Tifa Lockhart (Dissidia 012)/Strategy and Tifa Lockhart (Dissidia 012): Difference between pages

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(→‎HP Attacks: Fixed rolling blaze ex force from 87 to max 21.)
 
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[[Category:Dissidia 012 Final Fantasy Strategy]]
[[Category:Dissidia 012 Final Fantasy]]


= Strategy =
{{CharacterInfo
|name=Tifa Lockhart (ティファ・ロックハート)
|origin=Final Fantasy VII
|weapon=Grappling Weapons, Parrying Weapons, Poles, Rods, Staves
|armor=Bangles, Chestplates, Clothing, Gauntlets, Hairpins, Hats, Light Armor
|atk=108 (Very Low)
|def=111 (Average)
|runspeed=4 (Fast)
|dash=69 (Very Fast)
|fall=77 (Above Average)
|fallr=37 (Above Average)
|exclusives=Godhand, Premium Heart, Seventh Heaven
}}
 
{{ProConTable
|pros=
|cons=
}}
 
= 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 ==
<tabber>
|-|Beat Rush=
{{AbilityInfo
|damage=8, 11, 16 (35)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase, Feint
|cp=30 (15)
}}
''[Close~Mid] A flurry of punches. Can combo without hitting.''
 
|-|Blizzard=
{{AbilityInfo
|damage=10 (10)
|startup=31F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=--
|cp=30 (15)
}}
''[Long] Fire ice crystals. Slow speed, but long range.''
 
|-|Blizzara=
{{AbilityInfo
|damage=1, 2 x 10, 3 (24)
|startup=31F
|type=Magical
|priority=Ranged Low, Ranged Mid (Explosion)
|ex=0
|effect=Wall rush
|cp=30 (15)
}}
''[Mid] Fire multiple ice crystals. Strike opponent down.''
 
|-|Blizzaga=
{{AbilityInfo
|damage=1, 2 x 10, 9 (30)
|startup=93F
|type=Magical
|priority=Ranged Mid
|ex=0
|effect=Wall rush
|cp=30 (15)
}}
''[Long] Drop ice crystals on foe to surprise opponent.''
 
|-|Waterkick=
{{AbilityInfo
|damage=8, 12 (20)
|startup=11F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall rush, Feint (both hits)
|cp=30 (15)
}}
''[Close] A low-to-high kick combo. Can combo without hitting.''
 
</tabber>
 
== Aerial ==
 
<tabber>
|-|Elbow Smash=
{{AbilityInfo
|damage=8, 12 (20)
|startup=11F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall rush, Feint (both hits)
|cp=30 (15)
}}
''[Close] Elbow smash combo. Can combo without hitting.''
 
|-|Falcon's Dive=
{{AbilityInfo
|damage=26
|startup=23F
|type=Physical
|priority=Melee Low
|ex=0
|effect=Wall rush, Feint
|cp=30 (15)
}}
''[Dive] Descend quickly from above.''
 
|-|Moonsault Kick=
{{AbilityInfo
|damage=9, 9, 2 x 3, 16 (40)
|startup=25F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase, Feint (both parts)
|cp=30 (15)
}}
''[Mid] Graceful kicks. Can combo without hitting.''
 
|-|Dolphin Blow=
{{AbilityInfo
|damage=1 x 5, 24 (29)
|startup=23F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall rush, Feint
|cp=30 (15)
}}
''[Rise] Uppercut in the form of a dolphin. Useful from below.''
 
|-|Blizzard=
{{AbilityInfo
|damage=10 (10)
|startup=31F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=--
|cp=30 (15)
}}
''[Long] Fire ice crystals. Slow speed, but long range.''
 
</tabber>
 
= HP Attacks =
== Ground ==
<tabber>
|-|Meteodrive=
{{AbilityInfo
|damage=15
|startup=39F
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall rush, Feint
|cp=30 (15)
}}
''[Close] Kick upwards, then strike down. Vertically limited.''
 
|-|Meteor Strike=
{{AbilityInfo
|damage=1x (2/7/13), 15 (17/22/28)
|startup=33F, 42F (half charge), 58F (full charge), hitbox 7F after release
|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.''
 
