pick up. His utility is largely shared across both ground and air moves, which can streamline his gameplay for players picking him up for the first time. Tidus can power through higher priority projectiles and even evade {{012emp}}'s infamous Dreary Cell on hit, but he can also struggle to capitalise on these interactions at times. Even so, playing the long game for meter advantage is a tried and true strategy and he does not rely on walls for high damage or stage pressure. Overall, Tidus is a strong character in many ways and he is capable of competing against most of the roster without major struggles. |
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| {{ProConTable | | {{ProConTable |
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| *'''Dodge attacks''' do not operate well against low recovery pokes due to slow startup, reducing their potential as cover for air dodges. | | *'''Dodge attacks''' do not operate well against low recovery pokes due to slow startup, reducing their potential as cover for air dodges. |
| }} | | }} |
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| = Overview =
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| Tidus is an agile close-range fighter who can fight offensively and defensively as the situation demands. He is well rounded in close quarters, from the notorious Hop Step bravery to good call-out tools, meter gain and dodge punishment game. All of this is punctuated by his mobility; Every aspect of Tidus' movement ranks high or is flat out best in class. Creating distance and generating assist meter with linear dashes is no problem, nor is evading attacks with running and he is always competitive in EX Core races. On top of that, Tidus has one of the fastest post-air dodge fall ratios in the game which makes his aerial dodges a lot safer to use on average. And if the opponent is in range to punish his dodge, one of the three evasive bravery attacks can act a last resort retaliation to keep him safe.
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| When it comes to builds, Tidus commonly works with both EX and Assist with an emphasis on damage or bravery boost on dodge. Compared to {{012wol}} and {{012clo}} who can specialise in several build styles, Tidus' competitive build variety is a bit less flexible. He is not a proficient user of [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] and he relies on assist to land his HPs. His average ATK and DEF stats may not impress at first, but building for bravery damage is worth the investment, especially against characters without high base defense stat. At high health, Tidus can also take advantage of the increased damage multiplier during his EX Mode, which affects not just his braveries but also EX Burst; At full health Tidus can score one of the strongest EX Bursts in the game. And even without high-end damage, Tidus generates a good amount of EX from most of his moves and he tends to land one of them frequently (Hop Step). This means that Tidus can establish a solid lead with meter over time, whether the player invests into EX or not.
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| Another one of his distinct strengths lies in unconventional use of assist - A handful of Tidus' attacks have greatly increased vertical tracking if they move Tidus ''during'' an assist call. This is great for surprise attacks and punishing air dodges or long-winded attacks from afar. The window for this is brief, but the movement is executed quickly.
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| Tidus' weaknesses may not be immediately apparent, but they do exist. His reliance on Hop Step ''and'' assist lowers his burst damage potential for individual interactions, which can skew the risk / reward ratio against him without meter. The few projectiles he has have limited reach, poor conversion potential or long animations. The other disjoint in Stick & Move bravery is telegraphed and his vertical reach with attacks is mostly below average without assist. The dodge attacks in general are telegraphed with little utility outside of the initial invincibility. His assist synergy is a bit limited -albeit effective as is- without ground due to short hit stun starters, slow startup, high knockback Chase enders or inadequate tracking on HPs. The prowess of the Aerith assist's synergy can also leave some whiff punishes and meter depletion on the table. The HP attacks have long animations on hit, which can restrict Tidus' avenues for HP damage if the opponent can escape with Assist Change. The act of multi-hit braveries during HP attacks presents another problem; Tidus cannot resolve EX Revenge checkmates quickly with a fast single hit HP.
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| In competitive play, Tidus has been ranked at mid tier or high tier. He exhibits strong fundamentals up close and his gameplan is straightforward and easy to pick up. His utility is largely shared across both ground and air moves, which can streamline his gameplay for players picking him up for the first time. Tidus can power through higher priority projectiles and even evade {{012emp}}'s infamous Dreary Cell on hit, but he can also struggle to capitalise on these interactions at times. Even so, playing the long game for meter advantage is a tried and true strategy and he does not rely on walls for high damage or stage pressure. Overall, Tidus is a strong character in many ways and he is capable of competing against most of the roster without major struggles.
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| = Bravery Attacks = | | = Bravery Attacks = |
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| |-|Hop Step (ground)= | | |-|Hop Step (ground)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/6/6e/Brv_tidus_hop_step_g.jpeg |
| | |imgpos=40% 40% |
| |damage=7, 13 (20) | | |damage=7, 13 (20) |
| |startup=11F | | |startup=11F |
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| |effect=Chase | | |effect=Chase |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge, Attack (1st hit), Block (1st hit) |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=110 |
| | |gametext=[Close] Distance self from foe. Weak but fast. |
| }} | | }} |
| ''[Close] Distance self from foe. Weak but fast.''
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| A swift sword strike followed by a flying kick that pushes back both Tidus and the opponent. Hop Step is Tidus' key [[Glossary_(Dissidia_012)#Poke|'''poke''']] with fastest startup out of all his moves, low recovery and good EX gain at 90. On hit, the second hit can be confirmed with a lenient input window which leads to Chase, but it also works as an assist combo starter with {{012aer}} assist. The initial hit has short hit stun, but it is enough to combo into other assists as well. | | A swift sword strike followed by a flying kick that pushes back both Tidus and the opponent. Hop Step is Tidus' key [[Glossary_(Dissidia_012)#Poke|'''poke''']] with fastest startup out of all his moves, low recovery and good EX gain at 90. On hit, the second hit can be confirmed with a lenient input window which leads to Chase, but it also works as an assist combo starter with {{012aer}} assist. The initial hit has short hit stun, but it is enough to combo into other assists as well. |
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| |-|Sonic Buster= | | |-|Sonic Buster= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/9/94/Brv_tidus_sonic_buster.jpeg |
| | |imgpos=30% 40% |
| |damage=2 x 5, 6, 8, 16 (40) | | |damage=2 x 5, 6, 8, 16 (40) |
| |startup=25F | | |startup=25F |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=110 |
| | |gametext=[Mid] Charging tackle. Deal more damage when close. |
| }} | | }} |
| ''[Mid] Charging tackle. Deal more damage when close.''
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| A forward tackle that goes through the opponent twice before striking them down for a wall rush. Sonic Buster is tied with Full Slide for highest base damage with Tidus' bravery attacks at 40 and it works well as a post-block punisher in close range. The lenient input windows for the two followup strikes can be confirmed with ease and they work well as assist combo starters. | | A forward tackle that goes through the opponent twice before striking them down for a wall rush. Sonic Buster is tied with Full Slide for highest base damage with Tidus' bravery attacks at 40 and it works well as a post-block punisher in close range. The lenient input windows for the two followup strikes can be confirmed with ease and they work well as assist combo starters. |
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| Sonic Buster is one of Tidus' many multi-hit attacks that can deal more or less damage to the opponent depending how close he is at the time of performing it. This applies to the initial tackle and getting the maximum amount of hits is most reliable at point-blank range. Using Sonic Buster from further distance will cause less hits to connect and subsequently reduce the attack's overall damage output slightly. | | Sonic Buster is one of Tidus' many multi-hit attacks that can deal more or less damage to the opponent depending how close he is at the time of performing it. This applies to the initial tackle and getting the maximum amount of hits is most reliable at point-blank range. Using Sonic Buster from further distance will cause less hits to connect and subsequently reduce the attack's overall damage output slightly. |
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| The startup is slow enough to be reactable and it even has a distinct sound cue. However, this sound effect is shared with Tidus' ''blocking'' state, so adept players can mask it with [[Glossary_(Dissidia_012)#Dash_feint_/_Spot_dash|'''spot dashes''']] to opponents who rely on audio off-guard. Even so, using this move recklessly in the [https://glossary.infil.net/?t=Neutral '''neutral'''] is not advised and because Tidus commonly fights in the air, there may not be many opportunities to even apply it. | | The startup is slow enough to be reactable and it even has a distinct sound cue. However, this sound effect is shared with Tidus' ''blocking'' state, so adept players can mask it with [[Glossary_(Dissidia_012)#Dash_feint_/_Spot_dash|'''spot dashes''']] to opponents who rely on audio off-guard. Even so, using this move recklessly in the [https://glossary.infil.net/?t=Neutral '''neutral'''] is not advised and because Tidus commonly fights in the air, there may not be many opportunities to even apply it. The whiff recovery is fairly low though. |
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| Sonic Buster's vertical tracking is not stellar, but it can increase exponentially during assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=140 Sonic Buster increased tracking during assist </ref> | | Sonic Buster's vertical tracking is not stellar, but it can increase exponentially during assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=140 Sonic Buster increased tracking during assist </ref> |
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| |-|Sphere Shot= | | |-|Sphere Shot= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/0/0a/Brv_-_sphere_shot_(4).jpeg |
| | |imgpos=30% 40% |
| |damage=4 x 8 (32) | | |damage=4 x 8 (32) |
| |startup=41F | | |startup=41F |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=90 |
| | |gametext=[Long] Hurl ball blazingly fast. Deal more damage when close. |
| }} | | }} |
| ''[Long] Hurl ball blazingly fast. Deal more damage when close.''
