Garland (Dissidia 012) and Tifa Lockhart (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNav
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-tifa.png
|general=[[Tifa_Lockhart_(Dissidia_012)|'''General''']]
|matchups=[[Tifa Lockhart (Dissidia 012)/Matchups|'''Matchups''']]
|resources=Resources
|starter=Starter Guide
|strategy=[[Tifa_Lockhart_(Dissidia_012)/Strategy|'''Strategy''']]
}}


{{CharacterInfo
{{CharacterInfo
|name=Garland (ガーランド)
|name=Tifa Lockhart (ティファ・ロックハート)
|origin=Final Fantasy
|origin=Final Fantasy VII
|weapon=Axes, Greatswords, Katanas, Spears
|weapon=Grappling Weapons, Parrying Weapons,<br> Poles, Rods, Staves
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|armor=Bangles, Chestplates, Clothing, Gauntlets,<br> Hairpins, Hats, Light Armor
|atk=111 (High)
|atk=108 (Very Low)
|def=112 (High)
|def=111 (Average)
|runspeed=10.5 (Very Slow)
|runspeed=4 (Fast)
|dash=81 (Below Average)
|dash=69 (Very Fast)
|fall=77 (Above Average)
|fall=77 (Above Average)
|fallr=41 (Below Average)
|fallr=37 (Above Average)
|exclusives=
|exclusives=Godhand, Premium Heart, Seventh Heaven
|exclusives=Ogrekiller, Viking Axe, Gigant Axe
}}
}}


{{ProConTable
{{ProConTable
|pros=
|pros=
*'''Whiff punishment'''
*'''Bravery damage'''
*'''EX meter economy''' - Generates meter efficiently through combos and can kill earlier with EX Revenge than any other character
*'''Disjoints''' great at poking through projectiles and walls
* '''Good ground-to-ground presence''', except against area denial melee HPs
|cons=
|cons=
* '''Bad movement'''
* '''Post-dodge vulnerability'''
* '''Limited aerial dodge punish capability'''
* '''EX meter gameplan hurt by poor neutral HPs and assist punish vulnerability'''
* '''Fast + long range vulnerability'''
* '''Difficulties creating offensive momentum consistently'''
* '''Bad at making the opponent whiff without forcing a dodge'''
* '''Flawed aerial mixups''', can struggle against block in the air
* '''Bad against area denial melee HPs'''
}}
}}


== Overview ==
= Overview =
Garland is a defensive close / mid-range character who is defined by good whiff punish ability, combo game, EX meter economy and crushingly good bravery damage output.
Tifa is a close range character with fast movement speed and the ability to feint attacks. Ground combat is bolstered by mid priority projectiles and an HP link, while aerial combat is supported by moves with vertical tracking. Decent EX gain and one of the highest damaging EX Bursts in the game the more EX meter she has remaining. Damage potential is high with HP attacks thanks to high base bravery and Aerith assist specifically. Low average bravery damage, limited utility on feints and below average vertical prowess while airborne limit her overall effectiveness, however.
 
On the ground, Garland can take advantage of higher priorities, gap closers and mixups. With the character-defining Deathblow bravery, Garland can reliably generate assist meter on whiff, anti-air opponents and combo into Twist Drill for a considerable amount of damage and EX meter.
Tifa is a low tier character.
 
In the air, Garland can utilise attacks with well defined tracking through a variety of braveries. Twist Drill anti-airs and pokes through projectiles, Chain Cast covers his air dodges and enables dodge cancel combos and the infamous Bardiche crushes anyone caught below the mighty axe.
 
He boasts above average attack and defense stat, but his attributes are a bit lacking elsewhere. Movement speed is below average, air dodges are floaty, post-dodge defensive options are risky, he lacks independent HP links and air dodge punish attempts have considerable limitations. Not to mention, his braveries have well defined ranges that can hinder his approaches at times.
 
However, one aspect where Garland is a cut above the rest is in the usage of EX meter. Not only can Garland acquire a full EX meter efficiently through combos, his EX Burst is one of the more damaging bursts in the game. But what he is ''really'' infamous for, is his EX Revenge damage output. Being able to combo into a high damaging Bardiche five times is enough to secure a bravery break against any character at their base bravery. This creates a dangerous dynamic with Garland where he can end matches early with a full EX bar if the opponent is below half health. If the player was able to amass a couple bravery breaks before using EX Revenge, Garland can practically ''kill any character from full health''.
 
Historically Garland has been considered a low tier character. However, his representation in competitive play in recent years present a case for a '''mid tier''' or even '''high tier''' position. Garland is not without faults, nor is he the easiest character to succeed with. He is decent at exploiting the opponent's flaws with proper positioning, but if ''he'' is forced to try and create a mistake, he can fall apart completely against opponents with proper knowledge, positioning and reactions. Garland's long-term gameplan is strong, but it always requires landing hits with resources to later back him up.
 
With consistent grounded defensive play, he can overpower many conventionally strong characters who have to engage with him first.
 
== Bravery Attacks ==
=== Ground ===


= Bravery Attacks =
== Ground ==
<tabber>
<tabber>
|-|Round Edge=
|-|Beat Rush=
{{AbilityInfo
{{AbilityInfo
|damage=7, 8, 30 (45, Short) / 7, 8, 9, 2, 2, 2, 15 (45, Long)
|damage=8, 11, 16 (35)
|startup=23F
|startup=21F
|type=Physical
|type=Physical
|priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long)
|priority=Melee Low
|ex=30 (Short) / 90 (Long)
|ex=90
|effect=Wall Rush (Short) / Chase (Long)
|effect=Chase, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Broad sword sweep. Change combo with input timing.''
''[Close~Mid] A flurry of punches. Can combo without hitting.''


Three sword swipes with a chase or a wall rush ender. Press circle before the third swipe for a wall rush ender or press circle after it for a chase ender. Garland's movement can be controlled freely during the first two swipes, but it does not make it particularly safe to use. While the start-up is somewhat fast, it takes well over a second to cancel it into a dodge. With Garland's limited post-dodge defensive options this is not an ideal situation to find yourself in. Confirming a combo with Deathblow into a Twist Drill is safer, inflicts more bravery damage and generates more EX meter on hit as well. Round Edge still has combo potential with assists though.
|-|Blizzard=
 
The first two hits' vertical range is quite bad. They do hit behind Garland, so it's possible to manuever in a way at medium ranges that lets you hit the opponent from behind if they reacted early with a block.
 
Round Edge might work occasionally as a surprise gimmick attack, especially if you fake out with movement during the first sword swipe. But the long animation and diminishing returns for disproportional risk compared to other ground moves make Round Edge difficult to justify for the third slot bravery.
 
The increased priorities apply to Round Edge when has not been cancelled into a wall rush ender. Since movement is halted by the third hit, it can be challenging to enforce it's high priority against moving opponents.
 
|-|Lance Charge=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 5, 5, 15 (30)
|damage=10 (10)
|startup=31F
|startup=31F
|type=Physical
|type=Magical
|priority=Melee Mid
|priority=Ranged Low
|ex=30
|ex=0
|effect=Wall Rush
|effect=--
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] High-speed sword thrust. Vertically limited, good range.''
''[Long] Fire ice crystals. Slow speed, but long range.''
 
A mid priority gap closer and a whiff punisher that goes in a straight line. Staggers block and can be followed up with a built-in high damaging Bardiche if it staggered. It works well as a deterrent for blocking his other ground braveries.
 
With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high with Bardiche fillers. Lance Charge travels quickly and the recovery is very short. Outside of top speed assists and higher priority attacks / blocks, it is very difficult if not impossible for a lot of the cast to effectively punish Garland for using this move. Sideways and aerial movement help avoid it with less risk, but the mileage varies between characters.
 
The range slightly extends past the visual.
 
If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Lance Charge to retaliate after blodging backwards or sideways.
 
Lance Charge is a staple in Garland's kit and is one of the best ground-to-ground bravery attacks in the game.


|-|Deathblow=
|-|Blizzara=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage=1, 2 x 10, 3 (24)
|startup=13F
|startup=31F
|type=Physical
|type=Magical
|priority=Melee Low
|priority=Ranged Low, Ranged Mid (Explosion)
|ex=60
|ex=0
|effect=
|effect=Wall rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Swift upwards sword swipe. Low accuracy, quick strike.''
''[Mid] Fire multiple ice crystals. Strike opponent down.''
 
One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The low non-cancelled recovery is Deathblow's highlight, it is one of the few bravery attacks in the game that do not have to be dodge cancelled for safety. This allows Garland to jump and combo into Twist Drill for more meter and a lot of bravery damage with assist.
 
Due to it's speed and low non-cancelled recovery, it can be used to quickly generate assist meter. A must have for many close-range match-ups where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together.


|-|Highbringer=
|-|Blizzaga=
{{AbilityInfo
{{AbilityInfo
|damage=5, 19 (24, Low) / 5, 2, 2, 15 (24, High)
|damage=1, 2 x 10, 9 (30)
|startup=17F (Low) / 13F (High)
|startup=93F
|type=Physical
|type=Magical
|priority=Melee Low
|priority=Ranged Mid
|ex=90 (Low) / 30 (High)
|ex=0
|effect=Chase (Low) / Wall Rush (High)
|effect=Wall rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Swing sword upwards. Change combo with input timing.''
''[Long] Drop ice crystals on foe to surprise opponent.''