Meteor Strike for brv damage + wall rush and as a pseudo-poke for relatively short end lag and minor evasion against nearby aerial opponents.
 
|-|Burning Arrow=
{{AbilityInfo
|damage=-
|startup=47F
|type=-
|priority=Melee High
|ex=0
|effect=Wall rush, Feint
|cp=30 (15)
}}
''[Mid] Ultra high-speed kick. Extremely quick.''
 
|-|Rolling Blaze=
{{AbilityInfo
|damage=1 x 7 (7)
|startup=45F
|type=Physical
|priority=Melee High
|ex=3 per hit (max 21)
|effect=Wall rush, Feint
|cp=30 (15)
}}
''[Rise] Grab foe and throw to ground. Short horizontal range.''
 
|-|Somersault=
{{AbilityInfo
|damage=-
|startup= / +Waterkick (8)
|type=-
|priority=Melee High
|ex=60 / 90
|effect=-
|cp=30 (15)
}}
''Branching from Waterkick. [Combo] Kick opponent upwards.''
 
</tabber>
 
== Aerial ==
<tabber>
|-|Rolling Blaze=
{{AbilityInfo
|damage=1 x 7 (7)
|startup=45F
|type=Physical
|priority=Melee High
|ex=3 per hit (max 21)
|effect=Wall rush, Feint
|cp=30 (15)
}}
''[Dive] Grab foe and throw to ground. Short horizontal range.''
 
|-|Meteor Crusher=
{{AbilityInfo
|damage=1 x 8, 2 (10)
|startup=33F, 32F (half charge), 46F (full charge), hitbox 17F after release
|type=Physical
|priority=Melee High
|ex=87
|effect=Feint
|cp=30 (15)
}}
''[Close~Mid] Unleash a flurry of attacks. Increase charge speed with button hold.''


Tifa is an agile close-range fighter with fast pokes and a decent aerial moveset, but lacks effective ranged attacks and utility against lingering projectiles. Her strengths shine when fighting on the ground.
</tabber>


== Offense (Ground) ==
= EX Mode: Equipped Premium Heart! =
Effects:
* Regen
* Critical Boost
* Premium Heart


* Poke with Waterkick and use it's Somersault HP link. It combos into assists and is difficult to react to with Assist Change.
== Premium Heart ==
* Utilise her fast ground dash to close distance and provoke a response from the opponent. They will want to defend against Waterkick, which informs Tifa's decision making.
''[Always active while in EX Mode]
* To get around blocking, mix up with jumps, a Blizzard projectile, a ground HP or Beat Rush feints. The damage on Beat Rush is not particularly high, but it is relatively safe on whiff, teleports behind the opponent when close and it can be easily hit confirmed.
The fuller the EX Gauge, the more damage dealt.''


== Defense (Ground) ==
== EX Burst: Final Heaven ==
* Avoid linear attacks with Tifa's run speed by moving sideways or away from them. Depending on the match-up, this is a safe way to create situations for punishing whiffs and dodges.
''A flurry of attacks ending in one ferocious tackle. Watch your timiing and stop the reels. The better the combo, the more damage dealt.''
* Whiff Waterkick to build assist meter faster.
* Catch an opponent's whiff with Blizzara from afar, but be wary of assist whiff punishes.
* Blizzara becomes Ranged Mid priority at the end of it’s traversal. If it hits the opponent, Tifa can charge up Meteor Strike during that period and have it’s followup punch activated for free, which has a decent amount of tracking.
* Blizzaga can also be used pre-emptively to force a dodge or punish a reckless dodge. It's slow to come out, but it spawns above the opponent with a max range restriction. So if they're already pre-occupied, Tifa can occasionally benefit from throwing out Blizzaga. It wall rushes on the ground and even combos into Waterkick, Meteodrive and Meteor Strike if she can follow up before the wall rush happens.
* Rolling Blaze has good upwards tracking, use it against airborne opponents who try to attack into Tifa.