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| A stationary blitzball throw. Sphere Shot is one of Tidus' three projectiles, but it is not very suited for frequent zoning or building assist meter. The startup is quite slow, the dodge cancel recovery window is average at best and the vertical tracking covers roughly an average ground jump's height. | | A stationary blitzball throw. Sphere Shot is one of Tidus' three projectiles, but it is not well suited for frequent zoning or building assist meter. The startup is quite slow, the dodge cancel recovery window is average and the vertical tracking covers roughly an average ground jump's height. |
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| | Sphere Shot does have strengths however. The animation isn't short, but it is not long enough to be reliably assist punishable by Kuja or Aerith assists who are two of the most powerful and commonly used assists in the game. Thanks to the Ranged Mid priority, it performs well against non-high speed HP attacks in a counterpoking exchange and it can disrupt {{012emp}} inside a trap when in reach. |
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| The Ranged Mid priority means blocking Sphere Shot causes the opponent to stagger and as such, it is serviceable for calling out blocks or low priority pokes outside of Hop Step range. However, Tidus does not get enough [https://glossary.infil.net/?t=Frame%20Advantage '''frame advantage'''] and proper spacing from a dodge cancel to connect his other moves. Assists that aren't Aerith can turn this interaction into a combo and on hit, wall rush is also available depending on position. | | The mid priority also means blocking Sphere Shot causes the opponent to stagger and as such, it is serviceable for calling out blocks or low priority pokes outside of Hop Step range. Tidus actually gets enough [https://glossary.infil.net/?t=Frame%20Advantage '''frame advantage'''] to guarantee a Hop Step with a dodge cancel, but the caveat here is distance; Normally Tidus moves too far from the opponent with a dodge to realistically hit the opponent, but if his back is against the wall, he can land Hop Step reliably. <ref>https://www.youtube.com/watch?v=PApmGwJaK64 Tidus Sphere Shot stagger dodge cancel Hop Step example.</ref> Assists that aren't Aerith can convert staggers into a combo and on hit, wall rush is also available for followups if close enough. |
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| Sphere Shot can do a maximum amount of 8 hits for 32 base damage which is not bad and it scales with physical damage that is already a good investment for Tidus. But getting all hits is only possible at point-blank range, much like Sonic Buster. If done at the same when the opponent blocks, this move will hit after the active guard frames have passed and it can put a dent in their bravery. If done at max range, the amount of hits can be reduced to as low as 2 which naturally decreases Sphere Shot's overall damage output. | | Sphere Shot can do a maximum amount of 8 hits for 32 base damage which is not bad and it scales with physical damage that is already a good investment for Tidus. But getting all hits is only possible at point-blank range, much like Sonic Buster. If done at the same when the opponent blocks, this move will hit after the active guard frames have passed and it can put a dent in their bravery. If done at max range, the amount of hits can be reduced to as low as 2 which naturally decreases Sphere Shot's overall damage output. |
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| This is not a very strong move overall due to unfavorable frame data, average tracking, limited conversion opportunities and fluctuating damage. However, it can support Tidus at mid range when used sparingly and hit {{012emp}}'s out of traps if he is in range.
| | Sphere Shot occupies a fairly unique spot in Tidus' repertoire. It won't necessarily see much use in aerial fights or as a dedicated anti-air, but when used as a counterpoke or to call out blocks sparingly, it can support his mid range play. When used in conjunction with Sonic Buster, it can occasionally mix up the opponent as they require different responses from similiar ranges. |
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| |-|Stick & Move (ground)= | | |-|Stick & Move (ground)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/5/5b/Brv_tidus_stick_g.jpeg |
| | |imgpos=30% 40% |
| |damage=2 x 6, 10 (22) | | |damage=2 x 6, 10 (22) |
| |startup=53F | | |startup=53F |
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| |effect=Chase, Dodge | | |effect=Chase, Dodge |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=40 |
| | |gametext=[Dodge] Turn, then throw sword. Evade foe's attack on start. |
| }} | | }} |
| ''[Dodge] Turn, then throw sword. Evade foe's attack on start.''
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| A dodge attack with horizontal movement. The direction can be controlled during startup, but Tidus can only move left or right when locked on. Tidus is briefly invincible when the attack begins (20 frames at 60 FPS) and will throw a disjointed sword hitbox forward once the startup is over. The sword throw generates as much EX on hit as Hop Step, it has enough hit stun for assist combos and it can be followed up with the Quick Hit HP link. | | A dodge attack with horizontal movement. The direction can be controlled during startup, but Tidus can only move left or right when locked on. Tidus is briefly invincible when the attack begins (20 frames at 60 FPS) and will throw a disjointed sword hitbox forward once the startup is over. The sword throw generates as much EX on hit as Hop Step, it has enough hit stun for assist combos and the Quick Hit HP link. |
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| Stick & Move doesn't create much distance, so it can retaliate against attacks that stop tracking Tidus at the time of evasion. But the long startup and recovery also make it susceptible to blocks and [[Glossary_(Dissidia_012)#Assist_punish|'''Assist punishes''']]. Because the sword is not considered a separate projectile, Stick & Move can also poke through solid objects like walls and stage props. <ref>https://www.youtube.com/watch?v=n7pLWp2p6D8 Stick & Move disjoint through wall.</ref> This does mean that Tidus can be staggered by mid priority attacks and regular blocks in places where this move can make contact, but | | Stick & Move is something of a matchup specific attack, but it can be quite strong. Turning around the opponent can be effective, since there are a lot of attacks in the game that hit in a straight line from the front, including HP attacks. Tidus doesn't create much distance between the opponent and tries to maintain a fixed distance if possible even when they approach him. The relatively long lateral range of the sword can work against neutral dodges, upward dodges from beneath Tidus (the elevation is matched) and side dodges if Tidus moves in the correct direction. |
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| | The long startup and recovery make it susceptible to blocks and [[Glossary_(Dissidia_012)#Assist_punish|'''Assist punishes''']]. Because the sword is not considered a separate projectile, Stick & Move can also poke through solid objects like walls and stage props. <ref>https://www.youtube.com/watch?v=n7pLWp2p6D8 Stick & Move disjoint through wall.</ref> This does mean that Tidus can be staggered by mid priority attacks and regular blocks in places where this move can make contact, but the severity of a punish can vary depending on position. |
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| Stick & Move's dodge cancel window on hit is quite late into the animation. However, the sword is capable of damaging the opponent even when it returns back to Tidus which provides just enough time to dodge cancel and combo into Hop Step. <ref>https://www.youtube.com/watch?v=oDOs-TVaqYg&t=18 Stick & Move return hit combo.</ref> This can be difficult to replicate against another human opponent, but it is worth noting as a solo dodge cancel combo starter regardless; It still generates additional meter and combos into commonly used assists. | | Stick & Move's dodge cancel window on hit is quite late into the animation. However, the sword is capable of damaging the opponent even when it returns back to Tidus which provides just enough time to dodge cancel and combo into Hop Step. <ref>https://www.youtube.com/watch?v=oDOs-TVaqYg&t=18 Stick & Move return hit combo.</ref> This can be difficult to replicate against another human opponent, but it is worth noting as a solo dodge cancel combo starter regardless; It still generates additional meter and combos into commonly used assists. |
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| Similiar to Full Slide, Stick & Move's vertical tracking is heavily influenced by assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=101 Stick & Move vertical tracking during assist call.</ref> Stick & Move's increased tracking during assist call.</ref> That improves the attack's utility as a mid range whiff punisher against long recovery moves. | | Similiar to Full Slide, Stick & Move's vertical tracking is heavily influenced by assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=101 Stick & Move vertical tracking during assist call.</ref> Stick & Move's increased tracking during assist call. That improves the attack's utility as a mid range whiff punisher against long recovery moves. |
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| Overall, Stick & Move is more of a matchup specific dodge attack than a general use double dodge. Using it on the ground can be a good way to defend against {{012fc}}'s Via Dolorosa HP or {{012squ}}'s Blasting Zone, but be wary of the opponent's assist. The base damage can vary slightly depending on when it hits, but the damage output is not particularly high either way. | | Overall, Stick & Move has a lot going for it even if it is not a one-size-fits-all dodge attack. Using it on the ground can be a good way to defend against {{012fc}}'s Via Dolorosa HP or {{012squ}}'s Blasting Zone, but be wary of the opponent's assist. The base damage can vary slightly depending on when it hits, but the damage output is not particularly high either way. |
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| |-|Dart & Weave (ground)= | | |-|Dart & Weave (ground)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/2/21/Brv_tidus_dart_g.jpeg |
| | |imgpos=60% 20% |
| |damage=1 x 6, 14 (20) | | |damage=1 x 6, 14 (20) |
| |startup=51F | | |startup=51F |
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| |effect=Chase, Dodge | | |effect=Chase, Dodge |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=90 |
| | |gametext=[Dodge] Leap, then dive at high speed. Evade attack on start. |
| }} | | }} |
| ''[Dodge] Leap, then dive at high speed. Evade attack on start.''
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| A forward overhead leap into a downward multi-hit spin. The direction cannot be controlled during startup, making the traversed distance fixed and linear. Just like Stick & Move, Tidus is briefly invincible when the attack begins (20 frames at 60 FPS). | | A forward overhead leap into a downward multi-hit spin. The direction cannot be controlled during startup, making the traversed distance fixed and linear. Just like Stick & Move, Tidus is briefly invincible when the attack begins (20 frames at 60 FPS). |
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| Dart & Weave always moves Tidus towards the opponent when locked on, to the point where he can [https://glossary.infil.net/?t=Cross-up '''cross-up'''] blocking opponents and hit behind their back. This also works against attacks with low upward tracking and short active frames (which is fairly common), but not necessarily against attacks that recover quickly. Bypassing a block with this is also risky as Dart & Weave's startup is 51 frames while a regular block ends after 52 frames. | | Dart & Weave's main strength is two-fold: It is the fastest out of his dodge attacks that always moves Tidus towards the opponent when locked on, to the point where he can [https://glossary.infil.net/?t=Cross-up '''cross-up'''] blocking opponents and hit behind their back. Defending against Tidus in this way requires a delayed block, which punishes trigger happy reflexes. The movement also helps avoid concurrent attacks and works against moves with low upward tracking and short active frames, which is fairly common. Being able to double cross-up with very precise spacing, that is; Go behind the opponent and hit back in front before reaching the opponent on the way down, is another noteworthy strength. |
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| On hit, Tidus can dodge cancel combo into Hop Step for respectable 165 EX and a chunk of assist meter. Aerith assist can combo with Chase and Jecht assist can combo after an early dodge cancel. Quick Hit HP is also available, so there are few avenues for routing combos. | | On hit, Tidus can dodge cancel combo into Hop Step for respectable 165 EX and a chunk of assist meter. Aerith assist can combo with Chase and Jecht assist can combo after an early dodge cancel. Quick Hit HP is also available, so there are few avenues for routing combos. |
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| Even though Dart & Weave does not have distinct flaws unique to it, the strengths are also not well pronounced enough to make it a consistent dodge attack for general use.