Deathblow with two built-in follow-up attacks. Tap the button twice for a chase ender and 90 EX or hold the button to become airborne and then tap it for wall rush attack.
|-|Waterkick=
 
Even though the speed, tracking and anti-air capability remain mostly intact, the recovery is longer. Both low and high versions' recovery are much shorter with a dodge cancel, but the first hit cannot be dodge cancelled early if it makes contact.
 
As a result, any whiffs put Garland in greater danger compared to Deathblow, even if the High version's dodge cancel is pretty early. While all attacks have a fair amount of hit stun, converting off of them with assist compromises Garland's EX gain, damage or requires a wall. Assist combos are a bit easier to pull off compared to Deathblow though.
 
It's not a terrible move, but Deathblow is the stronger move overall.
 
|-|Thundaga (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=each (10)
|damage=8, 12 (20)
|startup=51F
|startup=11F
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Melee Low
|ex=0
|ex=30
|effect=-
|effect=Wall rush, Feint (both hits)
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Call down lightning strikes that home in on opponent.''
''[Close] A low-to-high kick combo. Can combo without hitting.''


Venerable strength manifests in the form three lightning bolts. The bolts spawn on the opponent, bypassing obstacles or lingering projectiles in front of the opponent. It is commonly used for interrupting opponents.
It has enough hit stun for all three bolts to combo into most of Garland's attacks including Flare and air BRV assists, but the opponent must be against the wall for it to work. The upward knockback's direction is also based on the player's camera.
Garland is vulnerable during Thundaga, but it's recovery is quite low for an attack of it's kind, which can make it tricky to whiff punish with slower assists.  It is not chosen often due to it's poor reward on hit with no EX generation, low damage and situational conversions.
Thundaga is good at interrupting opponents from a distance, but it does not represent a big threat frequently.
</tabber>
</tabber>


=== Aerial ===
== Aerial ==


<tabber>
<tabber>
|-|Twin Swords=
|-|Elbow Smash=
{{AbilityInfo
{{AbilityInfo
|damage=7, 8, 15 (30)
|damage=8, 12 (20)
|startup=21F
|startup=11F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall Rush
|effect=Wall rush, Feint (both hits)
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Swipe with twin blades. Approaches foe; limited height.''
''[Close] Elbow smash combo. Can combo without hitting.''


Garland's primary aerial bravery attack that advances forward. It's fast, but slow enough to be reactable, though the start-up is tricky to see. Given how Garland's other braveries are telegraphed by their effective range, Twin Swords can fall short in approaching the opponent.
|-|Falcon's Dive=
 
Twin Swords' main strength lies in the move tracking in all directions. The range is average and the homing period is brief.
 
The animation is rather long, however. This means that it can be dangerous to whiff Twin Swords and the reliance on wall rushes for HP damage skews the risk/reward ratio against Garland. In small stages with low ceilings, this move can represent a threat more reliably when fighting air-to-air.
 
Not a staple in Garland's aerial kit, but not entirely without merit either.
 
|-|Chain Cast=
{{AbilityInfo
{{AbilityInfo
|damage=7, 8 (15)
|damage=26
|startup=45F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=0
|effect=Chase
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Swing chain. Low accuracy, but effective against any height.''
''[Dive] Descend quickly from above.''


Garland positions himself above in relation to the opponent for two vertical attacks. Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar) or Bardiche / Twin Swords at the wall.
|-|Moonsault Kick=
 
Chain Cast has enough hit stun to make empty chase attempts safer than on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear (being significantly below / above the opponent helps).
 
The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.
 
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. Could have a small deadzone right in front of Garland as well. Requires further research.
 
|-|Bardiche=
{{AbilityInfo
{{AbilityInfo
|damage=30
|damage=9, 9, 2 x 3, 16 (40)
|startup=23F
|startup=25F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=0
|ex=90
|effect=Wall Rush
|effect=Chase, Feint (both parts)
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Dive] Mighty axe swing. Great for attacking from above.''
''[Mid] Graceful kicks. Can combo without hitting.''
 
Garland's iconic crushing repertoire. A staple in Garland's kit due to it's speed, average whiff recovery and infamous damage output. It's applications in the neutral are weak due to it exclusively tracking downwards, having a small hitbox and having flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority attack on a character whose other downward attacks are all slower than 40 frames. The whiff recovery lets Garland build assist meter somewhat safely however.
 
Bardiche is primarily run for it's reward on hit, namely with ground wall rush assist combos and EX Revenge. It's single hit 30 damage multiplier makes Garland one of the best users of wall rush bravery enhancements (primarily {{accbas}} Booster). Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activations.
 
Despite these flaws, Bardiche is commonly used because the damage output high enough to outweigh the cons.


|-|Twist Drill=
|-|Dolphin Blow=
{{AbilityInfo
{{AbilityInfo
|damage=4 x 2, 8, 14 (30)
|damage=1 x 5, 24 (29)
|startup=21F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=30
|effect=Chase
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Rise] Upwards lunge with sword. Great for attacking from below.''
''[Rise] Uppercut in the form of a dolphin. Useful from below.''
 
Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.  
 
It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is ''consistently safe on hit after initiating an empty chase'' for EX intake.
 
Twist Drill's whiff recovery is long enough for it to be punishable on reaction. Staying directly above Garland's head, dodging sideways and air BRV assists are consistent ways to neutralise this attack.
 
While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to.
 
It can also hit behind the opponent's block at the right distance and angle below the opponent.


|-|Thundaga (midair)=
|-|Blizzard=
{{AbilityInfo
{{AbilityInfo
|damage=each (10)
|damage=10 (10)
|startup=51F
|startup=31F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=-
|effect=--
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Call down lightning strikes that home in on opponent.''
''[Long] Fire ice crystals. Slow speed, but long range.''
 
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, it is still used to interrupt opponents.


</tabber>
</tabber>


== HP Attacks ==
= HP Attacks =
 
== Ground ==
=== Ground ===
 
<tabber>
<tabber>
|-|Earthquake=
|-|Meteodrive=
{{AbilityInfo
{{AbilityInfo
|damage=8, 2 x 5 (18)
|damage=15
|startup=39F
|startup=39F
|type=Physical (axe) / Magical (rocks)
|type=Physical
|priority=Melee High (axe) / Unblockable (rocks)
|priority=Melee High
|ex=36
|ex=30
|effect=Wall Rush
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Split ground with axe. Steals bravery, then takes HP.''
''[Close] Kick upwards, then strike down. Vertically limited.''


A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit without having assist meter locked. The HP-inflicting rock that spawns at the end has minor anti-air potential.
|-|Meteor Strike=
 
{{AbilityInfo
Earthquake is one of the many moves in Garland's arsenal where it can be used and not get cleanly punished for it, followed by a one of the worse disadvantage states in the game due to poor movement, risky defensive options and lack of safe follow ups on whiff. That's true for a lot of Garland's tools, but it's by far most evident on Earthquake.
|damage=1x (2/7/13), 15 (17/22/28)
 
|startup=33F, 42F (half charge), 58F (full charge), hitbox 7F after release
Because the rocks act independently after activating, Earthquake can be used to punish fairly safe approaching Melee High priority attacks, such as [[Tifa_Lockhart_(Dissidia_012)|'''Tifa''']]'s Rolling Blaze or [[Squall_Leonhart_(Dissidia_012)|'''Squall''']]'s Revolver Drive by clashing with them.
|type=Physical
|priority=Melee High
|ex=3 per hit
|effect=Wall rush, Feint
|cp=30 (15)
}}
''[Close~Long] Charge at foe. Hold button to change distance.''


The active duration, tracking and dodge cancel window can make punishing this move on the ground difficult without mid range attacks or dodge punish tools. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it. It is prone to trades, but they don't backfire on Garland as often as one might expect.
Meteor Strike for brv damage + wall rush and as a pseudo-poke for relatively short end lag and minor evasion against nearby aerial opponents.


|-|Blaze (ground)=
|-|Burning Arrow=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=59F
|startup=47F
|type=-
|type=-
|priority=Ranged High
|priority=Melee High
|ex=each (9)
|ex=0
|effect=-
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot multiple fireballs that chase opponent.''
''[Mid] Ultra high-speed kick. Extremely quick.''


Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.
|-|Rolling Blaze=
 
Blaze has a bad deadzone in front of Garland and each fireball can inflict meter depletion if they hit, traits that carry over to it's aerial version.
 
|-|Tsunami=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 6 (12)
|damage=1 x 7 (7)
|startup=45F
|startup=45F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=96
|ex=3 per hit (max 21)
|effect=-
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Hurl chain sword. Vertically limited, very accurate.''
''[Rise] Grab foe and throw to ground. Short horizontal range.''
 
One of Garland's post-dodge defensive options on the ground. Much like Chain Cast, the swift movement helps Garland evade rather than plain invincibility. However, it is dangerous to whiff this attack due to it's lenghty animation and late cancel window.
 
Tsunami's strong tracking against grounded opponents works very well as a dodge punisher and as an instigator when assist meter is available. Against opponents without command defensive options, doing Tsunami and reacting with an assist can be effective, because it usually forces a dodge. It can also hit aerial opponents who are close to Garland at the time of impact.


