General
|
Starter Guide
|
|
Strategy
|
Matchups
|
Resources
|
|
|
Info
|
|
Name |
Tidus (ティーダ)
|
Original game |
Final Fantasy X
|
Base ATK (LV100) |
110 (Average)
|
Base DEF (LV100) |
111 (Average)
|
Run Speed |
4 (Normal, Fast), 1.5 (EX Mode, Very Fast)
|
Dash Speed |
73 (Normal, Fast), 65 (EX Mode, Fastest)
|
Fall Speed |
73 (Normal, Above Average), 65 (EX Mode, Fastest)
|
Fall Speed Ratio After Dodge |
20 (Normal, Very Fast), 14 (EX Mode, Very Fast)
|
Fastest BRV |
|
Fastest HP |
|
1-Hit HP |
|
HP Links |
|
Command Block |
|
Weapon |
Swords, Grappling Weapons, Daggers, Thrown Weapons
|
Armor |
Shields, Bangles, Hats, Helms, Clothing, Light armor, Headbands, Chestplates
|
Exclusive weapons |
Official Ball, Striker, Grand Slam, World Champion
|
Unlock |
|
Alignment |
|
Voice Actor (JP) |
|
Voice Actor (ENG) |
|
Strengths |
Weaknesses
|
- Well rounded close range moveset that lets Tidus poke, whiff punish and rack up damage efficiently.
- Mobility - Run speed, dash speed and fall speed after air dodges are all high tier, if not top of the line, which complement Tidus' offense and defense.
- Post-dodge interactions - With strong movement, dodge punish options and evasive attacks to cover him, Tidus is well equipped for dodge punishment.
- EX - Good EX generation on his pokes and EX Mode's increased damage relative to his health provide worthwhile returns over time, including one of the strongest EX Bursts in the game.
- Increased tracking during assist call empower dodge punishment and vertical approaches alike with select few attacks, which is an uncommon strength in the roster.
|
- HP Attacks' vulnerability to Assist Change can limit Tidus' ability to output HP damage safely, as he often relies on blocks and assist to land HPs.
- Lackluster ranged tools - Despite having projectiles, their reward on hit and effectiveness in neutral make them unreliable for zoning or anti-zoning measures.
- No single hit HP attack complicates Final EX Revenge situations.
- Anti-block measures are often limited to delaying Hop Step or taking bigger risks with slower attacks. This becomes more apparent when dealing with command blocks.
- Dodge attacks do not operate well against low recovery pokes due to slow startup, reducing their potential as cover for air dodges.
|
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.
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 Warrior of Light and Cloud who can specialise in several build styles, Tidus' competitive build variety is a bit less flexible. He is not a proficient user of 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.
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.
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.
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 The Emperor'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.
Bravery Attacks
Tidus' evasive bravery attacks Stick & Move, Dart & Weave and Cut & Run have built-in invincibility. 1-20 frames of invincibility normally, and then 1-40 frames of invincibility when used during EX mode (the same as normal dodge and a dodge with Evasion Boost respectively).
Ground
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
7, 13 (20) |
11F |
Physical |
Melee Low |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Distance self from foe. Weak but fast.
A swift sword strike followed by a flying kick that pushes back both Tidus and the opponent. Hop Step is Tidus' key 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 Aerith assist. The initial hit has short hit stun, but it is enough to combo into other assists as well.
The spinning motion during Hop Step's first hit causes Tidus to cover his vicinity with an active hitbox around him. This, along with the low recovery can make it difficult to whiff punish Hop Step without clashing.
The ground version puts Tidus in an airborne state and the first hit will keep grounded opponents standing, which is important to note for Kuja and Jecht assist conversions.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 5, 6, 8, 16 (40) |
25F |
Physical |
Melee Low |
27
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Charging tackle. Deal more damage when close.
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.
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.
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 spot dashes to opponents who rely on audio off-guard. Even so, using this move recklessly in the neutral is not advised and because Tidus commonly fights in the air, there may not be many opportunities to even apply it.
Sonic Buster's vertical tracking is not stellar, but it can increase exponentially during assist calls. [1]
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
4 x 8 (32) |
41F |
Physical |
Ranged Mid |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Hurl ball blazingly fast. Deal more damage when close.
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.
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 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.
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.
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 The Emperor's out of traps if he is in range.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 6, 10 (22) |
53F |
Physical |
Melee Low |
~90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Dodge |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Dodge] Turn, then throw sword. Evade foe's attack on start.
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.
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 Assist punishes. Because the sword is not considered a separate projectile, Stick & Move can also poke through solid objects like walls and stage props. [2] 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'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. [3] 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.