| | With all that being said, Dart & Weave does not work well against attacks that recover quickly. Bypassing a simultaneous block with this is also risky as startup is 51 frames while a regular block ends after 52 frames. Dart & Weave is not affected by assist call tracking and to top it off, it is arguably most vulnerable on whiff out of Tidus' dodge attacks. |
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| |-|Cut & Run (ground)= | | |-|Cut & Run (ground)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/c/cd/Brv_tidus_cut_g.jpeg |
| | |imgpos=30% 40% |
| |damage=2 x 5, 14 (24) | | |damage=2 x 5, 14 (24) |
| |startup=51F | | |startup=51F |
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| |effect=Chase, Dodge | | |effect=Chase, Dodge |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=40 |
| | |gametext=[Dodge] Retreat, then quickly charge. Evade attack on start. |
| }} | | }} |
| ''[Dodge] Retreat, then quickly charge. Evade attack on start.''
| |
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| A backward dodge followed up a forward mutli-hit charge. The direction cannot be controlled during startup, making the traversed distance fixed. Just like other dodge braveries, Tidus is briefly invincible when the attack begins (20 frames at 60 FPS). | | A backward dodge followed up a forward mutli-hit charge. The direction cannot be controlled during startup, making the traversed distance fixed. Just like other dodge braveries, Tidus is briefly invincible when the attack begins (20 frames at 60 FPS). |
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| Cut & Run has the highest base damage out of all dodge braveries and the backwards evasion is fast enough to avoid a lot of moves with forward tracking. On hit, Tidus can link the Quick Hit HP or go for a difficult dodge cancel followup with Hop Step for extra bravery damage and meter. | | Cut & Run has the highest base damage out of all dodge braveries, along with shortest whiff recovery and the backwards evasion is fast enough to avoid a lot of moves with a bit of forward tracking. On hit, Tidus can link the Quick Hit HP or go for a difficult dodge cancel followup with Hop Step for extra bravery damage and meter. The combos are perhaps a bit more situational than Dart & Weave's in this way, but they can provide slightly more damage. As far as three-slot bravery dilemmas go, the aerial Cut & Run version has an edge due to an increased base damage multiplier. |
| | |
| In a sense, Cut & Run shares many traits with Dart & Weave. Both have the same startup, allow dodge cancel combos and avoid attacks with below average tracking. Cut & Run's assist combos are more situational than Dart & Weave's, but they can provide slightly more damage and both lose to low recovery pokes due to long startup. As far as three-slot bravery dilemmas go, the aerial version has an edge due to increased base damage multipliers, but the ground version does not have that and so is more interchangeable.
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| | In a sense, Cut & Run shares many traits with Dart & Weave. Both have the same startup, allow dodge cancel combos and avoid attacks with below average tracking. Both also lose to low recovery pokes due to long startup. It is worth noting that Cut & Run becomes active after the initial retreat, which technically makes it slower to hit in practice. That makes it more vulnerable to blocks, moreso than his other dodge attacks. It does not cross up or go through walls. But the high speed movement allows Tidus to go through certain projectiles that have very brief gaps in active hitboxes, such as Warrior of Light's Shining Wave HP. <ref>https://www.youtube.com/watch?v=cDI-tsnyJbM Cut & Run goes through projectiles</ref> |
| </tabber> | | </tabber> |
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| |-|Hop Step (midair)= | | |-|Hop Step (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/4/41/Brv_tidus_hop_step_a2.jpeg |
| | |imgpos=50% 40% |
| |damage=7, 13 (20) | | |damage=7, 13 (20) |
| |startup=11F | | |startup=11F |
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| |effect=Chase | | |effect=Chase |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge, Block (1st hit), Attack (1st hit) |
| | |astatk= |
| | |astkhit= |
| | |level= |
| | |ap=110 |
| | |gametext=[Close] Distance self from foe. Weak but fast. |
| }} | | }} |
| ''[Close] Distance self from foe. Weak but fast.''
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| Tidus' key poke becomes ever more prominent in aerial combat. Most traits are shared with the ground version, including the generous active frames that cover Tidus' body, lenient input window for the followup and frame data. Unlike the ground version, Hop Step floats standing opponents on hit. | | Tidus' key poke becomes ever more prominent in aerial combat. Most traits are shared with the ground version, including the generous active frames that cover Tidus' body, lenient input window for the followup and frame data. Unlike the ground version, Hop Step floats standing opponents on hit. |
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| |-|Full Slide= | | |-|Full Slide= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/2/24/Brv_tidus_full_slide.jpeg |
| | |imgpos=30% 40% |
| |damage=2 x 6, 5, 8, 15 (40) | | |damage=2 x 6, 5, 8, 15 (40) |
| |startup=25F | | |startup=25F |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=110 |
| | |gametext=[Mid] Midair charge. Deal more damage when close. |
| }} | | }} |
| ''[Mid] Midair charge. Deal more damage when close.''
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| Full Slide can be likened to an aerial variant of Sonic Buster. A 25-frame forward charge with two hit confirmable followup strikes, variable damage output and wall rush potential. Unlike Sonic Buster, Full Slide does not have a block sound effect telegraphing its impact, but it still benefits from the assist call tracking <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ Full Slide increased tracking during assist </ref>. | | Full Slide can be likened to an aerial variant of Sonic Buster. A 25-frame forward charge with two hit confirmable followup strikes, variable damage output and wall rush potential. Unlike Sonic Buster, Full Slide does not have a block sound effect telegraphing its impact, but it still benefits from the assist call tracking <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ Full Slide increased tracking during assist </ref>. |
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| |-|Wither Shot= | | |-|Wither Shot= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/5/57/Brv_tidus_wither_shot.jpeg |
| | |imgpos=60% 40% |
| |damage=10 | | |damage=10 |
| |startup=41F | | |startup=41F |
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| |effect=- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=90 |
| | |gametext=[Long] Throw blitzball; ricochets off environment. |
| }} | | }} |
| ''[Long] Throw blitzball; ricochets off environment.''
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| A low priority blitzball throw. Wither Shot is something of an inverse to Sphere Shot. Low priority, single hit and stronger vertical tracking. It does not wall rush, but it ''is'' possible to combo into Kuja assist on hit <ref>https://www.youtube.com/watch?v=MlkZGuX0J90 Wither Shot into Kuja assist</ref>. Theoretically there is enough hit stun for a solo combo, but this is usually not possible due to late cancel windows and positioning issues caused by knockback. | | A low priority blitzball throw. Wither Shot is something of an inverse to Sphere Shot. Low priority, single hit and stronger vertical tracking. It does not wall rush, but it ''is'' possible to combo into Kuja assist on hit <ref>https://www.youtube.com/watch?v=MlkZGuX0J90 Wither Shot into Kuja assist</ref>. Theoretically there is enough hit stun for a solo combo, but this is usually not possible due to late cancel windows and positioning issues caused by knockback. |
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| |-|Stick & Move (midair)= | | |-|Stick & Move (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/f/f4/Brv_tidus_stick_a.jpeg |
| | |imgpos30% 40% |
| |damage=2 x 6, 10 (22) | | |damage=2 x 6, 10 (22) |
| |startup=53F | | |startup=53F |
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| |effect=Chase, Dodge | | |effect=Chase, Dodge |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=90 |
| | |gametext=[Dodge] Turn, then throw sword. Evade foe's attack on start. |
| }} | | }} |
| ''[Dodge] Turn, then throw sword. Evade foe's attack on start.''
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| Stick & Move's aerial version works like the ground version. That includes the disjoint as well as the abnormal vertical tracking during assist calls, which can be useful against {{012fir}} who has adequate reach against Cut & Run. Still a situational move much like other dodge attacks, but not useless. | | Stick & Move's aerial version works like the ground version. That includes the disjoint as well as the abnormal vertical tracking during assist calls, which can be useful against {{012fir}} who has adequate reach against Cut & Run. Still a matchup specific move much like other dodge attacks, but far from being useless. |
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| |-|Dart & Weave (midair)= | | |-|Dart & Weave (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/5/55/Brv_tidus_dart_a.jpeg |
| | |imgpos=30% 40% |
| |damage=1 x 6, 14 (20) | | |damage=1 x 6, 14 (20) |
| |startup=51F | | |startup=51F |
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| |effect=Chase, Dodge | | |effect=Chase, Dodge |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |cp=50 |
| | |gametext=[Dodge] Leap, then dive at high speed. Evade attack on start. |
| }} | | }} |
| ''[Dodge] Leap, then dive at high speed. Evade attack on start.''
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|
| The aerial version of Dart & Weave functions like the ground version. Comboing into Hop Step is still possible, as is crossing up opponent's block. | | The aerial version of Dart & Weave functions like the ground version. Comboing into Hop Step is still possible, as is crossing up opponent's block. |
| | |
| | Be wary of the ceiling though; Dart & Weave's defensive traits are mostly nullified there due to the ceiling cutting off movement and the attack covering least distance overall. Tidus still has invincibility at the beginning, but if he is not physically moving much, it won't evade attacks as effectively. |
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| |-|Cut & Run (midair)= | | |-|Cut & Run (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/3/3a/Brv_tidus_cut_a.jpeg |
| | |imgpos=60% 40% |
| |damage=2 x 5, 24 (34) | | |damage=2 x 5, 24 (34) |
| |startup=51F | | |startup=51F |
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| |effect=Chase, Dodge | | |effect=Chase, Dodge |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=40 |
| | |gametext=[Dodge] Retreat, then quickly charge. Evade attack on start. |
| }} | | }} |
| ''[Dodge] Retreat, then quickly charge. Evade attack on start.''
| |
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| |
|
| Cut & Run gets a midair version in Dissidia 012 and it has been given an increase in damage for the last hit to encourage its use. This is noteworthy when considering EX Mode's overall damage, though the traits are otherwise similiar, if not identical with the ground version. That does not make it bad, as it's a big help in the Jecht matchup. And due to the nature of being an aerial move, it also lets Tidus capitalise on two assist bars in one combo with Aerith to seal the deal. | | Cut & Run gets a midair version in Dissidia 012 and it has been given an increase in damage for the last hit. This is noteworthy when considering EX Mode's overall damage, though the traits are otherwise similiar, if not identical with the ground version. That does not make it bad, as it's a big help in many matchups. And due to the nature of being an aerial move, it also lets Tidus capitalise on two assist bars in one combo with Aerith to seal the deal. Highest average reward on hit compared to other dodge moves. |
| </tabber> | | </tabber> |
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| |-|Spiral Cut= | | |-|Spiral Cut= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/3/3a/Hp_tidus_spiral.jpeg |
| | |imgpos=40% 40% |
| |damage=1 x 4, 6 (10) | | |damage=1 x 4, 6 (10) |
| |startup=39F | | |startup=39F |
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| |effect=Magic Block | | |effect=Magic Block |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=130 |
| | |gametext=[Mid] Spinning approach. Breaks down foe's defenses. |
| }} | | }} |
| ''[Mid] Spinning approach. Breaks down foe's defenses.''
| |
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|
| An advancing multi-hit combination of strikes. The startup is average for HPs, but Tidus follows through with the whole animation even if it misses. Tidus can only pursue opponents while on the ground, but the tracking is good enough to catch back and side dodges if it's done really close to the opponent. If Spiral Cut is done against a ledge, Tidus will simply keep attacking in place until it ends but it can still inflict HP damage to opponents under him. | | An advancing multi-hit combination of strikes. The startup is average for HPs, but Tidus follows through with the whole animation even if it misses. Tidus can only pursue opponents while on the ground, but the tracking is good enough to catch back and side dodges if it's done really close to the opponent. If Spiral Cut is done against a ledge, Tidus will simply keep attacking in place until it ends but it can still inflict HP damage to opponents under him. |
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| |-|Energy Rain (ground)= | | |-|Energy Rain (ground)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/f/fc/Hp_tidus_energy_g.jpeg |
| | |imgpos=40% 40% |
| |damage=4, 1 x 6 (10) | | |damage=4, 1 x 6 (10) |
| |startup=53F | | |startup=53F |
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| |effect=- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=130 |
| | |gametext=[Close] Kick foe, then fire magic. Slow, effective vs. any height. |
| }} | | }} |
| ''[Close] Kick foe, then fire magic. Slow, effective vs. any height.''