This attack also combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush and worse trade interactions without assist.
|-|Somersault=
 
If you stagger an opponent with a [[Blodge|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways.
 
</tabber>
 
=== Aerial ===
<tabber>
|-|Blaze (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=59F
|startup= / +Waterkick (8)
|type=-
|type=-
|priority=Ranged High
|priority=Melee High
|ex=each (9)
|ex=60 / 90
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot multiple fireballs that chase opponent.''
''Branching from Waterkick. [Combo] Kick opponent upwards.''


Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited.
</tabber>


|-|Cyclone=
== Aerial ==
<tabber>
|-|Rolling Blaze=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=1 x 7 (7)
|startup=51F
|startup=45F
|type=-
|type=Physical
|priority=Ranged High
|priority=Melee High
|ex=each (60)
|ex=3 per hit (max 21)
|effect=Absorb
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Call forth tornado. Slow speed, homing ability.''
''[Dive] Grab foe and throw to ground. Short horizontal range.''


Two Ranged High projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Good reward on hit thanks to ex generation and hit stun - It combos into assists on hit. Even Garland can combo into his own braveries afterwards if Cyclone connected after a delay.
|-|Meteor Crusher=
 
It does not protect Garland effectively from all angles. Disjointed attacks and assists such as Aerith's Seal Evil can consistently punish Garland for using Cyclone. Because Garland cannot act again early and the projectiles duration is a bit less than desireable, it can also be difficult to turn a successful Cyclone into offensive momentum.
 
However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.
 
|-|Flare=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage=1 x 8, 2 (10)
|startup=47F
|startup=33F, 32F (half charge), 46F (full charge), hitbox 17F after release
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=30
|ex=87
|effect=Wall Rush
|effect=Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Strike with greatsword, causing large explosion on hit.''
''[Close~Mid] Unleash a flurry of attacks. Increase charge speed with button hold.''
 
Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, though it's bad at turning around from a bit before Garland starts moving. The knockback is very high with good wall rush potential.
 
Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges, while leaving ample time for the opponent to dodge and punish Garland.
 
If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.


</tabber>
</tabber>


== EX Mode: Class Change! ==
= EX Mode: Equipped Premium Heart! =
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Indomitable Resolve
* Premium Heart


=== Indomitable Resolve ===
== Premium Heart ==
''[Active while attacking] Even while taking damage, attacks can be performed without flinching.''
''[Always active while in EX Mode]
The fuller the EX Gauge, the more damage dealt.''


Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties.
== EX Burst: Final Heaven ==
''A flurry of attacks ending in one ferocious tackle. Watch your timiing and stop the reels. The better the combo, the more damage dealt.''


=== EX Burst: Soul of Chaos ===
The damage multipliers scale with remaining EX gauge. More EX left, higher damage.
''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.''


Maximum EX
{{burst
{{burst
|damage1=12, 12 (24)
|damage1=15, 25 (40)
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)
|damage2=13 x 7 (91) (131 total)
|type=Physical
|type=??
}}
}}


== Combos ==
Minimum EX
{{burst
|damage1=8, 13 (21)
|damage2=7 x 7 (49) (70 total)
|type=??
}}


=== Solo ===
= Tifa's mechanics (Feints) =
Many of Tifa's bravery and HP attacks can be cancelled into an advancing invincible dash that can go through opponents. Press X during an attack's start-up to "feint" it. After the motion has occurred, Tifa can continue with the preceding attack or wait until the feint state ends. So for example, Beat Rush > X > Beat Rush (hits).


{| class="wikitable sortable"
{|class=wikitable
|-
! scope="row" colspan="3" | Attacks with feints
|-
! scope="col"| Attack
! scope="col"| Feint window
! scope="col"| Post-feint action
|-
|-
! scope=col | Combo
|Beat Rush || Before first hit || Beat Rush
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
|Deathblow > move > jump > Twist Drill || '''45''' (15, 30) || 150 (60, 90) || Staple combo. Move and jump as quickly as possible. The later Deathblow hits, the more time you have to combo into Twist Drill. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=5 '''Video''']
|Waterkick || Before second hit || Second bravery hit of Waterkick
|-
|-
|Round Edge 3rd hit (Long) > Deathblow > move > jump > Twist Drill || '''69''' (7, 8, 9, 15, 30) || 150+ (??, 60, 90) || Guaranteed Deathblow, but timing is tricky. Try to time it later than earlier to avoid inputting Round Edge's finisher. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=10 '''Video''']
|Moonsault Kick || Before either hit || First part or second part depending on feint timing
|-
|-
|Chain Cast > DC > Twist Drill || '''45''' (15, 30) || 180 (90, 90) || Staple air combo, commonly used as a punish or an assist combo ender. 180 EX total. If opponent is far after Chain Cast, Twist Drill may not land all initial hits. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=19 '''Video''']
|Falcon's Dive || Before first hit || Falcon's Dive
|-
|-
|Chain Cast > DC > Twin Swords || '''45''' (15, 30) || 120 (90, 30) || Garland must be nearly at same height with opponent after Chain Cast for this to work. Less EX generation, but can wall rush. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=25 '''Video''']
|Dolphin Blow || Before first hit || Dolphin Blow
|-
|-
|Chain Cast > DC > Bardiche || '''45''' (15, 30) || 90 (90, 0) || Same as Twin Swords, but without additional EX gain. Harder to land than Twin Swords due to lack of forward tracking, but can be more practical if Chain Cast whiff punished something air-to-ground. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=32 '''Video''']
|Meteodrive || Before first hit || Meteodrive
|-
|-
|Thundaga (2 hits) > DC > Twin Swords || '''50 minimum + WR''' (10, 10, 30) || 30 || Near wall or corner to reduce Thundaga pushback. All Thundaga combos rely on this and are situational because of it. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=38 '''Video''']
|Meteor Strike || Before / during first hit || Meteor Strike (can be charged)
|-
|-
|Thundaga (3 hits) > Twist Drill || '''60''' (10, 10, 10, 30) || 90 || Near wall or corner to reduce Thundaga pushback. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=44 '''Video''']
|Burning Arrow || Before first hit || Burning Arrow
|-
|-
|Thundaga (3 hits) > Chain Cast > DC > Twist Drill || '''75''' (10, 10, 10, 15, 30) || 180 || Near wall or corner to reduce Thundaga pushback.  || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=51 '''Video''']
|Rolling Blaze (both) || During first part || Rolling Blaze
|-
|-
|Thundaga (3 hits) > Flare || '''45 + HP WR''' (10, 10, 10, 15) || 30 || Near wall or corner to reduce Thundaga pushback. Garland must be close enough to opponent for Flare to connect, which is not the range Thundaga is often used at. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?=shared&t=58 '''Video''']
|Meteor Crusher || Before attack connects || Meteor Crusher (cannot be charged)
|}
|}


=== Assist ===
A feint allows Tifa to delay her attack for about one (1) full second before being locked into unactionable recovery frames. This can be used to extend an attack's range and increase ambiguity on your attack timing, most notably with the Rolling Blaze HP attacks.
Garland's combo structure is mostly universal across his viable assists. After Assist Chase (AC), a few enders are common:
* Twist Drill for more EX
* Flare for HP (and wall rush)
* Chain Cast dodge cancel into Twist Drill for EX and bravery damage (advanced, dependent on assist and often stage position)


* WR = Wall Rush
Because Tifa is invincible when initiating a feint, it is also possible to use it as a post-dodge defensive option.
* DC = Dodge Cancel
* AC = Assist Chase
Tifa can be hit after the feint teleport and during the recovery period, which make her vulnerable to interruptions. One way to cover this is to have assist meter ready to respond to opponent’s interactions. Escaping damage or intercepting the opponent’s approach can work out well, but there will inevitably be a little bit of guessing involved when facing a different player.
 
Feints are better used sparingly early in the match to see how the opponent reacts to them. Once you get a good idea of how they respond, you can adjust your strategy accordingly.
 
Common counterstrategies to feints include;
* Running or jumping out of range
* Interrupting with fast attacks (e.g. Squall’s Beat Fang, Yuna’s Diamond Dust)
* Chasing with a homing attack (e.g. Cloud's Braver, Vaan's Inferno)
* Reacting with assist and using it in tandem to pincer her.
 
= Combos =
 
== Solo ==
 
== Assist ==
All assists use their designated bravery attack unless stated otherwise.


<tabber>
<tabber>
|-|Kuja=
|-|Kuja=
Kuja braveries' vertical knockback allows more consistent Chain Cast > Twist Drill dodge cancel combos for a good total of extra 45 damage multipliers. This makes it the defacto ender for bravery damage and building EX meter, but it is often much more consistent when done near a wall, corner or ceiling. Many combos listed will default to this ender, but note that they are recommended for experienced players.


So for easier, consistent followups, '''Twist Drill and Flare''' work after both Kuja assist braveries.
Tifa's easiest air assist combo enders are Moonsault Kick (bravery damage and EX) and Meteor Crusher (HP). Meteor Crusher has very short range if it's uncharged, so it is recommended to finish an assist combo by charging Meteor Crusher for roughly 0.6 seconds. This is enough time for the Assist Chase teleport slowdown to end without sacrificing much hit stun in the process.
 
== Ground ==
Tifa combos well with wall rush and her damage output increases exponentially with ground wall rushes thanks to Kuja bravery assist's holding potential.


