General
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Starter Guide
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Strategy
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Matchups
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Resources
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Info
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Name |
Tidus (ティーダ)
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Original game |
Final Fantasy X
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Base ATK (LV100) |
110 (Average)
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Base DEF (LV100) |
111 (Average)
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Run Speed |
4 (Normal, Fast), 1.5 (EX Mode, Very Fast)
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Dash Speed |
73 (Normal, Fast), 65 (EX Mode, Fastest)
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Fall Speed |
73 (Normal, Above Average), 65 (EX Mode, Fastest)
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Fall Speed Ratio After Dodge |
20 (Normal, Very Fast), 14 (EX Mode, Very Fast)
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Fastest BRV |
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Fastest HP |
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1-Hit HP |
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HP Links |
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Command Block |
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Weapon |
Swords, Grappling Weapons, Daggers, Thrown Weapons
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Armor |
Shields, Bangles, Hats, Helms, Clothing, Light armor, Headbands, Chestplates
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Exclusive weapons |
Official Ball, Striker, Grand Slam, World Champion
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Unlock |
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Alignment |
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Voice Actor (JP) |
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Voice Actor (ENG) |
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Strengths |
Weaknesses
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- 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.
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- 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.
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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.
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
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7, 13 (20) |
11F |
Physical |
Melee Low |
90
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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Chase |
30 (15) |
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Unlocked at level |
Mastered at AP |
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[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.
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Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 5, 6, 8, 16 (40) |
25F |
Physical |
Melee Low |
27
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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Wall Rush |
30 (15) |
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Unlocked at level |
Mastered at AP |
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[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. The whiff recovery is fairly low though.
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
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4 x 8 (32) |
41F |
Physical |
Ranged Mid |
0
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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Wall Rush |
30 (15) |
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Unlocked at level |
Mastered at AP |
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[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 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.
Sphere Shot isn't without 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 The Emperor inside a trap when in reach.
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 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. [2] Assists that aren't Aerith can convert staggers into a combo and on hit, wall rush is also available for followups if close enough.
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 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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Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
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2 x 6, 10 (22) |
53F |
Physical |
Melee Low |
~90
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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Chase, Dodge |
30 (15) |
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Unlocked at level |
Mastered at AP |
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[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 the Quick Hit HP link.
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.
The long startup and recovery 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. [3] 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.
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. [4] 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. [5] 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 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 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.
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Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
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1 x 6, 14 (20) |
51F |
Physical |
Melee Low |
75
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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Chase, Dodge |
30 (15) |
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Unlocked at level |
Mastered at AP |
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[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'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 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.
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.
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. The defensive traits are mostly nullified at the ceiling due to it cutting off movement and the move covering least distance overall. 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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Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
2 x 5, 14 (24) |
51F |
Physical |
Melee Low |
~90
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
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Chase, Dodge |
30 (15) |
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Unlocked at level |
Mastered at AP |
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[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, 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. 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 it can go through Cloud of Darkness's Ranged Mid projectile. [6]
Aerial
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Damage multiplier |
Startup frame |
Type |
Priority |
EX Force
|
7, 13 (20) |
11F |
Physical |
Melee Low |
90
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Effects |
CP (Mastered) |
Cancels |
Assist Gain (Attack) |
Assist Gain (Hit)
|
Chase |
30 (15) |
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Unlocked at level |
Mastered at AP |
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[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) |
|
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Unlocked at level |
Mastered at AP |
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[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 [7].
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) |
|
|
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Unlocked at level |
Mastered at AP |
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[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 [8]. 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) |
|
|
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Unlocked at level |
Mastered at AP |
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[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 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.
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. Tidus is also at frame disadvantage on hit against recovery attacks.
Spiral Cut does not anti-air well and it has a long animation, so not only is whiffing it risky, Tidus also becomes very vulnerable to counter attacks after Assist Change. Spiral Cut can function as a sparsely used surprise attack or an assist combo ender, but often times his other HP attacks can do more. For example, dashing and using the aerial Slice & Dice HP covers Spiral Cut's lateral range and is less vulnerable on recovery when reflecting high priority projectiles.
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. [9] Just be careful not to cartwheel into traps along the way.
|
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 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.
Things are looking up on hit, however. Once the kick connects, Tidus launches homing high priority projectiles which have strong tracking, long active duration and explode at the end. These explosion happen even if the projectiles miss, so they can be very difficult to avoid without increased invincibility. If an opponent wants to evade the following explosions, they must Assist Change near the end (unless Tidus Auto Assist Lock On), utilize Precision Evasion or nullify them with high priority blocks such as Jecht Block.
Because Energy Rain leaves Tidus airborne, Aerith assist combos are possible without walls. Frame advantage on hit is quite good as well. Dodge cancel Hop Step can beat most Recovery Attack attempts except characters with frame 1 command blocks.
Both ground and aerial version function pretty much identically. However, the ground version can be used as a high risk high reward counterpoke against grounded attacks due to the upward evasion.
|
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.
About Moogle: 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. The rest are purely audiovisual changes.
|
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.
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.
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 Feral Chaos 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, 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.
|
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.
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.
|
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.
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.
The first hit has a fair amount of active frames on the sword and just like Sonic Buster and Full Slide, Slice & Dice's vertical tracking is greatly enhanced with assist calls. [10] That makes Slice & Dice good for occasionally clashing favorably with high priority attacks and punishing long-winded attacks in general. The positioning during glide can also help with reflecting higher priority projectiles.
Slice & Dice is one of the better HP attacks for Tidus. Its damage is average, the utility, frame data and EX output are not overshadowed by his other air HPs. Well worth consideration for most, if not all matchups.
|
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.
Quick Hit from aerial Stick & Move. 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 Dart & Weave (midair) [Combo] All-out flurry of attacks.
Quick Hit from aerial 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 (midair) [Combo] All-out flurry of attacks.
Quick Hit from aerial Cut & Run. Same as other Quick Hits.
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, 53 (66) (68 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
|
Tidus Assist Overview
Tidus is one of the established viable assists in competitive play. He is not a universally effective assist in the way that Kuja is, but what he brings to the table is nothing to sneeze at. Tidus' bravery assists provide a combination of easier whiff punishes in terms of frame data and extended ground combos, while his air HP can be used in chase sequences to set up inescapable damage. Ground HP can harass for a good few seconds if the opponent doesn't jump out of the way, but your mileage may vary.
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 Cecil, Cloud and Squall. 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 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 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.
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.
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.
Tidus assist excels in many important areas, but in terms of damage potential he tends to fall behind in comparison to other competitive assists. He also doesn't have Ranged priority moves, which is a common detriment for assist characters. That being said, Assist Chase is surprisingly rare among air BRV assists, which helps keep Tidus assist afloat in the competition. But this is not always enough, his other attacks have to be of some value to the player (character) for him to truly shine.
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
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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
|