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| An aerial downward kick followed by homing Ranged High shots. It shares base damage and EX Force output with Spiral Cut, but the lateral range is significantly worse. The downward travel speed and distance during the attack itself are not good and the upward tracking is mediocre. The downward tracking is serviceable though. The initial ascent can be used to evade attacks with little to no anti-air capability, but it is too slow to consistently beat simultaneous blocks. | | An aerial downward kick followed by homing Ranged High shots. It shares base damage and EX Force output with Spiral Cut, but the lateral range is significantly worse. The downward travel speed and distance during the attack itself are not good and the upward tracking is mediocre. The downward tracking is serviceable though. The initial ascent can be used to evade attacks with little to no anti-air capability, but it is too slow to consistently beat simultaneous blocks. |
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| |-|Quick Hit A= | | |-|Quick Hit A= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/8/86/Hp_tidus_quick_a.jpeg |
| | |imgpos=50% 40% |
| |damage=1 x 4, 3 (+7) | | |damage=1 x 4, 3 (+7) |
| |startup=? | | |startup=? |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=160 |
| | |gametext=Branching from Stick & Move (ground) [Combo] All-out flurry of attacks. |
| }} | | }} |
| ''Branching from Stick & Move (ground) [Combo] All-out flurry of attacks.''
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| An aerial combo that can HP Wall Rush. Quick Hit is Tidus' only HP link in Dissidia 012, which is exclusive to all of his dodge braveries. Tidus' HP attacks stay out for a good moment whenever they hit and Quick Hit deviates from this exception slightly; He does not have to connect with this move to transition to the full animation. | | An aerial combo that can HP Wall Rush. Quick Hit is Tidus' only HP link in Dissidia 012, which is exclusive to all of his dodge braveries. Tidus' HP attacks stay out for a good moment whenever they hit and Quick Hit deviates from this exception slightly; He does not have to connect with this move to transition to the full animation. |
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| |-|Quick Hit B= | | |-|Quick Hit B= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/8/86/Hp_tidus_quick_a.jpeg |
| | |imgpos=50% 40% |
| |damage=1 x 4, 3 (+7) | | |damage=1 x 4, 3 (+7) |
| |startup=? | | |startup=? |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=160 |
| | |gametext=Branching from Dart & Weave (ground) [Combo] All-out flurry of attacks. |
| }} | | }} |
| ''Branching from Dart & Weave (ground) [Combo] All-out flurry of attacks.''
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|
| Quick Hit from Dart & Weave. Same as other Quick Hits. | | Quick Hit from Dart & Weave. Same as other Quick Hits. |
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| |-|Quick Hit C= | | |-|Quick Hit C= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/8/86/Hp_tidus_quick_a.jpeg |
| | |imgpos=50% 40% |
| |damage=1 x 4, 3 (+7) | | |damage=1 x 4, 3 (+7) |
| |startup=? | | |startup=? |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=160 |
| | |gametext=Branching from Cut & Run (ground) [Combo] All-out flurry of attacks. |
| }} | | }} |
| ''Branching from Cut & Run (ground) [Combo] All-out flurry of attacks.''
| |
|
| |
|
| Quick Hit from Cut & Run. Same as other Quick Hits. | | Quick Hit from Cut & Run. Same as other Quick Hits. |
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|
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|
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/9/94/Hp_tidus_jecht_shot.jpeg |
| | |imgpos=50% 0% |
| |damage=5 or 10 (moogle), 10 (15 / 20) | | |damage=5 or 10 (moogle), 10 (15 / 20) |
| |startup=61F | | |startup=61F |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=130 |
| | |gametext=[Long] Powerful triple kick. Long opening, but great range. |
| }} | | }} |
| ''[Long] Powerful triple kick. Long opening, but great range.''
| |
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|
| Three blitzball shots with considerable wall rush knockback. The startup is too slow to punish simultaneous dodges or hit them before they can dodge again and Tidus stays still for the entire 1-second startup. Even so, this is his strongest HP in terms of base damage, wall rush potential and safety against LV2 Assist Change on hit. This safety comes from a few factors; Both Aerith's assist and Jecht Shot are Ranged priority which don't stagger Tidus when blocked with LV2 Assist Change. Jecht Shot also has enough reach to connect from a dodge's distance and the vertical tracking is adequate for the job. | | Three blitzball shots with considerable wall rush knockback. The startup is too slow to punish simultaneous blocks and dodges or hit them before they can dodge again. Even so, this is his strongest HP in terms of base damage, wall rush potential and safety against LV2 Assist Change on hit. This safety comes from a few factors; Both Aerith's assist and Jecht Shot are Ranged priority which don't stagger Tidus when blocked with LV2 Assist Change. Jecht Shot also has enough reach to connect from a dodge's distance and the vertical tracking is adequate for the job. |
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| |
|
| On hit, the followup shots have extended range and tracking, easily extending twice as far as the first shot. After escaping with Assist Change, these shots will come out even if they don't hit afterwards. They can also be dodged and there is a large gap between the second and third shots; They usually cannot catch the opponent before they are out of reach (or invincibility), but {{012fc}} has to be mindful of his large frame when lining up a punish against this move. | | On hit, the followup shots have extended range and tracking, easily extending twice as far as the first shot. After escaping with Assist Change, these shots will come out even if they don't hit afterwards. They can also be dodged and there is a large gap between the second and third shots; They usually cannot catch the opponent before they are out of reach (or invincibility), but {{012fc}} has to be mindful of his large frame when lining up a punish against this move. |
|
| |
|
| What Tidus has to look out for is opponent's assist. Jecht Shot is slow enough to be assist punishable on reaction. And even when it hits, Tidus remains stationary for the first two shots, which is bad news if the opponent calls the assist right before taking damage. While Jecht Shot's tracking for the followup shots are great, but they lose to high priority blocks, which is something Jecht is known for taking advantage of after escaping from this move. Mitigating damage taken from either situation usually involves spending assist gauge. | | What Tidus has to look out for is opponent's assist. Jecht Shot is slow enough to be assist punishable on reaction. And even when it hits, Tidus remains stationary for the first two shots, which is bad news if the opponent calls the assist right before taking damage. While Jecht Shot's tracking for the followup shots are great, they lose to high priority blocks, which is something Jecht is known for taking advantage of after escaping from this move. Mitigating damage taken from either situation usually involves spending assist gauge. |
|
| |
|
| Despite that, Jecht Shot works well enough. It is decent at punishing long recovery moves at a distance where other attacks won't reach (or be available). The huge knockback and verticality are great securing wall rush damage at the ceiling which his other HPs cannot do, and it increases the chances of winning an EX Core if Jecht Shot pushes the opponent away from it at all. | | Despite that, Jecht Shot works well enough. It is decent at punishing long recovery moves at a distance where other attacks won't reach (or be available). The huge knockback and verticality are great securing wall rush damage at the ceiling which his other HPs cannot do, and it increases the chances of winning an EX Core if Jecht Shot pushes the opponent away from it at all. |
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| |-|Energy Rain (midair)= | | |-|Energy Rain (midair)= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/0/0d/Hp_tidus_energy_a.jpeg |
| | |imgpos=50% 40% |
| |damage=4, 1 x 6 (10) | | |damage=4, 1 x 6 (10) |
| |startup=53F | | |startup=53F |
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| |effect=- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=130 |
| | |gametext=[Close] Kick foe, then fire magic. Slow, effective vs. any height. |
| }} | | }} |
| ''[Close] Kick foe, then fire magic. Slow, effective vs. any height.''
| |
|
| |
|
| Aerial version, but basically identical with ground version. Because Tidus does not have to be on the ground to use this, it is often preferable to equip the midair Energy Rain instead. Both versions leave him airborne, fire homing projectiles, do the same amount of damage and generate the same amount of EX. It is still not his strongest HP and it shares a similiar weakness with Jecht Shot of losing to Jecht's high priority block after Assist Change. | | Aerial version, but basically identical with ground version. Both versions leave him airborne, fire homing projectiles, do the same amount of damage and generate the same amount of EX. It is still not his strongest HP and it shares a similiar weakness with Jecht Shot of losing to Jecht's high priority block after Assist Change. |
|
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|
| |-|Slice & Dice= | | |-|Slice & Dice= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/e/ef/Hp_tidus_slice.jpeg |
| | |imgpos=30% 40% |
| |damage=2 x 5 (10) | | |damage=2 x 5 (10) |
| |startup=53F | | |startup=53F |
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| |effect=- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=130 |
| | |gametext=[Mid] Rush forward with swimming movement. Vertically limited, but charges a long way. |
| }} | | }} |
| ''[Mid] Rush forward with swimming movement. Vertically limited, but charges a long way.''