{| class="wikitable sortable"
{| class="wikitable sortable"
! scope="col"| Starter
! scope="col"| Combo
! scope="col"| Damage
! scope="col"| EX Force
! scope="col"| Notes
! scope="col"| Video
|-
|rowspan="2"|Waterkick > Somersault || -- || 8 + HP || 90 (30, 60) || -- || --
|-
|-
! scope=col | Combo
|Kuja > AC > Meteor Crusher || '''68 + HP x2''' (8, HP, 50, 10) || '''177''' (30, 60, 87) || Basic HP link combo that leaves Tifa airborne. Charge Meteor Crusher for roughly 0.6 seconds to increase tracking and hit the opponent consistently. || video
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
|Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Flare || '''152 + BRV & HP WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15 + HP WR) || 45 (30, 0, 0, 15) || Staple high power assist combo, with a staple HP ender instead of another dodge cancel combo. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=124 '''Video''']
|rowspan="2"|Beat Rush (2nd hit) || -- || 19 (8, 11) || ?? || BRV starter, either after approaching or defending with feint after a dodge. || video
|-
|-
|Lance Charge > WR > ''' Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Twist Drill || '''167''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 30) || 120 (30, 0, 0, 90) || Basic Twist Drill ender. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=81 '''Video''']
|Kuja > AC > Meteor Crusher || '''79''' (8, 11, 50, 10 + HP) || ?? || -- || video
|-
|-
|Lance Charge > WR > '''Kuja''' > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 210 (30, 0, 0, 90, 90) || Staple high power assist combo. Since Lance Charge <br> can stagger blocks, this combo can inflict critical hits frequently. <br>Second Bardiche during assist may not wall rush depending on when it hits. || [https://www.youtube.com/watch?4PtCaBHNrv4?v=feature=shared&t=94 '''Video''']
|rowspan="2"|Blizzara || -- || 24 (1, 2 x 10, 3) || 0 || Wall Rush. || --
|-
|-
|Highbringer 1st hit (high) > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=138 '''Video''']
|WR > Kuja > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > AC > Meteor Crusher || '''133 + HP & WR''' (24 + WR, 47, 26 + WR, 26 + WR, 10 + HP) || '''87''' (0, 0, 0, 87) || The later Blizzara hits, the more time Tifa has to fit in two Falcon's Dives during ground Kuja BRV assist. || video
|-
|-
|Highbringer 2nd hit (high) > WR > '''Kuja''' > DC > AC > Chain Cast > DC > Twist Drill || '''119 + WR''' (24 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=149 '''Video''']
|rowspan="2"|Blizzaga || -- || 30 (1, 2 x 10, 9) || 0 || Wall Rush. Blizzaga is Tifa's highest damaging ground BRV combo starter, but due to it's slow startup it is difficult to land it in practical situations.
|-
|-
||Highbringer 1st hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''100''' (5, 50 AST, 15, 30) || 198 (18, 90, 90) || - || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=169 '''Video''']
|WR > Kuja > DC (up or towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher || '''139''' (30 + WR, 47, 26 + WR, 26 + WR, 10 + HP) || '''87''' (0, 0, 0, 87) || Tifa is actionable before Blizzaga wall rushes with a dodge cancel. Use that to add Falcon's Dives during the ground Kuja BRV assist.
|-
|-
|Highbringer 2nd hit (low) > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''119''' (24, 50 AST, 15, 30)  || 270 (90, 90, 90) || Wall. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=180 '''Video''']
|rowspan="2"|Burning Arrow || -- || 0 + HP WR || 0 || Wall Rush. Dodge punishment combo starter. || --
|-
|-
|Round Edge 3rd hit (Long) > '''Kuja'''  > AC > Chain Cast > DC > Twist Drill || '''119''' (7, 8, 9, 50 AST, 15, 30) || 210 (30, 90, 90) || No wall rush. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=193 '''Video''']
|WR > Kuja > AC > Meteor Crusher || '''60 + HP x2 & WR''' (0 + HP WR, 50, 10 + HP) || '''87''' (0, 87) || Base bravery HP damage is usually enough for base bravery to mostly recover during Meteor Crusher. || video
|-
|-
|Round Edge (Long) > '''Kuja''' > Empty Chase > AC > Chain Cast > DC > Twist Drill || '''140''' (45, 50 AST, 15, 30) || 270 (90, 90, 90) || More EX. Works when knocked towards wall or corner. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=206 '''Video''']
|rowspan="2"|Rolling Blaze || -- || 1x7 + HP WR ||3 per hit (max 21) || Wall Rush. Works after staggering with a block or anti-airing. || --
|-
|-
|Round Edge 3rd hit (Short) > WR > '''Kuja'''  > AC > Chain Cast > DC > Twist Drill || '''140 + WR''' (45 + WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Wall rush while grounded. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=221 '''Video''']
|WR > Kuja > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher || '''116''' (7 + HP WR, 47, 26 + WR, 26 + WR, 10) || '''108''' (21, 87) || Wall Rush. Falcon's Dive is Tifa's highest damaging assist combo filler, but it can be easy to miss the opponent or dodge cancel the dive slightly late. || video
|}
 
== Aerial ==
 
Tifa doesn't have access strong assist combo fillers and her aerial combo starters aren't particularly stronger compared to the ground combo starters. She can still get ground Kuja assist with Falcon's Dive and Rolling Blaze, but they're not easy to land against airborne opponents. Nevertheless, even though the combo routes are basic, they're all functional.
 
{| class="wikitable sortable"
! scope="col"| Starter
! scope="col"| Combo
! scope="col"| Damage
! scope="col"| EX Force
! scope="col"| Notes
! scope="col"| Video
|-
|-
|Deathblow > move > jump > Twist Drill 1st > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''126''' (15, 4x2, 8, 50 AST, 15, 30) || 270 (60, 30, 90, 90) || Easier, lower damage assist conversion <br>without dodge cancel or empty chase. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=233 '''Video''']
|rowspan="2"|Elbow Smash (1st hit) || -- || 8 || ?? || Quick air poke combo starter. || --
|-
|-
|Deathblow > move > jump > Twist Drill 2nd > Empty Chase > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Both empty chase and the assist call afterwards must be performed as soon as possible. Tricky to time, but will absorb all EX Force on the field. Can use Auto Chase support ability to help with timing. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=247 '''Video''']
|Kuja > AC > Meteor Crusher || '''68''' (8, 50, 10 + HP) || ?? + 87 || Basic. || video
|-
|-
|Deathblow > move > jump > Twist Drill 2nd > DC > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''140''' (15, 30, 50 AST, 15, 30) || 330 (60, 90, 90, 90) || Dodge cancel version. Hold X and time the R button press late into the animation. Won't absorb all EX Force on the field, but safer if mistimed. Garland can still pursue and punish the opponent who tries to escape and lock Kuja. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=260 '''Video''']
|rowspan="2"|Elbow Smash || -- || 20 (8, 12) || 30 || Wall Rush. || --
|-
|-
|Twin Swords > WR > '''Kuja''' > DC > Twist Drill 1st > DC > AC > Chain Cast > DC > Twist Drill || '''141 + WR''' (30 + WR, 50 AST, 4x2, 8, 15, 30) || 240 (30, 30, 90, 90) || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=274 '''Video''']
|WR > Kuja > DC (pincer the opponent) > Moonsault Kick (1st part) > DC > AC > Meteor Crusher || '''98 + HP''' (8, 12, 50, 9, 9, 10 + HP) || ?? (30, ??, 87) || Wall Rush. Moonsault Kick is an easy filler during Kuja's air brv assist. Dodge behind the opponent so that Tifa and Kuja are attacking from both sides. || video
|-
|-
|Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Chain Cast > DC > Twist Drill || '''182 + WR''' (30 + WR, 47 AST, 30 + WR, 30 + WR, 15, 30) || 180 (0, 0, 0, 90, 90) || Garland's highest damaging, iconic <br>soul crushing assist combo. <br>Second Bardiche during assist may not <br>wall rush depending on when it hits. <br>If wall rushed from afar, Garland usually has <br>time for only one Bardiche instead of two. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=289 '''Video''']
|rowspan="2"|Moonsault Kick (1st part) || -- || 18 (9, 9) || ?? || Air combo starter. No wall required. Can be used after approaching or doing a feint. || --
|-
|-
|Bardiche > WR > Kuja > DC > Bardiche > DC > Bardiche > DC > AC > Flare || 30 (0, 0, 0, 30) || HP conversion. || [https://www.youtube.com/watch?4PtCaBHNrv4?v=feature=shared&t=302 '''Video''']
|Kuja > DC (pincer the opponent) > Moonsault Kick (1st part) > DC > AC > Meteor Crusher || '''96''' (9, 9, 50, 9, 9, 10 + HP) || ?? (??, ??, 87) || Moonsault Kick (1st) works as a filler here as well. Just like with the Elbow Smash WR, dodge behind the opponent to attack the opponent from both sides, without pushing them out of Kuja assist. || video
|-
|-
|Twist Drill 1st hit > '''Kuja''' > AC > Twist Drill || '''96''' (4x2, 8, 50 AST, 30) || 120 (30, 90) || A basic, reliable assist combo that works intuitively for players not used to dodge cancel combos. Chain Cast into Twist Drill is still possible, adds another 15 dmg multiplier and 90 EX if the player can manage it. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=107 '''Video''']
|rowspan="2"|Moonsault Kick || -- || 40 (9, 9, 2x3, 16) || 90 || Wall / corner only. High damage combo starter when ground wall rush is not available. || --
|-
|-
|Chain Cast > DC > '''Kuja''' > AC > Flare || '''80''' (15, 50 AST, 15) || 120 (90, 30) || Early assist conversion. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=314 '''Video''']
|Kuja > Empty Chase (Kuja hit) > AC > Meteor Crusher || '''100 + HP''' (40, 50, 10 + HP) || '''177''' (90, 87) || Wall / corner only. Call Kuja before chase prompt and initiate chase as Kuja hits the opponent. Don't do anything during chase (also known as [[Chase_(Dissidia_012)#Empty_Chase|'''empty chase''']] and follow up as usual. || video
|-
|-
|Earthquake > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''113 + WR''' (18 + WR, 50 AST, 15, 30) || 216 (36, 90, 90) || Grounded HP wall rush conversion. Nothing fancy, <br>but good reward when mixed up appropriately regardless. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=343 '''Video''']
|rowspan="2"|Falcon's Dive || -- || 26 + WR || 0 || Wall Rush. Commonly used in air-to-ground situations or otherwise fighting an opponent who is below Tifa. Note that wall rush can happen on both floors and walls. If the dodge direction keeps Tifa close and slightly above the opponent, Falcon's Dive also works after staggering with a [[Blodge|'''blodge''']]. || --
|-
|-
|Tsunami > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''107''' (12, 50 AST, 15, 30) || 276 (96, 90, 90) || Another grounded HP conversion. Less damage than Earthquake, <br>but works better as a dodge punisher and still functional as a mixup. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=355 '''Video''']
|Wall Rush > Kuja > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher || '''135''' (26 + WR, 47, 26 + WR, 26 + WR, 10 + HP) || '''87''' (0, 0, 0, 87) || Wall Rush. || video
|-
|-
|Flare > WR > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''110 + HP WR''' (15+ HP WR, 50 AST, 15, 30) || 210 (30, 90, 90) || Basic. || [https://www.youtube.com/watch?v=4PtCaBHNrv4?feature=shared&t=368 '''Video''']
|rowspan="2"|Dolphin's Blow || -- || 29 (1x5, 24) || 30 || Wall Rush. Ceiling only. Dolphin Blow overall speed and vertical tracking are only average, so this won't be used too often. As a filler, it ''is'' stronger than Falcon's Dive but only in Dolphin Blow conversions specifically.
|-
|-
|Cyclone > '''Kuja''' > AC > Chain Cast > DC > Twist Drill || '''95 + HP''' (50 AST, 15, 30) || 240 (60, 90, 90) || Good if the opponent fails to counterplay Cyclone. || video
|WR > Kuja > DC (pincer the opponent) > Dolphin Blow (WR) > DC > AC > Meteor Crusher || '''118''' (29 + WR, 50, 29 + WR, 10 + HP) || '''147''' (30, 30, 87) || Wall Rush. Ceiling only. Similiar to Moonsault Kick fillers, dodge behind the opponent and attack them from both sides. Dolphin Blow's recovery can be dodge cancelled early, which makes timing the filler Dolphin Blow much easier.
|}
|}