Similiar to Full Slide, Stick & Move's vertical tracking is heavily influenced by assist calls. [4] 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.
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 Feral Chaos's Via Dolorosa HP or Squall'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.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 6, 14 (20) |
51F |
Physical |
Melee Low |
75
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Dodge |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Dodge] Leap, then dive at high speed. Evade attack on start.
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).
Dart & Weave always moves Tidus towards the opponent when locked on, to the point where he can 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.
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.
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.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 5, 14 (24) |
51F |
Physical |
Melee Low |
~90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Dodge |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Dodge] Retreat, then quickly charge. Evade attack on start.
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).
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.
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.
Aerial
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
7, 13 (20) |
11F |
Physical |
Melee Low |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Distance self from foe. Weak but fast.
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.
Hop Step's importance cannot be understated. It allows Tidus to build assist meter reliably, harass opponents and convert to Aerith assist which is arguably his strongest assist. Combined with Full Slide, fast post-air dodge fall speed and overall good movement, Hop Step is a textbook competent poke in the context of competitive Dissidia 012 and a staple part of Tidus' kit.
The low priority and base damage can increase risk against command blocks, but the low amount of hits also means critical hits are more likely to occur for the more damaging second hit. Landing Hop Step consistently is a recipe for success if not for (mental) damage, then for meter as the aerial version also generates 90 EX on hit. Finding ways to land this move will go a long way, though delaying Hop Step is one of the most common mixups for it.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 6, 5, 8, 15 (40) |
25F |
Physical |
Melee Low |
30
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Midair charge. Deal more damage when close.
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 [5].
Because Full Slide is an aerial move, Tidus will inherently have more opportunities to use it. The vertical tracking is not strong, but assist can be used to enhance it and scoop aerial dodges or clash with Melee Low priority attacks as part of dodge punishment. Similiar to Sonic Buster, the hit stun and lax input windows for the followup attacks also allow assist combos even without walls.
This is a good move to have as a secondary tool for punishment and occasional mixups. When locked off, Tidus can move in any direction the analog stick / d-pad allows which further complements it as a defensive meter building tool as well.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
10 |
41F |
Physical |
Ranged Low |
3
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
- |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Throw blitzball; ricochets off environment.
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 [6]. 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.
Generally speaking there isn't much going on with this move. While the ball's travel speed is decent, the startup does it no favors. And the low base damage and EX output reduce Wither Shot's overall threat even if hits. And just like with Sphere Shot, Tidus is stationary for the duration of this move. All these factors make it difficult to justify equipping Wither Shot over his dodge attacks that help him stay safe and land more damage in the process.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 6, 10 (22) |
53F |
Physical |
Melee Low |
~90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Dodge |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Dodge] Turn, then throw sword. Evade foe's attack on start.
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 Firion who has adequate reach against Cut & Run. Still a situational move much like other dodge attacks, but not useless.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 6, 14 (20) |
51F |
Physical |
Melee Low |
75
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Dodge |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Dodge] Leap, then dive at high speed. Evade attack on start.
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.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 5, 24 (34) |
51F |
Physical |
Melee Low |
~90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase, Dodge |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Dodge] Retreat, then quickly charge. Evade attack on start.
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.
HP Attacks
Ground
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 4, 6 (10) |
39F |
Physical |
Melee High, Block (Ranged Low) |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Magic Block |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Spinning approach. Breaks down foe's defenses.
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 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.
Aside from EX, the reward on hit is not particularly outstanding due to low base damage and no wall rush, but fast aerial assists can combo off of this at the wall. Players using Aerith assist should be mindful of not using her Cure to avoid using meter unintentionally for something they did not try to do.
Spiral Cut does not anti-air well and it has a long animation, so whiffing it can be very risky. It can function as a sparsely used surprise attack or an assist combo ender, but often times other HP attacks can do more without relying on ground. The ranged low block property does what dashes already achieve for Tidus, but it does activate instantly and covers until the first bravery strike if it's needed in a pinch.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
4, 1 x 6 (10) |
53F |
Physical, Magical |
Melee High (kick), Ranged High (projectiles) |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
- |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Kick foe, then fire magic. Slow, effective vs. any height.
An aerial downward kick followed by homing Ranged High shots. It shares base damage and EX Force output with Spiral Cut, but because it leaves Tidus airborne, Aerith assist combos are possible without walls. Furthermore, using Assist Change after the initial kick forces the opponent to dodge the projectiles which cuts punish attempts short for many characters, unless they were able to utilise the quick assist storage glitch.