| |
|
| |
|
| A forward charge followed by a series of slices all around the opponent. A handful of attributes are shared with Energy Rain, including assist combo starters, but Slice & Dice has utility of its own. For one, it has glide before the initial charge happens, which gives it more horizontal reach or evasion than Energy Rain. Generally speaking Assist Changes are a bit of a pain point for Tidus when it comes to safety on hit. However, not only does Slice & Dice have ''excellent'' post-hit tracking, it is also very likely to hit the assist during the escape period, enabling an early dodge cancel were he to get hit afterwards. The general cancel window on hit is not very late either, given the overall length. | | A forward charge followed by a series of slices all around the opponent. A handful of attributes are shared with Energy Rain, including assist combo starters, but Slice & Dice has utility of its own. For one, it has glide before the initial charge happens, which gives it more horizontal reach or evasion than Energy Rain. Generally speaking Assist Changes are a bit of a pain point for Tidus when it comes to safety on hit. However, not only does Slice & Dice have ''excellent'' post-hit tracking, it is also very likely to hit the assist during the escape period, enabling an early dodge cancel were he to get hit afterwards. The general cancel window on hit is not very late either, given the overall length. |
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| |-|Quick Hit D= | | |-|Quick Hit D= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/6/63/Hp_tidus_quick_d.jpeg |
| | |imgpos=40% 40% |
| |damage=1 x 4, 3 (+7) | | |damage=1 x 4, 3 (+7) |
| |startup=? | | |startup=? |
Line 435: |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=160 |
| | |gametext=Branching from Stick & Move (midair) [Combo] All-out flurry of attacks. |
| }} | | }} |
| ''Branching from Stick & Move (midair) [Combo] All-out flurry of attacks.''
| |
|
| |
|
| Quick Hit from aerial Stick & Move. Same as other Quick Hits. | | Quick Hit from aerial Stick & Move. Same as other Quick Hits. |
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| |-|Quick Hit E= | | |-|Quick Hit E= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/6/63/Hp_tidus_quick_d.jpeg |
| | |imgpos=40% 40% |
| |damage=1 x 4, 3 (+7) | | |damage=1 x 4, 3 (+7) |
| |startup=? | | |startup=? |
Line 449: |
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| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=160 |
| | |gametext=Branching from Dart & Weave (midair) [Combo] All-out flurry of attacks. |
| }} | | }} |
| ''Branching from Dart & Weave (midair) [Combo] All-out flurry of attacks.''
| |
|
| |
|
| Quick Hit from aerial Dart & Weave. Same as other Quick Hits. | | Quick Hit from aerial Dart & Weave. Same as other Quick Hits. |
Line 456: |
Line 617: |
| |-|Quick Hit F= | | |-|Quick Hit F= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/6/63/Hp_tidus_quick_d.jpeg |
| | |imgpos=40% 40% |
| |damage=1 x 4, 3 (+7) | | |damage=1 x 4, 3 (+7) |
| |startup=? | | |startup=? |
Line 463: |
Line 626: |
| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap=160 |
| | |gametext=Branching from Cut & Run (midair) [Combo] All-out flurry of attacks. |
| }} | | }} |
| ''Branching from Cut & Run (midair) [Combo] All-out flurry of attacks.''
| |
|
| |
|
| Quick Hit from aerial Cut & Run. Same as other Quick Hits. | | Quick Hit from aerial Cut & Run. Same as other Quick Hits. |
Line 477: |
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| * Caladbolg (ATK) | | * Caladbolg (ATK) |
| * Caladbolg (DODGE) | | * Caladbolg (DODGE) |
| | |
| | = Overview = |
| | Tidus' EX mode supports his long term gameplan and comes with few good supporting perks. The big cherry on top is his Caladbolg (ATK) that scales bravery base damage up to 2x at full health. This applies to all of his attacks that deal bravery damage, including EX Burst. That alone makes it great for closing out matches with a good lead. EX Burst is one of the weakest in the game when Tidus is at low health, but because EX mode adds critical hit rate and depletes the opponent's assist gauge upon activation, this is still good for securing a win. |
|
| |
|
| == Mirror Dash == | | == Mirror Dash == |
Line 491: |
Line 662: |
| ''[Always active while in EX Mode] The period of invincibility between dodging and attacking increases.'' | | ''[Always active while in EX Mode] The period of invincibility between dodging and attacking increases.'' |
|
| |
|
| Dodge frames, the invincibility period during a dodge is increased from 1-20 frames to 1-40 frames, which is the same as using the Evasion Boost basic ability. | | Dodge frames, the invincibility period during a dodge is increased from 1-20 frames to 1-40 frames, which is the same as using the Evasion Boost basic ability. This also applies to the dodge braveries such as Stick & Move, making them more reliable as high commitment counterpokes. |
|
| |
|
| == EX Burst: Blitz Ace == | | == EX Burst: Blitz Ace == |
| | <img src="https://dissidia.wiki/images/1/16/Ex_burst_tidus.jpeg" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);"></img> |
| | <div style="clear: both"></div> |
| ''A flurry of attacks leading to a magnificent shot. Watch your timing and press circle when the cursor hits the center.'' | | ''A flurry of attacks leading to a magnificent shot. Watch your timing and press circle when the cursor hits the center.'' |
|
| |
|
Line 501: |
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| |type=Physical | | |type=Physical |
| }} | | }} |
| | |
| | Blitz Ace is one of the weakest and most damaging EX Bursts in the game depending on how much health Tidus has left. More health is better and at full health, the 2x damage multiplier increase to the burst is enough to push the damage ahead of the competition. Most of the damage comes from the single blitzball shot that demands a precise input when the motion is temporarily frozen in time, so achieving [[Bravery_(Dissidia_012)#Bravery_Break|'''bravery break''']] before then is usually not very feasible. |
| | |
| | [[Abilities_(Dissidia_012)#Support_Abilities-0|'''Auto EX Command Ω''']] support ability can be used to ignore the timing aspect entirely at the cost of 20 CP. This can be a good use of capacity points in rulesets where spare points are common such as [[Japan_Ranked_(DDFF)|'''Japan Ranked''']], but it also works reliably in battles with high latency internet connections. |
|
| |
|
| = Combos = | | = Combos = |
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|
| |
|
| <tabber> | | <tabber> |
| | |-|Hybrid (Damage)= |
| | {{Build |
| | |hp=10299 |
| | |cp=450 |
| | |brv=917 |
| | |atk=181 |
| | |def=182 |
| | |luk=60 |
| | |booster=x8.2 |
| | |setbonus=Seal of Lufenia |
| | |ast=Aerith |
| | |wpn=World Champion |
| | |hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) |
| | |head=Lufenian Headband |
| | |armor=Lufenian Vest |
| | |acc1={{accbas}} Hyper Ring |
| | |acc2={{accbas}} Muscle Belt |
| | |acc3={{accbas}} Dismay Shock |
| | |acc4={{accboo}} Large Gap in HP |
| | |acc5={{accboo}} Summon Unused |
| | |acc6={{accboo}} Pre-EX Mode |
| | |acc7={{accboo}} Pre-EX Revenge |
| | |acc8={{accboo}} Aerial |
| | |acc9={{accboo}} After 30 Seconds |
| | |acc10={{accboo}} Opponent Summon Unused |
| | |summon=Scarmiglione |
| | }} |
| | |
| | {|class="wikitable" style="display: inline-table; margin-right: 50px; |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | |rowspan="3"|Hop Step || Full Slide |
| | |- |
| | |Hop Step |
| | |- |
| | |Cut & Run (midair) |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="4"| -- || Slice & Dice |
| | |- |
| | |Energy Rain (midair) |
| | |- |
| | |Jecht Shot |
| | |- |
| | |Quick Hit E (from Cut & Run) |
| | |} |
| | |
| | {| class="wikitable" |
| | !scope="row" 3 colspan="3" | Basic Abilities |
| | |- |
| | !Actions !! Support !! Extra |
| | |- |
| | |Ground Evasion || Always Target Indicator || Precision Jump |
| | |- |
| | |Midair Evasion || EX Core Lock On || Precision Evasion |
| | |- |
| | |Ground Block || rowspan="18"|Assist Lock On || Sneak Attack |
| | |- |
| | |Midair Block || Disable Counterattack |
| | |- |
| | |Aerial Recovery || rowspan="16"|EXP to HP |
| | |- |
| | |Recovery Attack |
| | |- |
| | |Controlled Recovery |
| | |- |
| | |Wall Jump |
| | |- |
| | |Free Air Dash |
| | |- |
| | |Reverse Ground Dash |
| | |- |
| | |Multi Air Slide |
| | |- |
| | |Free Air Dash Boost |
| | |- |
| | |Assist Gauge Up Dash |
| | |- |
| | |Speed Boost++ |
| | |- |
| | |Jump Boost+ |
| | |- |
| | |Jump Times Boost++ |
| | |- |
| | |Ground Evasion Boost |
| | |- |
| | |Midair Evasion Boost |
| | |- |
| | |Evasion Boost |
| | |- |
| | |Descent Speed Boost |
| | |} |
| | |
| | = Build Overview = |
| | |
| | A general purpose damage build. The high maximum booster multiplier provides consistent value for majority of the match. Reverse Ground Dash is an effective way to defend and build assist gauge at the same time for Tidus, but might take a moment to get used to. Lufenian Dirk requires doing the CP equip glitch with Thief's Gear extra ability. Be sure to take advantage of Tidus' fast running speed, multiple air jumps and Sneak Attack critical hits. |
| | |
| | == CP Allocation == |
| | |
| | 30 CP is available for two more grounded bravery attacks, one ground dodge bravery + Quick Hit or extra abilities. Any abilities that exceed 30CP such as extra ability Riposte will require raising the maximum CP via Hero's Essence special accessory {{accsp}}. |
| | |
| | == Substitutes == |
| | |
| | {| class="wikitable" |
| | |+colspan="3"|Substitutes |
| | ! Equipment !! Replacement !! Notes |
| | |- |
| | | After 30 Seconds {{accboo}} || |
| | * Winged Boots {{accsp}} |
| | * Hero's Essence {{accsp}} |
| | * Battle Hammer {{accbas}} |
| | || The 1.2x booster accessory decreases damage and EX depletion slightly, but may be changed at the player's discretion for reduced banish trap damage, increased CP or assist depletion respectively. |
| | |- |