|-|Tidus=
|-|Aerith=
</tabber>
</tabber>


== Builds ==
= Builds =
 
<tabber>
<tabber>
|-|Hybrid (Damage)=


|-|Side by Side (All-rounder)=
{{Build
{{Build
|hp=9644
|hp=10904
|cp=450
|cp=450
|brv=956 (1147 initial)
|brv=1215
|atk=182
|atk=176
|def=184
|def=184
|luk=60
|luk=61
|booster=x3.5
|booster=x2.7
|setbonus=Seal of Lufenia
|setbonus=None
|ast=Kuja
|ast=Kuja
|wpn=Gigant Axe
|wpn=Seventh Heaven
|hand=Lufenian Dirk
|hand=Hero's Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Hairpin
|head=Dueling Mask
|armor=Lufenian Vest
|armor=Heavy Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Block Ring
|acc2={{accbas}} Muscle Belt
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Booster
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Large Gap in HP
|acc4={{accbas}} Battle Hammer
|acc5={{accboo}} Summon Unused
|acc5={{accboo}} Empty EX Gauge
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} White Gem
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Glutton
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} First to Victory
|acc10={{accsp}} Side by Side
|summon=None
}}
 
A Side by Side build that doesn't specialise in damage, but instead focuses on a good balance of offense and defense. 10,000 HP, solid defense and meter depletion. 30 % wall rush HP defense, 10 % of which scales with booster accessories that have consistent uptime. Similiarly the build has 5 % BRV Boost on Dodge, where 2 % scales with boosters as well.
 
Tifa's bravery damage output is often average if not below it, which is where higher base bravery, her exclusive weapon and Assist Critical Boost come in.
 
 
{| class="wikitable"
!scope="row" 3 colspan="3" | Basic Abilities
|-
!Actions !! Support !! Extra
|-
|Ground Evasion || Always Target Indicator || Precision Evasion
|-
|Midair Evasion || EX Core Lock On || Counterattack
|-
|Ground Block || rowspan="15"|Assist Lock On || Assist Critical Boost
|-
|Midair Block || Disable Sneak Attack
|-
|Aerial Recovery || EXP to HP
|-
|Recovery Attack || rowspan="12"|Master Guardsman
|-
|Controlled Recovery
|-
|Wall Jump
|-
|Free Air Dash
|-
|Ground Dash
|-
|Free Air Dash Boost
|-
|Assist Gauge Up Dash
|-
|Speed Boost
|-
|Jump Times Boost
|-
|Ground Evasion Boost
|-
|Midair Evasion Boost
|-
|Evasion Boost
|}
 
|-|Side by Side (high base BRV)=
{{Build
|hp=9683
|cp=450
|brv=1623
|atk=175
|def=183
|luk=60
|booster=x3.5
|setbonus=None
|ast=Aerith
|wpn=Piggy's Stick ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Thornlet
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Sniper Eye
|acc3={{accbas}} Bravery Orb
|acc4={{accbas}} Dismay Shock
|acc5={{accboo}} Empty EX Gauge
|acc6={{accboo}} Summon Unused
|acc7={{accboo}} Pre-EX Mode
|acc8={{accboo}} Pre-EX Revenge
|acc9={{accsp}} Back-Breaking Straw
|acc10={{accsp}} Side by Side
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear and Bard's Gear.
{|class="wikitable" style="display: inline-table; margin-right: 50px;
! scope="row" colspan="2" | Bravery attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|-
|Waterkick || Moonsault Kick
|-
|Beat Rush || Elbow Smash
|-
|Blizzara || Falcon's Dive
|-
! scope="row" colspan="2" | HP attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|Rolling Blaze || Meteor Crusher
|-
| Meteor Strike || Rolling Blaze
|-
|colspan="2"|Somersault (from Waterkick)
|}
 
{| class="wikitable"
!scope="row" 3 colspan="3" | Basic Abilities
|-
!Actions !! Support !! Extra
|-
|Ground Evasion || Always Target Indicator || Precision Evasion
|-
|Midair Evasion || EX Core Lock On || Disable Counterattack
|-
|Ground Block || rowspan="19"|Assist Lock On || EXP to Assist
|-
|Midair Block || rowspan="18"|Best Dresser
|-
|Aerial Recovery
|-
|Recovery Attack
|-
|Controlled Recovery
|-
|Wall Jump
|-
|Air Dash
|-
|Free Air Dash
|-
|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
|}
 
A Side by Side damage build that invests in high base bravery and HP wall rush to increase Tifa's damage output exponentially with Aerith assist specifically. The idea is simple: Land an HP, combo into [[Aerith_Gainsborough_(Dissidia_012)#Seal_Evil|'''Aerith's Seal Evil''']] and do another HP late enough for base bravery to fully recover. A single assist combo can do over 3000 HP damage.
 
In match-ups where Tifa can compete with her Somersault HP link or Rolling Blaze such as {{012clo}} and {{012fir}}, she can output a lot of HP damage without relying on high attack stat or critical hits. Any HP guarantees an Aerith followup (Meteor Crusher only at wall) and bravery hits still work well enough to secure at least one HP attack in an assist combo. Aerith is the only competitive assist that lets Tifa assist combo off of a completed Moonsault Kick without walls.


Substitutes
The infamous double assist combo is also possible and it's where this build really shines. If Tifa can wall rush again and use another assist meter during the first Seal Evil, she can do Rolling Blaze and call Aerith once more. Needless to say, this increases damage even further.
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).


A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.
15 CP is available for another ground HP attack, the Auto-Assist Lock On support ability or additional action abilities. Removing Air Dash and Descent Speed Boost frees up another 10 CP for a total of 25 CP.