== Dodge Punishment (Ground) ==
The damage multipliers scale with remaining EX gauge. More EX left, higher damage.
* Ground Dash to follow the opponent's neutral / side dodge and dodge punish with Waterkick > Somersault.
* Burning Arrow has enough tracking to also hit neutral and side dodges. It's a single hit HP, so it bypasses EX Revenge. A good move for a decisive read.
* Rolling Blaze forward ground dodge, but misses against other ground dodges.
* Beat Rush feint is Tifa's primary post-dodge defensive option on the ground. She is invincible during the feint teleport and it can also teleport behind the opponent if they're close enough.
* Meteor Strike lowers Tifa's hurtbox, which can be used against air-to-ground dodge punish attempts.


== Offense (Aerial) ==
Maximum EX
{{burst
|damage1=15, 25 (40)
|damage2=13 x 7 (91) (131 total)
|type=??
}}


With the absence of Blizzards and HP links, Tifa's aerial strategies change up a little to accomodate her feints more. Feints become more prominent in the air due to increased HP attack range and more braveries having a feint cancel at the beginning. Her offensive gameplan works similiarly, dashing quickly in the air to close gaps and create interactions up close.
Minimum EX
{{burst
|damage1=8, 13 (21)
|damage2=7 x 7 (49) (70 total)
|type=??
}}


* Elbow Smash can be used like Waterkick without an HP link. Good for approaching and poking, it combos into fast bravery assists with the first hit.
= Tifa's mechanics (Feints) =
* Moonsault Kick is Tifa's high damaging midair bravery. Much like Beat Rush, Tifa can teleport behind the opponent by feinting.
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).
* Just like on the ground, Tifa can mix up her attack timing with air jumps, feints and charging up an HP (Meteor Crusher in this case). Remember to refresh air jumps with [[Quickmove_(Dissidia_012)|'''quickmoves''']].
* Feinting a bravery attack during it's startup can punish reflexive blocking, because Tifa can delay the attack long enough to bypass a regular block's active period. Use this sparingly until you have a good grasp on the opponent's habits.
* Rolling Blaze feints have a lot of tracking and control a good amount of space below Tifa. Use it to pressure opponents staying below her and call out dodges with the feint followup. Grounded Rolling Blaze has good tracking as well (upwards instead of downward), but sees less overall.
* Against grounded opponents, be careful when using Falcon's Dive. It’s rather predictable in those instances, but has good reward on hit with {{012kuja}}, {{012seph}} and {{012aer}} assists.
* Against LV2 Assist Change, feints can be used to lock opponent’s assist with all of Tifa’s feint maneuvers. A similiar strategy can be applied with delayed Waterkick hp links.


== Defense (Aerial) ==
{|class=wikitable
* Elbow Smash is the primary air poke for fending off opponents with least risk.
|-
* Use Elbow Smash and Falcon's Dive to build assist meter on whiff.
! scope="row" colspan="3" | Attacks with feints
* LV2 Assist Change staggers won’t net much reward beyond Elbow Smash or Falcon Dive. However, Tifa can free air dash and then try charging up Meteor Crusher to enforce a mindgame situation with air dodges and interruptions.
|-
! scope="col"| Attack
! scope="col"| Feint window
! scope="col"| 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)
|}


== Dodge Punishment (Aerial) ==
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.
* Free Air Dash into Elbow Smash works as a lower risk dodge punish attempt. It's still committal though.
* Charge Meteor Crusher to catch air dodge and late block attempts. This attack has very short range without charging, so make sure to release the HP button after confirming
* Rolling Blaze feints can catch dodges below Tifa. Feint the first Rolling Blaze and try to see if the opponent dodged.


= Counterstrategies =
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.