| | | Opponent Summon Unused {{accboo}} || Winged Boots {{accsp}} / Hero's Essence {{accsp}} / Battle Hammer {{accbas}} || If the player believes the opponent will not have a summon equipped, they may change this booster specifically instead. |
| | |} |
| | |
| | = Attacks = |
| | Tidus' core loadout is somewhat compact and aerial focused, which he then expands appropriately with dodge attacks and ground attacks. |
| | |
| | == Staple == |
| | These attacks are recommended regardless of matchup, stage or player preference. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="2"|Hop Step || Hop Step |
| | |- |
| | |Full Slide |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="2"| -- || Slice & Dice |
| | |- |
| | | Jecht Shot |
| | |- |
| | |} |
| | |
| | '''Hop Step''': Key poke, punishment (dodge, block, whiff). |
| | |
| | '''Full Slide''': Midair conversions with Aerith assist, primary punisher move after a successful [[Blodge|'''blodge''']] and occasionally used as a dodge punisher with Aerith. |
| | |
| | '''Slice & Dice''': One of the safer attacks against LV1 Assist Change, can setup clashes or mid range punishes with Aerith assist. |
| | |
| | '''Jecht Shot''': Avoids stagger against LV2 Assist Change, usually an assist combo ender with high wall rush potential. |
| | |
| | == Flexible == |
| | These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference. |
| | |
| | Tidus has a handful of useful attacks for situational use, particularly on the ground. Cut & Run is one of Tidus' more consistent dodge attacks, but other dodge attacks work well in specific matchups. Here are some recommendations: |
| | |
| | Stick & Move: {{012fir}}, {{012lag}}, {{012ter}}, {{012ulti}} and {{012emp}}. |
| | |
| | Dart & Weave: {{012seph}} |
| | |
| | Cut & Run: Other characters. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | |Sonic Buster || Cut & Run |
| | |- |
| | |Sphere Shot ||rowspan="4"|Stick & Move |
| | |- |
| | |Stick & Move |
| | |- |
| | |Dart & Weave |
| | |- |
| | |Cut & Run |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |Energy Rain|| Energy Rain |
| | |- |
| | |Quick Hit (from dodge attack) || Quick Hit (from dodge attack) |
| | |} |
| | |
| | '''Sonic Buster''': A mixup for Sphere Shot and Reverse Ground Dash (when used with spot dashes), combos into Aerith. |
| | |
| | '''Sphere Shot''': Poke through The Emperor's traps and contest blocks and slower attacks from a dodge's distance. |
| | |
| | '''[Dodge Attack], Quick Hit''': As per matchup recommendations. If you equip a dodge attack, it is also recommended to equip Quick Hit for solo HP damage. |
| | |
| | '''Energy Rain''': Same speed as Slice & Dice, but with slight upward movement on startup. If the opponent doesn't stagger the initial kick with LV2 Assist Change, this can be harder to punish afterwards. |
| | |
| | == Avoid == |
| | Generally not recommended due to being outclassed by other attacks or having little to no distinct utility. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | | -- || Wither Shot |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | | Spiral Cut || -- |
| | |- |
| | |} |
| | |
| | '''Wither Shot''': Low priority, low threat, low reward on hit and requires a different assist from Aerith for more substantial reward. |
| | |
| | '''Spiral Cut''': Tidus is stuck on the ground in a long animation with disproportionate risk / reward. |
| | |
| | |
| |-|Bravery Boost on Dodge= | | |-|Bravery Boost on Dodge= |
| | |
| {{Build | | {{Build |
| |hp=9972 | | |hp=9972 |
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Line 1,049: |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
| Dedicated bravery boost on dodge.
| |
|
| |
|
| Recommended against [[The Emperor (Dissidia 012)|'''The Emperor''']], this build will provide bravery every time Tidus dodges an attack or a projectile with invincibility. If Aerial booster is not active, max booster value is x9.3.
| | {|class="wikitable" style="display: inline-table; margin-right: 50px; |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | |Hop Step || Full Slide |
| | |- |
| | |rowspan="2"| Sphere Shot || Hop Step |
| | |- |
| | |Stick & Move (midair) |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="3"| -- || Slice & Dice |
| | |- |
| | |Jecht Shot |
| | |- |
| | |Quick Hit E (from Stick & Move) |
| | |} |
|
| |
|
| Substitutes: | | {| class="wikitable" |
| Few adjustments can be made to use this build against characters with less reliance on zoning.
| | !scope="row" 3 colspan="3" | Basic Abilities |
| | |- |
| | !Actions !! Support !! Extra |
| | |- |
| | |Ground Evasion || Always Target Indicator || Precision Jump |
| | |- |
| | |Midair Evasion || EX Core Lock On || Precision Evasion |
| | |- |
| | |Ground Block || rowspan="17"|Assist Lock On || Sneak Attack |
| | |- |
| | |Midair Block || Disable Counterattack |
| | |- |
| | |Aerial Recovery || rowspan="15"|EXP to HP |
| | |- |
| | |Recovery Attack |
| | |- |
| | |Controlled Recovery |
| | |- |
| | |Wall Jump |
| | |- |
| | |Free Air Dash |
| | |- |
| | |Reverse Ground Dash |
| | |- |
| | |Multi Air Slide |
| | |- |
| | |Free Air Dash Boost |
| | |- |
| | |Assist Gauge Up Dash |
| | |- |
| | |Jump Boost+ |
| | |- |
| | |Jump Times Boost++ |
| | |- |
| | |Ground Evasion Boost |
| | |- |
| | |Midair Evasion Boost |
| | |- |
| | |Evasion Boost |
| | |- |
| | |Descent Speed Boost |
| | |} |
| | |
| | = Build Overview = |
| | |
| | Dedicated bravery boost on dodge, this is recommended against The Emperor. The idea with this build is to dodge through projectiles (and close range attacks) and then eventually land an HP with Aerith assist (Holy or trading favorably otherwise with Seal Evil or Planet Protector) for a decisive one-hit kill. This build assumes the opponent utilises Side by Side {{accsp}}, which provides a consistent 1.3x booster in Opponent Empty EX Gauge. If Aerial booster is not active, max booster value is x9.3. |
| | |
| | Sphere Shot is equipped to disrupt Emperor's actions inside traps (usually Thunder Crest). |
| | |
| | A hybrid variant of this build adjusts accessories for raw damage and EX depletion. |
| | |
| | == CP Allocation == |
| | |
| | 60 CP is available extra abilities or a grounded dodge attack. Extra abilities Achy+, Counterattack and Back to the Wall are decent, but may not yield much return on investment as this build relies on Tidus avoiding damage for bravery. Master Guardsman for +1000 max HP increases survivability for 35 CP. |
| | |
| | == Substitutes == |
| | |
| | {| class="wikitable" |
| | |+colspan="3"|Substitutes |
| | ! Equipment !! Replacement !! Notes |
| | |- |
| | | Opponent Empty EX Gauge {{accboo}} || Large Gap in HP {{accboo}} |
| | || If the player believes the opponent will not lock their EX gauge with Side by Side, this is a good alternative. A powerful 1.5x booster for when either player is leading by at least 3000 HP. Good if Tidus is falling behind or getting an early lead. |
| | |} |
| | |
| | = Attacks = |
| | Tidus' core loadout is very similiar to the hybrid one, with the addition of Sphere Shot. If he is not fighting The Emperor or Ultimecia, it is still recommended to adjust appropriately with other attacks. |
| | |
| | == Staple == |
| | These attacks are recommended regardless of matchup, stage or player preference. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |Hop Step || Hop Step |
| | |- |
| | |Sphere Shot || Full Slide |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="2"| -- || Slice & Dice |
| | |- |
| | | Jecht Shot |
| | |- |
| | |} |
| | |
| | '''Hop Step''': Key poke, punishment (dodge, block, whiff). Can avoid Dreary Cell on hit, but assist followups are inconsistent. |
| | |
| | '''Full Slide''': Midair conversions with Aerith assist, primary punisher move after a successful [[Blodge|'''blodge''']] and occasionally used as a dodge punisher with Aerith. |
| | |
| | '''Slice & Dice''': One of the safer attacks against LV1 Assist Change, can setup clashes or mid range punishes with Aerith assist. Also reflects Emperor's Flares. |
| | |
| | '''Jecht Shot''': A hard callout tool. Avoids stagger against LV2 Assist Change, usually an assist combo ender with high wall rush potential. |
| | |
| | == Flexible == |
| | These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference. |
| | |
| | Tidus doesn't have as much flexibility in the context of the mage matchups, but Sephiroth may warrant Dart & Weave instead. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | |Sonic Buster || rowspan="3"|Dart & Weave |
| | |- |
| | |Dart & Weave |
| | |- |
| | |Cut & Run |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |Energy Rain|| Energy Rain |
| | |- |
| | |Quick Hit (from dodge attack) || Quick Hit (from dodge attack) |
| | |} |
| | |
| | '''Sonic Buster''': A mixup for Sphere Shot and Reverse Ground Dash (when used with spot dashes), combos into Aerith. |
| | |
| | '''Sphere Shot''': Poke through The Emperor's traps and contest blocks and slower attacks from a dodge's distance. |
| | |
| | '''[Dodge Attack], Quick Hit''': As per matchup recommendations. If you equip a dodge attack, it is also recommended to equip Quick Hit for solo HP damage. Note that for Dart & Weave, Tidus can do the dodge cancel Hop Step combo and call an assist instead. If D&W is equipped on the ground, equipping Quick Hit for it is not a necessity. |
| | |
| | '''Energy Rain''': Same speed as Slice & Dice, shorter range overall. Can be used to reflect Emperor's Flares. If the opponent doesn't stagger the initial kick with LV2 Assist Change, this can be harder to punish afterwards. |
| | |
| | == Avoid == |
| | Generally not recommended due to being outclassed by other attacks or having little to no distinct utility. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | | -- || Wither Shot |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | | Spiral Cut || -- |
| | |- |
| | |} |
|
| |
|
| Booster accessory: Empty EX Gauge for Dismay Shock if opponent is not using Side by Side.
| | '''Wither Shot''': Low priority, low threat, low reward on hit and requires a different assist from Aerith for more substantial reward. |
|
| |
|
| A hybrid variant of this build adjusts accessories.