Equip Master Guardsman for over 10,000 health.
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-


|-|EX Revenge=
| Muscle Belt {{accbas}} || Zephyr Cloak {{accbas}} / BRV = 0 {{accboo}} / Hero's Essence {{accsp}} / Great Gospel {{accsp}} / Hero's Seal {{accsp}}  / Winged Boots {{accsp}} || Muscle Belt isn't crucial for damage output, so it can be replaced with one of the listed accessories for increased survivability, CP (extra abilities for increased crit rate, base HP or BRV) or bravery recovery.
|-
| Back-Breaking Straw {{accsp}} || Together as One {{accsp}} / accessory of your choice || Back-Breaking Straw negates Thornlet's bravery boost penalty on dodge and block. The damage output is still high even with the penalties, so if it doesn't feel deterring, it can be replaced with Together as One for more assist meter at the start which is good for stability. <br>Otherwise this can be exchanged to suit the player preference or match-up.
|-
| Muscle Belt {{accbas}} and Summon Unused {{accboo}} || Battle Hammer {{accbas}} and BRV = 0 {{accboo}} || This is for adding assist depletion to the build. Muscle Belt doesn't benefit from BRV = 0 booster, whereas Battle Hammer does, so the booster is swapped out for something stronger and more consistent.<br>BRV = 0 applies to wall rush damage and meter depletion.
|-
|Best Dresser (extra ability) || Master Guardsman (extra ability) || The base bravery (1623) can be reduced by 100 to raise the maximum health above 10,000 instead.
|}
 
|-|BRV Boost on Dodge=
{{Build
{{Build
|hp=9644
|hp=9972
|cp=450
|cp=450
|brv=957 (1148 initial)
|brv=997
|atk=180
|atk=174
|def=185
|def=185
|luk=60
|luk=60
|booster=x2.7
|booster=x5.5
|setbonus=King of Tragedy
|setbonus=Adamant Chains
|ast=Kuja
|ast=Aerith / Tidus
|wpn=Rhongomiant
|wpn=Adamant Knife ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Prytwen
|hand=Adamant Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Dragon Sallet
|head=Dueling Mask
|armor=Wygar
|armor=Adamant Vest ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Muscle Belt
|acc1={{accbas}} Zephyr Cloak
|acc2={{accbas}} Booster
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Large Gap in BRV
|acc4={{accboo}} BRV > Base Value
|acc5={{accboo}} EX Revenge
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accsp}} Spider Web
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Spider's Bane
|acc8={{accboo}} Aerial
|acc9={{accsp}} Avenger
|acc9={{accboo}} After 30 Seconds
|acc10={{accsp}} First to Victory
|acc10={{accsp}} Tenacious Attacker
|summon=Rubicante
|summon=Rubicante
}}
}}
A dedicated EX Revenge build.
{|class="wikitable" style="display: inline-table; margin-right: 50px;
! scope="row" colspan="2" | Bravery attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|-
|Waterkick || Moonsault Kick
|-
|Beat Rush || Elbow Smash
|-
|Blizzaga || Dolphin Blow
|-
! scope="row" colspan="2" | HP attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|Rolling Blaze || Meteor Crusher
|-
|Meteor Strike || Rolling Blaze
|-
|colspan="2"|Somersault (from Waterkick)
|}


Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge ''alone''. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.
{| class="wikitable"
!scope="row" 3 colspan="3" | Basic Abilities
|-
!Actions !! Support !! Extra
|-
|Ground Evasion || Always Target Indicator || Precision Evasion
|-
|Midair Evasion || EX Core Lock On || Disable Counterattack
|-
|Ground Block || rowspan="17"|Assist Lock On || EXP to HP
|-
|Midair Block || rowspan="16"|Best Dresser
|-
|Aerial Recovery
|-
|Recovery Attack
|-
|Controlled Recovery
|-
|Wall Jump
|-
|Air Dash
|-
|Free Air Dash
|-
|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
|-
|}
 
A build that provides bravery every time an attack is evaded with a [[Dodge_(Dissidia_012)|'''dodge''']]. This style of build is often reserved for specific match-ups where a character may struggle to land hits and are dealing with projectiles often. Against {{012seph}} this is good for discouraging Shadow Flare use. {{012emp}} and {{012ulti}} also create situations with projectiles frequently, but all three are difficult match-ups for Tifa even with this build. Landing an HP is challenging and often carries a lot of risk, so having more bravery can justify taking the plunge.
 
The boosters don't depend on the opponent as much (no summon unused for example), but are weaker than a fully optimized set with boosters reliant on the other player's build. At maximum booster multiplier, a single dodge generates 146 bravery.
 
25 CP is available for Auto Assist Lock On support ability, another ground HP attack, additional basic actions or extra abilities.
 
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-
| {{accboo}} After 30 Seconds || {{accboo}} Opponent Summon Unused || 1.2 booster to 1.3 booster, a slight increase. The opponent does not have to equip a summon, so if they don't have a summon for the fight, this booster is useless.
|-
|{{accbas}} Dismay Shock || {{accboo}} Opponent Empty EX Gauge || If the opponent has Side by Side {{accsp}} equipped, this is another good 1.3 booster with consistent uptime.
|-
|{{accsp}} Tenacious Attacker || Free choice || --
|}


</tabber>
</tabber>
= Assist =




== Assist ==
== Tifa's assist data ==
Garland's assist data.


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Round Edge
|attack1=Beat Rush
|startup1=23F
|startup1=21F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=2 x 4, 6, 16 (30)
|damage1=8, 11, 16 (35)
|effect1=Wall Rush
|effect1=Chase
|type2=BRV
|type2=BRV
|attack2=Bardiche
|attack2=Falcon's Dive
|startup2=23F
|startup2=23F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=30
|damage2=26
|effect2=Wall Rush
|effect2=Wall Rush
|type3=HP
|type3=HP
|attack3=Tsunami
|attack3=Meteodrive
|startup3=45F
|startup3=39F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Opponent
|damage3=2 x 6 (12)
|damage3=15
|effect3=Chase
|effect3=Wall Rush
|type4=HP
|type4=HP
|attack4=Cyclone
|attack4=Rolling Blaze
|startup4=51F
|startup4=45F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=-
|damage4=1 x 7
|effect4=Chase
|effect4=Wall Rush
}}
}}


Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.
== Assists ==
 
<tabber>
<tabber>
|-|Kuja=
|-|Kuja=
The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.  
Poke and wall rush conversions, high brv damage, high risk of being locked when used.


Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.
|-|Tidus=
Poke and wall rush conversions, lower damage, but faster startup and shorter animation on air BRV assist, making Tidus safer to use even if the opponent escapes it with LV1 Assist Change.


It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.
|-|Aerith=
 
If you don't need Kuja or Tidus for whiff punishments or conversions, Aerith can boost your damage near the ground with triple HP combos or reliably set up HP damage off of Moonsault Kick's chase. Recommended for Side by Side and / or high base bravery builds.
|-|Sephiroth=
Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.


|-|Aerith=
Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
</tabber>
</tabber>

Revision as of 16:49, 14 May 2024

ddff-icon-tifa.png

General Matchups Resources Starter Guide Strategy
Info
Name Tifa Lockhart (ティファ・ロックハート)
Original game Final Fantasy VII
Weapon Grappling Weapons, Parrying Weapons,
Poles, Rods, Staves
Armor Bangles, Chestplates, Clothing, Gauntlets,
Hairpins, Hats, Light Armor
Base ATK (LV100) 108 (Very Low)
Base DEF (LV100) 111 (Average)
Run Speed 4 (Fast)
Dash Speed 69 (Very Fast)
Fall Speed 77 (Above Average)
Fall Speed Ratio After Dodge 37 (Above Average)
Exclusive weapons Godhand, Premium Heart, Seventh Heaven
Strengths Weaknesses

Overview

Tifa is a close range character with fast movement speed and the ability to feint attacks. Ground combat is bolstered by mid priority projectiles and an HP link, while aerial combat is supported by moves with vertical tracking. Decent EX gain and one of the highest damaging EX Bursts in the game the more EX meter she has remaining. Damage potential is high with HP attacks thanks to high base bravery and Aerith assist specifically. Low average bravery damage, limited utility on feints and below average vertical prowess while airborne limit her overall effectiveness, however.

Tifa is a low tier character.

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 11, 16 (35) 21F Physical Melee Low 90 Chase, Feint 30 (15)
[Close~Mid] A flurry of punches. Can combo without hitting.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 31F Magical Ranged Low 0 -- 30 (15)
[Long] Fire ice crystals. Slow speed, but long range.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1, 2 x 10, 3 (24) 31F Magical Ranged Low, Ranged Mid (Explosion) 0 Wall rush 30 (15)
[Mid] Fire multiple ice crystals. Strike opponent down.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1, 2 x 10, 9 (30) 93F Magical Ranged Mid 0 Wall rush 30 (15)
[Long] Drop ice crystals on foe to surprise opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 12 (20) 11F Physical Melee Low 30 Wall rush, Feint (both hits) 30 (15)
[Close] A low-to-high kick combo. Can combo without hitting.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 12 (20) 11F Physical Melee Low 30 Wall rush, Feint (both hits) 30 (15)
[Close] Elbow smash combo. Can combo without hitting.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
26 23F Physical Melee Low 0 Wall rush, Feint 30 (15)
[Dive] Descend quickly from above.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
9, 9, 2 x 3, 16 (40) 25F Physical Melee Low 90 Chase, Feint (both parts) 30 (15)
[Mid] Graceful kicks. Can combo without hitting.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 5, 24 (29) 23F Physical Melee Low 30 Wall rush, Feint 30 (15)
[Rise] Uppercut in the form of a dolphin. Useful from below.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 31F Magical Ranged Low 0 -- 30 (15)
[Long] Fire ice crystals. Slow speed, but long range.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 39F Physical Melee High 30 Wall rush, Feint 30 (15)
[Close] Kick upwards, then strike down. Vertically limited.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x (2/7/13), 15 (17/22/28) 33F, 42F (half charge), 58F (full charge), hitbox 7F after release Physical Melee High 3 per hit Wall rush, Feint 30 (15)

[Close~Long] Charge at foe. Hold button to change distance.