== Offense ==
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.
* Tifa's effective range is short and often relies on approaching with a dash or a telegraphed attack, so being able to engage from mid / long range can be very beneficial. {{012seph}} is
* When dodge punishing Tifa, be mindful of her feints after a dodge. It avoids otherwise conventional dodge punish timing, but she must commit to attacking afterwards to capitalise on the whiff. Block the followup or use tracking moves like {{012cec}}'s Paladin Force to catch her after the feint teleport. Assist can also interrupt her feint followup if it's used before Tifa hits you.


== Defense ==
Common counterstrategies to feints include;
* Jump to avoid Tifa's Waterkick. It is a consistent threat whenever she's fighting on the ground, but it has little to no anti-air capability.
* Rolling Blaze has good vertical tracking with feints, but they primarily move towards the opponent in one direction: Upwards on the ground and downwards in the air. Dodging above ''aerial'' Rolling Blaze makes it whiff completely and moving away from Tifa with a dash or quickmove can avoid both ground and air Rolling Blazes.
* Running or jumping out of range
* Even though Rolling Blaze has lots of active frames, Tifa can still be hit after feinting it. She isn't vulnerable for long if she decides to Rolling Blaze once more after the feint.
* Interrupting with fast attacks (e.g. Squall’s Beat Fang, Yuna’s Diamond Dust)
* Tifa has no active hitbox when she charges forward with Meteor Crusher. If she's charging the attack, it is possible to hit her out of it on startup and during the tracking movement.
* Chasing with a homing attack (e.g. Cloud's Braver, Vaan's Inferno)
* Tifa struggles to bypass traps and discourage their use without assist. {{012gar}}'s Cyclone, {{012emp}}'s Thunder Crest and {{012ulti}}'s charged Knight's Lance all give her a lot of trouble.
* Reacting with assist and using it in tandem to pincer her.


== Meter Usage ==
= Combos =
* Both Blizzara and Blizzaga can be whiff punished with an assist on reaction. Aerith assist doesn't work, but other strong assists like Kuja, Jecht, Sephiroth and Tidus do.
* On hit, Meteor Strike and Meteor Crusher have a telegraphed last hit. Take advantage of LV2 Assist Change's long guard frames; Using it early to block the last HP hit creates more frame advantage, making it easier to punish overall.


= Match-Ups =
== Solo ==
{{012MU
 
|wol=
== Assist ==
|gar=Tifa has no easy way to bypass Garland’s Cyclone HP. {{012aer}}'s Seal Evil BRV assist gets around it with ease.
All assists use their designated bravery attack unless stated otherwise.
|fir=
 
|empy=
<tabber>
|ok=
|-|Kuja=
|cod=
 
|cecil=
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.
|golb=
 
|kain=
== Ground ==
|bartz=
Tifa combos well with wall rush and her damage output increases exponentially with ground wall rushes thanks to Kuja bravery assist's holding potential.
|exd=
 
|gilga=
{| class="wikitable sortable"
|terra=
! scope="col"| Starter
|kefka=
! scope="col"| Combo
|cloud=
! scope="col"| Damage
|sephi=
! scope="col"| EX Force
|tifa=
! scope="col"| Notes
|squ=
! scope="col"| Video
|ulti=
|-
|lag=
|rowspan="2"|Waterkick > Somersault || -- || 8 + HP || 90 (30, 60) || -- || --
|zid=
|-
|kuja=
|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
|tidus=
|-
|jecht=
|rowspan="2"|Beat Rush (2nd hit) || -- || 19 (8, 11) || ?? || BRV starter, either after approaching or defending with feint after a dodge. || video
|yuna=
|-
|totto=
|Kuja > AC > Meteor Crusher || '''79''' (8, 11, 50, 10 + HP) || ?? || -- || video
|pri=
|-
|vaan=
|rowspan="2"|Blizzara || -- || 24 (1, 2 x 10, 3) || 0 || Wall Rush. || --
|gab=
|-
|light=
|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
|fc=
|-
|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.
|-
|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.
|-
|rowspan="2"|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
|-
|rowspan="2"|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.
 