| | '''Spiral Cut''': Tidus is stuck on the ground in a long animation with disproportionate risk / reward. Against The Emperor he is more likely to flip his way into Thunder Crest with this move, which is ill-advised. And against Ultimecia or Sephiroth, this might not connect at all when they're airborne. |
| === Hybrid variant ===
| | |
| <div class="toccolours mw-collapsible mw-collapsed overflow:auto;"> <div class="mw-collapsible-content">
| | |-|Bravery Boost on Dodge (Hybrid)= |
| {{Build | | {{Build |
| |hp=9972 | | |hp=9972 |
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| |acc8={{accboo}} Pre-EX Revenge | | |acc8={{accboo}} Pre-EX Revenge |
| |acc9={{accboo}} Aerial | | |acc9={{accboo}} Aerial |
| |acc10={{accboo}} Summon Unused | | |acc10={{accboo}} Opponent Summon Unused |
| |summon=Rubicante | | |summon=Rubicante |
| }} | | }} |
|
| |
|
| Without Aerial, max booster value is x5.9. Without Large Gap in HP and Aerial, max booster value is x3.9.
| | {|class="wikitable" style="display: inline-table; margin-right: 50px; |
| </div></div>
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | |rowspan="3"|Hop Step || Full Slide |
| | |- |
| | |Hop Step |
| | |- |
| | |Dart & Weave (midair) |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="3"| -- || Slice & Dice |
| | |- |
| | |Jecht Shot |
| | |- |
| | |Quick Hit E (from Dart & Weave) |
| | |} |
| | |
| | {| class="wikitable" |
| | !scope="row" 3 colspan="3" | Basic Abilities |
| | |- |
| | !Actions !! Support !! Extra |
| | |- |
| | |Ground Evasion || Always Target Indicator || Precision Jump |
| | |- |
| | |Midair Evasion || EX Core Lock On || Precision Evasion |
| | |- |
| | |Ground Block || rowspan="17"|Assist Lock On || Sneak Attack |
| | |- |
| | |Midair Block || Disable Counterattack |
| | |- |
| | |Aerial Recovery || rowspan="15"|EXP to HP |
| | |- |
| | |Recovery Attack |
| | |- |
| | |Controlled Recovery |
| | |- |
| | |Wall Jump |
| | |- |
| | |Free Air Dash |
| | |- |
| | |Reverse Ground Dash |
| | |- |
| | |Multi Air Slide |
| | |- |
| | |Free Air Dash Boost |
| | |- |
| | |Assist Gauge Up Dash |
| | |- |
| | |Jump Boost+ |
| | |- |
| | |Jump Times Boost++ |
| | |- |
| | |Ground Evasion Boost |
| | |- |
| | |Midair Evasion Boost |
| | |- |
| | |Evasion Boost |
| | |- |
| | |Descent Speed Boost |
| | |} |
|
| |
|
| |-|Hybrid (Damage)= | | = Build Overview = |
| {{Build | | |
| |hp=10299 | | This is a slightly modified Bravery Boost on Dodge build. The bravery boost is lowered in exchange for higher physical damage and EX depletion. Against Sephiroth this can be a good alternative as this disincentivizes Shadow Flare use and subsequently create opportunities to close the gap and chip away at him directly. |
| |cp=450 | | |
| |brv=917 | | Without Aerial, max booster value is x5.9. Without Large Gap in HP and Aerial, max booster value is x3.9. Both Sephiroth and Tidus can fight comfortably in the air though. |
| |atk=181 | | |
| |def=182 | | == CP Allocation == |
| |luk=60 | | |
| |booster=x8.2 | | 75 CP is available extra abilities or a grounded dodge attack. Extra abilities Achy+, Counterattack and Back to the Wall are decent, but as this build generates bravery from successful dodges, your mileage may vary. Master Guardsman for +1000 max HP increases survivability for 35 CP and can be a serviceable, general purpose CP investment. |
| |setbonus=Seal of Lufenia | | |
| |ast=Aerith | | == Substitutes == |
| |wpn=World Champion | | |
| |hand=Lufenian Dirk | | {| class="wikitable" |
| |head=Lufenian Headband | | |+colspan="3"|Substitutes |
| |armor=Lufenian Vest | | ! Equipment !! Replacement !! Notes |
| |acc1={{accbas}} Hyper Ring | | |- |
| |acc2={{accbas}} Muscle Belt | | | Opponent Summon Unused {{accboo}} || |
| |acc3={{accbas}} Dismay Shock | | * Battle Hammer {{accbas}} |
| |acc4={{accboo}} Large Gap in HP | | * After 30 Seconds {{accboo}} |
| |acc5={{accboo}} Summon Unused | | || If the player believes the opponent will not equip a summon, they can treat it as an expendable slot for another booster accessory, assist depletion or whatever else strikes their fancy. |
| |acc6={{accboo}} Pre-EX Mode | | |} |
| |acc7={{accboo}} Pre-EX Revenge | | |
| |acc8={{accboo}} Aerial | | = Attacks = |
| |acc9={{accboo}} After 30 Seconds | | Not much changes compared to the other builds. Hop Step, Full Slide and Slice & Dice are all present an accounted for as usual. |
| |acc10={{accboo}} Opponent Summon Unused | | |
| |summon=Scarmiglione | | == Staple == |
| }} | | These attacks are recommended regardless of matchup, stage or player preference. |
| CP Glitch Thief's Gear.
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="2"|Hop Step || Hop Step |
| | |- |
| | |Full Slide |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |rowspan="2"| -- || Slice & Dice |
| | |- |
| | | Jecht Shot |
| | |- |
| | |} |
| | |
| | '''Hop Step''': Key poke, punishment (dodge, block, whiff). |
| | |
| | '''Full Slide''': Midair conversions with Aerith assist, primary punisher move after a successful [[Blodge|'''blodge''']] and occasionally used as a dodge punisher with Aerith. |
| | |
| | '''Slice & Dice''': One of the safer attacks against LV1 Assist Change, can setup clashes or mid range punishes with Aerith assist. |
| | |
| | '''Jecht Shot''': A hard callout tool. Avoids stagger against LV2 Assist Change, usually an assist combo ender with high wall rush potential. |
| | |
| | == Flexible == |
| | These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference. |
| | |
| | Sphere Shot isn't a must-have. But if Sephiroth is pursuing a reverse ground dashing Tidus, it can be a useful mixup tool or even as a hard-read for staggering his whiffed Sudden Cruelty from a distance. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |Sphere Shot || rowspan="4"|Cut & Run |
| | |- |
| | |Sonic Buster |
| | |- |
| | |Dart & Weave |
| | |- |
| | |Cut & Run |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |Energy Rain|| Energy Rain |
| | |- |
| | |Quick Hit (from dodge attack) || Quick Hit (from dodge attack) |
| | |} |
| | |
| | '''Sonic Buster''': A mixup for Sphere Shot and Reverse Ground Dash (when used with spot dashes), combos into Aerith. |
| | |
| | '''Sphere Shot''': Contest blocks and slower attacks from a dodge's distance for a stagger or some bravery damage. |
| | |
| | '''[Dodge Attack], Quick Hit''': As per matchup recommendations. If you equip a dodge attack, it is also recommended to equip Quick Hit for solo HP damage. Note that for Dart & Weave, Tidus can do the dodge cancel Hop Step combo and call an assist instead. If D&W is equipped on the ground, equipping Quick Hit for it is not a necessity. |
| | |
| | '''Energy Rain''': Same speed as Slice & Dice, shorter range overall. If the opponent doesn't stagger the initial kick with LV2 Assist Change, this can be harder to punish afterwards. |
| | |
| | == Avoid == |
| | Generally not recommended due to being outclassed by other attacks or having little to no distinct utility. |
| | |
| | {|class="wikitable" |
| | ! scope="row" colspan="2" | Bravery attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | |- |
| | | -- || Wither Shot |
| | |- |
| | ! scope="row" colspan="2" | HP attacks |
| | |- |
| | ! scope="col" | Ground |
| | ! scope="col" | Aerial |
| | |- |
| | | Spiral Cut || -- |
| | |- |
| | |} |
|
| |
|
| A general purpose damage build. Boosters scale well with advantage and consistent aerial play. x3.0 before aerial or Large Gap in HP activate. x4.6 with aerial. x5.5 with aerial + After 30 seconds. And finally, x8.2 when all boosters are active.