Meteor Strike for brv damage + wall rush and as a pseudo-poke for relatively short end lag and minor evasion against nearby aerial opponents.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 47F - Melee High 0 Wall rush, Feint 30 (15)
[Mid] Ultra high-speed kick. Extremely quick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 7 (7) 45F Physical Melee High 3 per hit (max 21) Wall rush, Feint 30 (15)
[Rise] Grab foe and throw to ground. Short horizontal range.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- / +Waterkick (8) - Melee High 60 / 90 - 30 (15)
Branching from Waterkick. [Combo] Kick opponent upwards.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 7 (7) 45F Physical Melee High 3 per hit (max 21) Wall rush, Feint 30 (15)
[Dive] Grab foe and throw to ground. Short horizontal range.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 8, 2 (10) 33F, 32F (half charge), 46F (full charge), hitbox 17F after release Physical Melee High 87 Feint 30 (15)
[Close~Mid] Unleash a flurry of attacks. Increase charge speed with button hold.

EX Mode: Equipped Premium Heart!

Effects:

  • Regen
  • Critical Boost
  • Premium Heart

Premium Heart

[Always active while in EX Mode] The fuller the EX Gauge, the more damage dealt.

EX Burst: Final Heaven

A flurry of attacks ending in one ferocious tackle. Watch your timiing and stop the reels. The better the combo, the more damage dealt.

The damage multipliers scale with remaining EX gauge. More EX left, higher damage.

Maximum EX

Damage multiplier (initial) Damage multiplier (rest) Type
15, 25 (40) 13 x 7 (91) (131 total) ??

Minimum EX

Damage multiplier (initial) Damage multiplier (rest) Type
8, 13 (21) 7 x 7 (49) (70 total) ??

Tifa's mechanics (Feints)

Many of Tifa's bravery and HP attacks can be cancelled into an advancing invincible dash that can go through opponents. Press X during an attack's start-up to "feint" it. After the motion has occurred, Tifa can continue with the preceding attack or wait until the feint state ends. So for example, Beat Rush > X > Beat Rush (hits).

Attacks with feints
Attack Feint window Post-feint action
Beat Rush Before first hit Beat Rush
Waterkick Before second hit Second bravery hit of Waterkick
Moonsault Kick Before either hit First part or second part depending on feint timing
Falcon's Dive Before first hit Falcon's Dive
Dolphin Blow Before first hit Dolphin Blow
Meteodrive Before first hit Meteodrive
Meteor Strike Before / during first hit Meteor Strike (can be charged)
Burning Arrow Before first hit Burning Arrow
Rolling Blaze (both) During first part Rolling Blaze
Meteor Crusher Before attack connects Meteor Crusher (cannot be charged)

A feint allows Tifa to delay her attack for about one (1) full second before being locked into unactionable recovery frames. This can be used to extend an attack's range and increase ambiguity on your attack timing, most notably with the Rolling Blaze HP attacks.

Because Tifa is invincible when initiating a feint, it is also possible to use it as a post-dodge defensive option.

Tifa can be hit after the feint teleport and during the recovery period, which make her vulnerable to interruptions. One way to cover this is to have assist meter ready to respond to opponent’s interactions. Escaping damage or intercepting the opponent’s approach can work out well, but there will inevitably be a little bit of guessing involved when facing a different player.

Feints are better used sparingly early in the match to see how the opponent reacts to them. Once you get a good idea of how they respond, you can adjust your strategy accordingly.

Common counterstrategies to feints include;

  • Running or jumping out of range
  • Interrupting with fast attacks (e.g. Squall’s Beat Fang, Yuna’s Diamond Dust)
  • Chasing with a homing attack (e.g. Cloud's Braver, Vaan's Inferno)
  • Reacting with assist and using it in tandem to pincer her.

Combos

Solo

Assist

All assists use their designated bravery attack unless stated otherwise.

Tifa's easiest air assist combo enders are Moonsault Kick (bravery damage and EX) and Meteor Crusher (HP). Meteor Crusher has very short range if it's uncharged, so it is recommended to finish an assist combo by charging Meteor Crusher for roughly 0.6 seconds. This is enough time for the Assist Chase teleport slowdown to end without sacrificing much hit stun in the process.

Ground

Tifa combos well with wall rush and her damage output increases exponentially with ground wall rushes thanks to Kuja bravery assist's holding potential.

Starter Combo Damage EX Force Notes Video
Waterkick > Somersault -- 8 + HP 90 (30, 60) -- --
Kuja > AC > Meteor Crusher 68 + HP x2 (8, HP, 50, 10) 177 (30, 60, 87) Basic HP link combo that leaves Tifa airborne. Charge Meteor Crusher for roughly 0.6 seconds to increase tracking and hit the opponent consistently. video
Beat Rush (2nd hit) -- 19 (8, 11) ?? BRV starter, either after approaching or defending with feint after a dodge. video
Kuja > AC > Meteor Crusher 79 (8, 11, 50, 10 + HP) ?? -- video
Blizzara -- 24 (1, 2 x 10, 3) 0 Wall Rush. --
WR > Kuja > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > AC > Meteor Crusher 133 + HP & WR (24 + WR, 47, 26 + WR, 26 + WR, 10 + HP) 87 (0, 0, 0, 87) The later Blizzara hits, the more time Tifa has to fit in two Falcon's Dives during ground Kuja BRV assist. video
Blizzaga -- 30 (1, 2 x 10, 9) 0 Wall Rush. Blizzaga is Tifa's highest damaging ground BRV combo starter, but due to it's slow startup it is difficult to land it in practical situations.
WR > Kuja > DC (up or towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher 139 (30 + WR, 47, 26 + WR, 26 + WR, 10 + HP) 87 (0, 0, 0, 87) Tifa is actionable before Blizzaga wall rushes with a dodge cancel. Use that to add Falcon's Dives during the ground Kuja BRV assist.
Burning Arrow -- 0 + HP WR 0 Wall Rush. Dodge punishment combo starter. --
WR > Kuja > AC > Meteor Crusher 60 + HP x2 & WR (0 + HP WR, 50, 10 + HP) 87 (0, 87) Base bravery HP damage is usually enough for base bravery to mostly recover during Meteor Crusher. video
Rolling Blaze -- 1x7 + HP WR 3 per hit (max 21) Wall Rush. Works after staggering with a block or anti-airing. --
WR > Kuja > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher 116 (7 + HP WR, 47, 26 + WR, 26 + WR, 10) 108 (21, 87) Wall Rush. Falcon's Dive is Tifa's highest damaging assist combo filler, but it can be easy to miss the opponent or dodge cancel the dive slightly late. video

Aerial

Tifa doesn't have access strong assist combo fillers and her aerial combo starters aren't particularly stronger compared to the ground combo starters. She can still get ground Kuja assist with Falcon's Dive and Rolling Blaze, but they're not easy to land against airborne opponents. Nevertheless, even though the combo routes are basic, they're all functional.

Starter Combo Damage EX Force Notes Video
Elbow Smash (1st hit) -- 8 ?? Quick air poke combo starter. --
Kuja > AC > Meteor Crusher 68 (8, 50, 10 + HP) ?? + 87 Basic. video
Elbow Smash -- 20 (8, 12) 30 Wall Rush. --
WR > Kuja > DC (pincer the opponent) > Moonsault Kick (1st part) > DC > AC > Meteor Crusher 98 + HP (8, 12, 50, 9, 9, 10 + HP) ?? (30, ??, 87) Wall Rush. Moonsault Kick is an easy filler during Kuja's air brv assist. Dodge behind the opponent so that Tifa and Kuja are attacking from both sides. video
Moonsault Kick (1st part) -- 18 (9, 9) ?? Air combo starter. No wall required. Can be used after approaching or doing a feint. --
Kuja > DC (pincer the opponent) > Moonsault Kick (1st part) > DC > AC > Meteor Crusher 96 (9, 9, 50, 9, 9, 10 + HP) ?? (??, ??, 87) Moonsault Kick (1st) works as a filler here as well. Just like with the Elbow Smash WR, dodge behind the opponent to attack the opponent from both sides, without pushing them out of Kuja assist. video
Moonsault Kick -- 40 (9, 9, 2x3, 16) 90 Wall / corner only. High damage combo starter when ground wall rush is not available. --
Kuja > Empty Chase (Kuja hit) > AC > Meteor Crusher 100 + HP (40, 50, 10 + HP) 177 (90, 87) Wall / corner only. Call Kuja before chase prompt and initiate chase as Kuja hits the opponent. Don't do anything during chase (also known as empty chase and follow up as usual. video
Falcon's Dive -- 26 + WR 0 Wall Rush. Commonly used in air-to-ground situations or otherwise fighting an opponent who is below Tifa. Note that wall rush can happen on both floors and walls. If the dodge direction keeps Tifa close and slightly above the opponent, Falcon's Dive also works after staggering with a blodge. --
Wall Rush > Kuja > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher 135 (26 + WR, 47, 26 + WR, 26 + WR, 10 + HP) 87 (0, 0, 0, 87) Wall Rush. video
Dolphin's Blow -- 29 (1x5, 24) 30 Wall Rush. Ceiling only. Dolphin Blow overall speed and vertical tracking are only average, so this won't be used too often. As a filler, it is stronger than Falcon's Dive but only in Dolphin Blow conversions specifically.
WR > Kuja > DC (pincer the opponent) > Dolphin Blow (WR) > DC > AC > Meteor Crusher 118 (29 + WR, 50, 29 + WR, 10 + HP) 147 (30, 30, 87) Wall Rush. Ceiling only. Similiar to Moonsault Kick fillers, dodge behind the opponent and attack them from both sides. Dolphin Blow's recovery can be dodge cancelled early, which makes timing the filler Dolphin Blow much easier.