Both ground and aerial version function identically, so one of them may be neglected in favor of the other.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 4, 3 (+7) |
? |
Physical |
Melee High |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
Branching from Stick & Move (ground) [Combo] All-out flurry of attacks.
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.
As such, Assist Change leaves Tidus vulnerable to counter attacks. Characters with good air-to-ground attacks typically pose the biggest threat here, but Quick Hit's nature as an HP link has one benefit - When used outside of combos, Tidus does not commit to spending an assist bar to get this move. That means if the situation allows and the player wills it, assist can be utilised to interrupt punish attempts or even trade (e.g. against Squall's Aerial Circle). Also worth noting in this context, the last strike of Quick Hit has a decent amount of active frames. Players looking to whiff punish with a melee priority HP attack can clash if they pull the trigger early.
With Aerith, it is possible to cancel Quick Hit's knockback with precise timing and follow up without wall rush. This obviously forgoes additional damage that comes from wall rushes, but it is a good alternative in large stages where walls are not immediately available.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 4, 3 (+7) |
? |
Physical |
Melee High |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
Branching from Dart & Weave (ground) [Combo] All-out flurry of attacks.
Quick Hit from Dart & Weave. Same as other Quick Hits.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 4, 3 (+7) |
? |
Physical |
Melee High |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
Branching from Cut & Run (ground) [Combo] All-out flurry of attacks.
Quick Hit from Cut & Run. Same as other Quick Hits.
Aerial
All versions of Quick Hit share the same attack data.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
5 or 10 (moogle), 10 (15 / 20) |
61F |
Physical |
Ranged High |
30
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Long] Powerful triple kick. Long opening, but great range.
10 % chance of getting a Moogle ball on any of the three shots. If Moogle appears on the first kick, the damage multiplier becomes 10 instead of 5.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
4, 1 x 6 (10) |
53F |
Physical, Magical |
Melee High (kick), Ranged High (projectiles) |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
- |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Close] Kick foe, then fire magic. Slow, effective vs. any height.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 5 (10) |
53F |
Physical |
Melee High |
90
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
- |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
[Mid] Rush forward with swimming movement. Vertically limited, but charges a long way.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 4, 3 (+7) |
? |
Physical |
Melee High |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
Branching from Stick & Move (midair) [Combo] All-out flurry of attacks.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 4, 3 (+7) |
? |
Physical |
Melee High |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
Branching from Dart & Weave (midair) [Combo] All-out flurry of attacks.
|
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
1 x 4, 3 (+7) |
? |
Physical |
Melee High |
0
|
Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Wall Rush |
30 (15) |
|
|
|
Unlocked at level |
Mastered at AP |
|
Branching from Cut & Run (midair) [Combo] All-out flurry of attacks.
EX Mode: Equipped Caladbolg!
Effects:
- Regen
- Critical Boost
- Mirror Dash
- Caladbolg (ATK)
- Caladbolg (DODGE)
Mirror Dash
[Active while running] Top running speed increases, deflecting weak magical attacks.
Movement speed increases by x1.25. Block Ranged Low while running.
Caladbolg (ATK)
[Always active while in EX Mode] The higher the user's HP, the sharper the weapon's blade.
Damage multiplier scales to x1~x2 according to current HP%, round down to nearest integer. Higher health means higher damage multiplier.
Caladbolg (DODGE)
[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.
EX Burst: Blitz Ace
A flurry of attacks leading to a magnificent shot. Watch your timing and press circle when the cursor hits the center.
Damage multiplier (initial) |
Damage multiplier (rest) |
Type
|
1,1 (2) |
2x5, 3, 55 (68) (70 total, scales with current HP%) |
Physical
|
Combos
Solo
Tidus has a few solo combos, with difficulty and practicality varying greatly.
Combo
|
Approximate damage (multipliers)
|
Approximate EX Force
|
Notes
|
Video
|
Dart & Weave > DC (up, down) > Hop Step |
39~40 (1x5~1x6, 14, 7, 13) |
165 (75, 90) |
Somewhat practical solo combo, though there may not be many opportunities to land this. Timing is not very lenient and the dodge cancel arc may change depending on the camera angle, but the idea is to move up and connect Hop Step as soon as possible. |
Video
|
Cut & Run (midair) > DC (up) > Hop Step |
48~54 (2x2~2x5, 24, 7, 13) |
180 |
Difficult, but a rewarding combo for EX. Does not require Adamant Chains, but timing for the dodge cancel and the followup is strict. |
Video
|
Stick & Move (return hit) > DC (up, quarter circle left) > Hop Step |
30 (10, 7, 13) |
150 (60, 90) |
Impractical in most situations as it requires missing the initial sword throw. Good EX gain, however. |
Video
|
Assist
Ground
Generally speaking, most of Tidus' ground attacks that can combo into Aerith assist also work in the air. Therefore, this section will only cover Sonic Buster, Tidus' only grounded starter.