| | '''Wither Shot''': Low priority, low threat, low reward on hit and requires a different assist from Aerith for more substantial reward. |
|
| |
|
| Substitutes
| | '''Spiral Cut''': Tidus is stuck on the ground in a long animation with disproportionate risk / reward. Once again, not recommended. |
| Basic accessory: Dismay Shock to Empty EX Gauge (vs. Side by Side, boosts damage even further)
| |
| Booster accessory: After 30 Seconds to BRV > Base Value
| |
|
| |
|
| </tabber> | | </tabber> |
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| '''Sonic Buster''' is slow not unlike Kuja's Snatch Blow, but it is one of the two grounded BRV assists in the game that can end with a ground wall rush. That's great news for Jecht, but also anyone else with an elaborate combo game like {{012cec}}, Cloud and {{012squ}}. Its tracking and holding potential is weaker overall though compared to Kuja, as Tidus moves the opponent around rapidly. Even the first two charges lift on hit and the knockback that occurs from the finishing kick is of good distance and high speed. The lack of tracking isn't a huge issue, but filler hits aren't really possible like with Kuja and Sephiroth assists. Instead, all the additional damage is often back-loaded to the wall rush and that is where the character's combo potential determines the mileage they'll get out of this move. Positioning with dashes and [[Abilities_(Dissidia_012)|'''Multi Air Slide''']] may be necessary to make the most of it. | | '''Sonic Buster''' is slow not unlike Kuja's Snatch Blow, but it is one of the two grounded BRV assists in the game that can end with a ground wall rush. That's great news for Jecht, but also anyone else with an elaborate combo game like {{012cec}}, Cloud and {{012squ}}. Its tracking and holding potential is weaker overall though compared to Kuja, as Tidus moves the opponent around rapidly. Even the first two charges lift on hit and the knockback that occurs from the finishing kick is of good distance and high speed. The lack of tracking isn't a huge issue, but filler hits aren't really possible like with Kuja and Sephiroth assists. Instead, all the additional damage is often back-loaded to the wall rush and that is where the character's combo potential determines the mileage they'll get out of this move. Positioning with dashes and [[Abilities_(Dissidia_012)|'''Multi Air Slide''']] may be necessary to make the most of it. |
|
| |
|
| '''Hop Step''' is a great move all on it's own and the same is true for the assist. It retains the lightning fast startup which is great for whiff punishes in general. The movement and overall short duration leave ''very'' little time to Assist Change and lock him and it provides [[Assist_(Dissidia_012)#Assist_Chase|'''Assist Chase''']] on hit for reliable followups. However, the bravery damage is pretty low and the time opponent spends in hit stun is ultimately rather brief. This means that interim hits are not possible during Hop Step either and trading blows with opponent's assist (both assists landed hits) may lock the player out of a followup or worse, they still get combo'd anyway. Another detail worth mentioning is Hop Step's range - When Tidus performs Hop Step, he does not exert much forward movement during startup, nor is the hitbox large. Kuja, Sephiroth and Jecht assists all exhibit these qualities to some extent which give them an advantage in conversions and whiff punishes. So when it comes to timing Tidus assist, calling him slightly later than usual can make a difference. At the end of the day, Hop Step is a reliable assist move, though it is not necessarily optimal for a lot of characters. | | '''Hop Step''' is a great move all on it's own and the same is true for the assist. It retains the lightning fast startup which is great for whiff punishes in general. The movement and overall short duration leave ''very'' little time to Assist Change and lock him and it provides [[Assist_(Dissidia_012)#Assist_Chase|'''Assist Chase''']] on hit for reliable followups. However, the bravery damage is pretty low and the time opponent spends in hit stun is ultimately rather brief. This means that interim hits are not possible during Hop Step either and trading blows with opponent's assist (both assists landed hits) may lock the player out of a followup or worse, they still get combo'd anyway. Another detail worth mentioning is Hop Step's range - When Tidus performs Hop Step, he does not exert much forward movement during startup, nor is the hitbox large. Kuja, Sephiroth and Jecht assists all exhibit these qualities to some extent which give them an advantage in conversions and whiff punishes. So when it comes to timing Tidus assist, calling him slightly later than usual can make a difference as that lets him spawn closer to the opponent. The reach is still shorter than the aforementioned assists though. At the end of the day, Hop Step is a reliable assist move, though it is not necessarily optimal for a lot of characters. |
|
| |
|
| '''Spiral Cut''' is a grounded homing combo attack that ends with Assist Chase. Tidus is stuck on the ground the whole time. This is not usually worth the assist gauge, but players who are willing to bet on a misjudged reaction or capitalising on a dodge may find success at times. | | '''Spiral Cut''' is a grounded homing combo attack that ends with Assist Chase. Tidus is stuck on the ground the whole time. This is not usually worth the assist gauge, but players who are willing to bet on a misjudged reaction or capitalise on a dodge may find success at times. |
|
| |
|
| '''Slice & Dice''' is significantly slower to start than Spiral Cut and does not stay on the field nearly as long (on whiff), but it is not entirely without merit either. Slice & Dice has more tracking than Hop Step to help with interruptions and charge has enough reach to catch opponents during Chase. As long as the preceding attack does not have obscenely high knockback, it is possible to initiate Chase, perform an HP attack and have Tidus do the rest if the opponent dodged the first HP. On the off chance that both HPs connect and send the opponent flying, Slice & Dice homes in on the opponent very aggressively for long distances. And because this ''also'' yields Assist Chase, it pretty much guarantees a followup of some sort. | | '''Slice & Dice''' is significantly slower to start than Spiral Cut and does not stay on the field nearly as long (on whiff), but it is not entirely without merit either. Slice & Dice has more tracking than Hop Step to help with interruptions and charge has enough reach to catch opponents during Chase. As long as the preceding attack does not have obscenely high knockback, it is possible to initiate Chase, perform an HP attack and have Tidus do the rest if the opponent dodged the first HP. On the off chance that both HPs connect and send the opponent flying, Slice & Dice homes in on the opponent very aggressively for long distances. And because this ''also'' yields Assist Chase, it pretty much guarantees a followup of some sort. |
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|
| |
|
| == Assists == | | == Assists == |
| | <tabber> |
| | |-|Aerith= |
| | Aerith is one of the strongest assists in the game and provides great synergy for Tidus. Reliable wall-less combos without omitting finishers ''and'' the ability to create favorable clash interactions are great assets to him. Aerith's Seal Evil BRV assist is most commonly used here, especially off of Hop Step chase setups which let him collect all EX Force on the field. This is good news for EX builds and does not necessitate Tenacious Attacker {{accsp}} in them. |
| | |
| | Seal Evil is Ranged priority, which means Tidus can initiate an assist combo consistently even when the opponent has two assist bars. The followups may not be as safe in these situations though, but that's not Aerith's fault. Majority of Tidus' attacks leave him airborne, which is a key requirement for even using Seal Evil, and this is a big reason why Aerith works so well here - Most of Tidus' key pokes, dodge punish tools and even most HPs can be augmented or followed up with Seal Evil. Full Slide conversions and clashes, post-HP followups, Quick Hit knockback cancels and of course, the enhanced tracking during certain attacks enable punishes from longer distance. All of this come together really nicely for Tidus and the utility from Aerith's other moves are still good to have. |
| | |
| | The weaknesses aren't exclusive to Tidus-Aerith synergy for the most part, but they're worth mentioning. Aerith cannot deplete the opponent's EX gauge without Holy HP, which limits Tidus' EX depletion capability to build investments and high cost assist meter usage. Seal Evil's long startup compared to other assists hurts long distance whiff punishes. Tidus also loses a combo starter in Sphere Shot and Wither Shot essentially becomes a commital pre-hit assist combo starter. Tidus can spend both assist bars to extend combos, but the important thing to note is that all damage usually comes from Tidus himself. That means the matchup, Tidus' build and positioning alike can all influence damage output a good amount. |
| | |
| | Overall, Aerith is a great assist for Tidus. A tried and true combination in competitive play that works consistently in most areas Tidus has to play around. |
| | |
| | |-|Kuja= |
| | Kuja assist is a staple pick in competitive Dissidia 012, with consistent followups, fast air bravery, good holding potential on the ground and just overall solid bravery damage and meter depletion on hit. Compared to Aerith, Kuja can whiff punish more reliably with Strike Energy BRV while still enabling followups for Tidus' HPs and dodge attacks. The long hit stun also helps him in situations where assists trade blows on player characters. The upward knockback on Strike Energy also helps facilitate ceiling wall rushes with Jecht Shot. And if Sphere Shot manages to stagger the opponent, Kuja can be called for an assist combo. This is easier to do on reaction if the opponent is airborne, as Kuja's Snatch Blow is significantly slower to come out. EX Revenge checkmates can also be circumvented this way, but only if opponent commits to blocking or whiffing at a bad time. It goes without saying that wall rush conversions are also practical. |
| | |
| | Hot Step conversions become more difficult to perform on average, as Kuja must be called during the first hit instead of completing the attack first. This is true of most assists in the game, but it does mean that Tidus players have to be much more vigilant about timing the assist and finishing Hop Step. With walls, Tidus can push the opponent into them, call Kuja and initiate Chase to collect EX Force and follow up similiar to Aerith. But this is usually only possible when near a wall. Outside of that, Kuja makes it more difficult to grab all the EX effectively from Hop Step without increased EX intake range and Tenacious Attacker {{accsp}}. |
| | |
| | When using assist to boost Tidus' vertical tracking during certain attacks, Kuja will spawn near the opponent and attempt to attack with a flurry of blows. Connecting Stick & Move, Cut & Run or Slice & Dice in this way will usually cause Kuja to whiff (before or on hit), but Full Slide -a staple air bravery- can still work favorably. And if Tidus clashes, Kuja is in good position to follow up. The lack of ranged priority on Kuja's bravery assists means he is vulnerable to LV2 Assist Change staggers, but if the player is willing to spend both assist bars, Kuja's Force Symphony assist can help brute force HP damage during Hop Step chase sequences. |
|
| |
|
| Tidus works well with Aerith, Jecht, Kuja. | | |-|Jecht= |
| | |
| | Jecht assist has fast braveries on both ground and midair and provides ample time to line up another attack. However, since Tidus commonly starts assist combos with aerial assists, Jecht occupies a different niche from Kuja. Jecht Stream is of same startup as Kuja's Strike Energy, but wall rushes downwards instead of pushing upwards. This means Tidus will have more opportunities to tack on damage via combo fillers and apply grounded attacks, such as a dodge attack the player has only equipped for a ground input. |
| | |
| | |
| | Jecht Rush can also pick up standing, staggered opponents after Sphere Shot on reaction. A wall rush with this move also lets Tidus set up a combo with a bit more flexibility. Unlike Kuja assist, Jecht has no ranged priority attacks at all and thus remains consistently vulnerable to Assist Changes, whether they stagger him or threaten hitting him after escaping from his combo. |
| | |
| | |-|Onion Knight= |
| | Onion Knight assist works as an alternative to Kuja assist. Hop Step conversions that still Chase are possible, albeit the enders are weaker compared to Aerith assist. At the ceiling he offers more consistent filler hits for higher damage. The Comet HP assist occupies space for a period of time, which also works after going into chase from Hop Step. Its ranged priority naturally avoids LV2 Assist Change staggers, and it's true for Blizzard BRV assist as well. Tidus does not have many attacks that wall rush on the ground, namely Sonic Buster, chase attacks and Sphere Shot if the opponent does not air recover in time. So there may not be many opportunities to use Blizzard assist. |
| | |
| | Onion Knight's braveries have slightly worse range than Kuja assist. Blizzard's range and shorter combo duration make assist combo confirms and whiff punishes a bit harder, and it cannot be used as a dodge punish. Much like Kuja's Strike Energy assist, Turbo-Hit is vulnerable to post-Assist Change punishes. Onion Knight aggressively pursues the opponent on hit, so when timed appropriately, Onion Knight is left much closer to the opponent for an [[Assist_(Dissidia_012)#Assist_Lock|'''Assist Lock''']]. |
| | |
| | Tidus can convert off of Turbo-Hit with Jecht Shot without walls, but this is lower damage than Kuja conversions without a wall rush and more difficult to do. The timing is strict, but the idea is to do Jecht Shot in the middle of Onion Knight's attacks and have him knockback cancel the 2nd shot. |
| | </tabber> |
|
| |
|
| = References = | | = References = |