Builds

Stats
HP 10904
CP 450
BRV 1215
ATK 176
DEF 184
LUK 61
Max Booster x2.7
Special Effect: None
Equipment
Assist Kuja
Weapon Seventh Heaven
Hand Hero's Shield (CP Glitch)
Head Dueling Mask
Body Heavy Armor (CP Glitch)
Accessory 1 accessory_basic.png Block Ring
Accessory 2 accessory_basic.png Zephyr Cloak
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon None

A Side by Side build that doesn't specialise in damage, but instead focuses on a good balance of offense and defense. 10,000 HP, solid defense and meter depletion. 30 % wall rush HP defense, 10 % of which scales with booster accessories that have consistent uptime. Similiarly the build has 5 % BRV Boost on Dodge, where 2 % scales with boosters as well.

Tifa's bravery damage output is often average if not below it, which is where higher base bravery, her exclusive weapon and Assist Critical Boost come in.


Basic Abilities
Actions Support Extra
Ground Evasion Always Target Indicator Precision Evasion
Midair Evasion EX Core Lock On Counterattack
Ground Block Assist Lock On Assist Critical Boost
Midair Block Disable Sneak Attack
Aerial Recovery EXP to HP
Recovery Attack Master Guardsman
Controlled Recovery
Wall Jump
Free Air Dash
Ground Dash
Free Air Dash Boost
Assist Gauge Up Dash
Speed Boost
Jump Times Boost
Ground Evasion Boost
Midair Evasion Boost
Evasion Boost

Stats
HP 9683
CP 450
BRV 1623
ATK 175
DEF 183
LUK 60
Max Booster x3.5
Special Effect: None
Equipment
Assist Aerith
Weapon Piggy's Stick (CP Glitch)
Hand Chainsaw (CP Glitch)
Head Thornlet
Body Maximillian (CP Glitch)
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Bravery Orb
Accessory 4 accessory_basic.png Dismay Shock
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_special.png Back-Breaking Straw
Accessory 10 accessory_special.png Side by Side
Summon Rubicante
Bravery attacks
Ground Aerial
Waterkick Moonsault Kick
Beat Rush Elbow Smash
Blizzara Falcon's Dive
HP attacks
Ground Aerial
Rolling Blaze Meteor Crusher
Meteor Strike Rolling Blaze
Somersault (from Waterkick)
Basic Abilities
Actions Support Extra
Ground Evasion Always Target Indicator Precision Evasion
Midair Evasion EX Core Lock On Disable Counterattack
Ground Block Assist Lock On EXP to Assist
Midair Block Best Dresser
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Air Dash
Free Air Dash
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

A Side by Side damage build that invests in high base bravery and HP wall rush to increase Tifa's damage output exponentially with Aerith assist specifically. The idea is simple: Land an HP, combo into Aerith's Seal Evil and do another HP late enough for base bravery to fully recover. A single assist combo can do over 3000 HP damage.

In match-ups where Tifa can compete with her Somersault HP link or Rolling Blaze such as Cloud and Firion, she can output a lot of HP damage without relying on high attack stat or critical hits. Any HP guarantees an Aerith followup (Meteor Crusher only at wall) and bravery hits still work well enough to secure at least one HP attack in an assist combo. Aerith is the only competitive assist that lets Tifa assist combo off of a completed Moonsault Kick without walls.

The infamous double assist combo is also possible and it's where this build really shines. If Tifa can wall rush again and use another assist meter during the first Seal Evil, she can do Rolling Blaze and call Aerith once more. Needless to say, this increases damage even further.

15 CP is available for another ground HP attack, the Auto-Assist Lock On support ability or additional action abilities. Removing Air Dash and Descent Speed Boost frees up another 10 CP for a total of 25 CP.

Substitutes
Equipment Replacement Notes
Muscle Belt accessory_basic.png Zephyr Cloak accessory_basic.png / BRV = 0 accessory_booster.png / Hero's Essence accessory_special.png / Great Gospel accessory_special.png / Hero's Seal accessory_special.png / Winged Boots accessory_special.png Muscle Belt isn't crucial for damage output, so it can be replaced with one of the listed accessories for increased survivability, CP (extra abilities for increased crit rate, base HP or BRV) or bravery recovery.
Back-Breaking Straw accessory_special.png Together as One accessory_special.png / accessory of your choice Back-Breaking Straw negates Thornlet's bravery boost penalty on dodge and block. The damage output is still high even with the penalties, so if it doesn't feel deterring, it can be replaced with Together as One for more assist meter at the start which is good for stability.
Otherwise this can be exchanged to suit the player preference or match-up.
Muscle Belt accessory_basic.png and Summon Unused accessory_booster.png Battle Hammer accessory_basic.png and BRV = 0 accessory_booster.png This is for adding assist depletion to the build. Muscle Belt doesn't benefit from BRV = 0 booster, whereas Battle Hammer does, so the booster is swapped out for something stronger and more consistent.
BRV = 0 applies to wall rush damage and meter depletion.
Best Dresser (extra ability) Master Guardsman (extra ability) The base bravery (1623) can be reduced by 100 to raise the maximum health above 10,000 instead.

Stats
HP 9972
CP 450
BRV 997
ATK 174
DEF 185
LUK 60
Max Booster x5.5
Special Effect: Adamant Chains
Equipment
Assist Aerith / Tidus
Weapon Adamant Knife (CP Glitch)
Hand Adamant Shield (CP Glitch)
Head Dueling Mask
Body Adamant Vest (CP Glitch)
Accessory 1 accessory_basic.png Zephyr Cloak
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV > Base Value
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Aerial
Accessory 9 accessory_booster.png After 30 Seconds
Accessory 10 accessory_special.png Tenacious Attacker
Summon Rubicante
Bravery attacks
Ground Aerial
Waterkick Moonsault Kick
Beat Rush Elbow Smash
Blizzaga Dolphin Blow
HP attacks
Ground Aerial
Rolling Blaze Meteor Crusher
Meteor Strike Rolling Blaze
Somersault (from Waterkick)
Basic Abilities
Actions Support Extra
Ground Evasion Always Target Indicator Precision Evasion
Midair Evasion EX Core Lock On Disable Counterattack
Ground Block Assist Lock On EXP to HP
Midair Block Best Dresser
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Air Dash
Free Air Dash
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

A build that provides bravery every time an attack is evaded with a dodge. This style of build is often reserved for specific match-ups where a character may struggle to land hits and are dealing with projectiles often. Against Sephiroth this is good for discouraging Shadow Flare use. The Emperor and Ultimecia also create situations with projectiles frequently, but all three are difficult match-ups for Tifa even with this build. Landing an HP is challenging and often carries a lot of risk, so having more bravery can justify taking the plunge.

The boosters don't depend on the opponent as much (no summon unused for example), but are weaker than a fully optimized set with boosters reliant on the other player's build. At maximum booster multiplier, a single dodge generates 146 bravery.

25 CP is available for Auto Assist Lock On support ability, another ground HP attack, additional basic actions or extra abilities.

Substitutes
Equipment Replacement Notes
accessory_booster.png After 30 Seconds accessory_booster.png Opponent Summon Unused 1.2 booster to 1.3 booster, a slight increase. The opponent does not have to equip a summon, so if they don't have a summon for the fight, this booster is useless.
accessory_basic.png Dismay Shock accessory_booster.png Opponent Empty EX Gauge If the opponent has Side by Side accessory_special.png equipped, this is another good 1.3 booster with consistent uptime.
accessory_special.png Tenacious Attacker Free choice --

Assist

Tifa's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Beat Rush 21F Ground Opponent 8, 11, 16 (35) Chase
BRV Falcon's Dive 23F Air Opponent 26 Wall Rush
HP Meteodrive 39F Ground Opponent 15 Wall Rush
HP Rolling Blaze 45F Air Opponent 1 x 7 Wall Rush

Assists

Poke and wall rush conversions, high brv damage, high risk of being locked when used.

Poke and wall rush conversions, lower damage, but faster startup and shorter animation on air BRV assist, making Tidus safer to use even if the opponent escapes it with LV1 Assist Change.

If you don't need Kuja or Tidus for whiff punishments or conversions, Aerith can boost your damage near the ground with triple HP combos or reliably set up HP damage off of Moonsault Kick's chase. Recommended for Side by Side and / or high base bravery builds.