Starter
|
Combo
|
Damage
|
EX Force
|
Notes
|
Video
|
Sonic Buster (WR) |
-- |
40 + WR (2x5, 6, 8, 16) |
27 |
-- |
--
|
Aerith > WR > Free Air Dash x2 > Cut & Run (midair) > Quick Hit |
73~81 + HP WR (2x5, 6, 8, 16, 2x2~2x5, 24, 1x4, 3 + HP WR) |
117 (27, 90) |
Free Air Dash to close distance and build assist meter with Assist Gauge Up Dash ability. |
Video
|
Aerial
Most attacks leave Tidus airborne, which allow him to call Aerith for Seal Evil combos. This includes grounded versions of Hop Step, Stick & Move, Cut & Run, Dart & Weave and Energy Rain.
Cut & Run (midair) > Quick Hit is a common, relatively high power assist combo ender for Tidus. That will be listed in the following combos most of the time. Other enders may be prioritized depending on the situation, such as Jecht Shot to avoid LV2 Assist Change stagger or Slice and Dice to confuse Assist Change retaliation attempts.
Starter
|
Combo
|
Damage
|
EX Force
|
Notes
|
Video
|
Hop Step |
-- |
20 (7, 13) |
90 |
-- |
--
|
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run > Quick hit |
55~61 (7, 13, 2x2~2x5, 24, 1x4, 3) |
180 (90, 90) |
Basic and reliable. Move behind opponent for Sneak Attack critical hits. |
Video
|
Aerith > Chase HP > HP dodged > air jump (behind opponent) > Cut & Run > Quick Hit |
55-61 + HP WR (7, 13, 2x2~2x5, 24, 1x4, 3 + HP WR) |
195 (90, 15, 90) |
If the opponent dodges the chase HP, this generates more EX and still lets Tidus follow up with more bravery damage. But only if it's evaded this way; Opting to eat the chase HP can end the combo early without wall rush. |
Video
|
Full Slide (2 parts) |
-- |
19~25 (2x3~2x6, 5, 8) |
27 |
Mid-stage combo starter, also works with Aerith assist when clashed with reduced damage. The further Tidus is from opponent, the less damage Full Slide will do on hit. |
--
|
Aerith > DC > Free Air Dash > Cut & Run > Quick Hit |
54~66 + HP WR (2x3~2x6, 5, 8, 2x2~2x5, 24, 1x4, 3 + HP WR) |
120 (30, 90) |
Reliable wall-less combo. If ceiling is closer than wall, you can opt for Jech Shot ender instead for wall rush damage. |
Video
|
Full Slide (Wall Rush) |
-- |
40 + WR (2x6, 5, 8, 15) |
30 |
-- |
--
|
Aerith > WR > Free Air Dash > Jecht Shot |
49~60 + HP WR (40 + WR, 15~20 + HP WR) |
60 (30, 30) |
For ceiling wall rush or maintaining distance from opponent. |
Video
|
Cut & Run (ground) |
-- |
18~24 (2x2~2x5, 14) |
90 |
Less damage than air version, but same combo structure otherwise. Deals less damage the later this move connects, the minimum damage is lowballed and assumes Cut & Run is done somewhat close to the opponent. |
--
|
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run (midair) > Quick Hit |
53~65 + HP WR (18~24, 28~34, 1x4, 3 + HP WR) |
180 (90, 90) |
-- |
Video
|
Cut & Run (midair) > Quick Hit (Wall Rush) |
-- |
35~41 + HP WR (28~34, 7 + HP WR) |
~90 |
Basic wall rush starter, but good if it evaded a prior attack. Much like Cut & Run (ground), minimum damage for the aerial version is lowballed and assumes Cut & Run is done somewhat close to the opponent. |
--
|
Aerith > WR > DC > Cut & Run (midair) > Quick Hit |
70~82 + HP WR (28~34, 7 + HP WR, 28~34, 7 + HP WR) |
180 (90, 90) |
|
Video
|
-- |
Cut & Run (midair) > Quick Hit > Aerith (after 2nd part of Quick Hit) > Aerith HIT (knockback cancel) > DC (behind opponent) > Cut & Run (midair) > Aerith > Empty Chase > Dodge (behind opponent) > Cut & Run (midair) > Quick Hit |
98~116 + HP WR (28~34, 7 + HP, 28~34, 28~34, 7 + HP WR) |
270 (90, 90, 90) |
2-bar assist combo. Highest EX gain with HP damage and wall rush potential. Use during EX Mode for devastating results. |
Video
|
Stick & Move |
-- |
20~22 (2x5~2x6, 10) |
~90 |
If Quick Hit is not preferred, Stick & Move still has enough hit stun for Aerith. |
--
|
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run > Quick Hit |
55~63 + HP WR (20~22, 28~34, 7 + HP WR) |
180 (90, 90) |
-- |
Video
|
Dart & Weave |
-- |
19~20 (1x5~1x6, 14) |
75 |
Technically Tidus' strongest combo starter in terms of EX gain due to the Hop Step DC combo, but this move is not commonly prioritized. |
--
|
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run > Quick Hit |
54~61 + HP WR (19~20, 28~34, 7 + HP WR) |
165 (75, 90) |
Basic conversion. |
Video
|
DC (up, down) > Hop Step > Aerith > Empty Chase > Dodge (behind opponent) > Cut & Run > Quick Hit |
74~81 + HP WR (19~20, 20, 28~34, 7 + HP WR) |
255 (75, 90, 90) |
-- |
Video
|
Energy Rain |
-- |
10 (4, 1x6) |
90 |
Serviceable starter if done with a good read on the opponent. |
--
|
Aerith > Free Air Dash (behind opponent) > Cut & Run (midair) > Quick Hit |
45~51 (10, 28~34, 7 + HP WR) |
180 (90, 90) |
-- |
Video
|
Slice & Dice |
-- |
10 (2x5) |
90 |
Serviceable starter if done with a good read on the opponent. |
--
|
Aerith > Free Air Dash (behind opponent) > Cut & Run (midair) > Quick Hit |
45~51 + HP WR (10, 28~34, 7 + HP WR) |
180 (90, 90) |
-- |
Video
|
Jecht Shot (Wall Rush) |
-- |
15~20 (5~10, 10) |
30 |
Random Moogle can increase damage. Good wall rush potential. |
--
|
Aerith > Wall Rush > Free Air Dash x2 > Cut & Run (midair) > Quick Hit |
50~61 + HP WR (15~20, 28~34, 7 + HP WR) |
120 (30, 90) |
Aerith holds long enough to approach and land Cut & Run. Depending on distance, it can be possible to still position behind the opponent for additional Sneak Attack critical hits. |
Video
|
Builds
Assist
Tidus' assist data
Type |
Attack |
Startup |
Position |
Spawn |
Damage multiplier |
Effects
|
BRV |
Sonic Buster |
25F |
Ground |
Opponent |
2 x 5, 6, 8, 16 |
Wall Rush
|
BRV |
Hop Step |
11F |
Air |
Opponent |
7, 13 (20) |
Chase
|
HP |
Spiral Cut |
39F |
Ground |
Opponent |
1 x 4, 6 (10) |
Chase
|
HP |
Slice and Dice |
53F |
Air |
Opponent |
2 x 5 (10) |
Chase
|
Assists
Tidus works well with Aerith, Jecht, Kuja.
References
Navigation
Wiki Roadmap (012 Tidus)
Please edit this page's roadmap template when relevant additions and changes are made.
Page |
Completed |
In progress |
To-do |
Score
|
General |
|
|
|
0 / 0
|
Strengths and weaknesses |
Done. |
|
|
2 / 2
|
Overview |
Done. |
|
|
1 / 1
|
Bravery Attacks |
Ability info, overviews, images. |
|
|
5 / 5
|
HP Attacks |
Ability info, overviews, images. |
|
|
5 / 5
|
EX Mode |
Basic info, EX mode & EX Burst overview, image. |
|
Write about mirror dash? |
2 / 3
|
Combos |
Solo combos added. Assist combos (Aerith) added. |
|
Add other assist combos. Add more solo combos if they exist. |
6 / 6
|
Builds |
3 builds, with overviews. |
Adjust based on feedback, if necessary. |
Add more niche builds, otherwise in good state. |
10 / 10
|
Assist |
Assist data, Tidus assist overview. Overviews for other assists. |
|
|
3 / 3
|
Matchups |
|
|
Matchup analysis and tips. |
0 / 32
|
Resources |
|
|
Helpful links related to character. |
0 / 1
|
Starter Guide |
Page created, initial content added. |
Adjust based on feedback. |
|
9 / 9
|
Strategy |
Basic strategies and counterstrategies. |
|
|
6 / 6
|