{| class="wikitable sortable"
! scope="col"| Starter
! scope="col"| Combo
! scope="col"| Damage
! scope="col"| EX Force
! scope="col"| Notes
! scope="col"| Video
|-
|rowspan="2"|Elbow Smash (1st hit) || -- || 8 || ?? || Quick air poke combo starter. || --
|-
|Kuja > AC > Meteor Crusher || '''68''' (8, 50, 10 + HP) || ?? + 87 || Basic. || video
|-
|rowspan="2"|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
|-
|rowspan="2"|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
|-
|rowspan="2"|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 [[Chase_(Dissidia_012)#Empty_Chase|'''empty chase''']] and follow up as usual. || 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''']]. || --
|-
|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
|-
|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.
|-
|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=
 
= Builds =
<tabber>
|-|Side by Side=
{{Build
|hp=10904
|cp=450
|brv=1215
|atk=176
|def=184
|luk=61
|booster=x2.7
|setbonus=None
|ast=Kuja
|wpn=Seventh Heaven
|hand=Hero's Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Dueling Mask
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Block Ring
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Dismay Shock
|acc4={{accbas}} Battle Hammer
|acc5={{accboo}} Empty EX Gauge
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pr-EX Revenge
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} Side by Side
|summon=Rubicante
}}
}}
Equip Master Guardsman extra ability.
|-|EX Core=
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}
hmm
asd
|-|BRV Boost on Dodge=
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}
CP glitch?
Adamant Chains
</tabber>
= Assist =
== Tifa's assist data ==
{{012Assist
|type1=BRV
|attack1=Beat Rush
|startup1=21F
|position1=Ground
|spawn1=Opponent
|damage1=8, 11, 16 (35)
|effect1=Chase
|type2=BRV
|attack2=Falcon's Dive
|startup2=23F
|position2=Air
|spawn2=Opponent
|damage2=26
|effect2=Wall Rush
|type3=HP
|attack3=Meteodrive
|startup3=39F
|position3=Ground
|spawn3=Opponent
|damage3=15
|effect3=Wall Rush
|type4=HP
|attack4=Rolling Blaze
|startup4=45F
|position4=Air
|spawn4=Opponent
|damage4=1 x 7
|effect4=Wall Rush
}}
== Assists ==
<tabber>
|-|Kuja=
Poke and wall rush conversions, high brv damage, high risk of being locked when used.
|-|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.
|-|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.
</tabber>

Revision as of 05:15, 10 May 2024


Info
Name Tifa Lockhart (ティファ・ロックハート)
Original game Final Fantasy VII
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)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Grappling Weapons, Parrying Weapons, Poles, Rods, Staves
Armor Bangles, Chestplates, Clothing, Gauntlets, Hairpins, Hats, Light Armor
Exclusive weapons Godhand, Premium Heart, Seventh Heaven
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


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

Base Damage 8, 11, 16 (35)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close~Mid] A flurry of punches. Can combo without hitting.

Base Damage 10 (10)
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects --
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire ice crystals. Slow speed, but long range.

Base Damage 1, 2 x 10, 3 (24)
Startup Frame 31F
Damage Type Magical
Priority Ranged Low, Ranged Mid (Explosion)
EX Force 0
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Fire multiple ice crystals. Strike opponent down.

Base Damage 1, 2 x 10, 9 (30)
Startup Frame 93F
Damage Type Magical
Priority Ranged Mid
EX Force 0
Effects Wall rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Drop ice crystals on foe to surprise opponent.

Base Damage 8, 12 (20)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall rush, Feint (both hits)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] A low-to-high kick combo. Can combo without hitting.

Aerial

Base Damage 8, 12 (20)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall rush, Feint (both hits)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Elbow smash combo. Can combo without hitting.

Base Damage 26
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 0
Effects Wall rush, Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Dive] Descend quickly from above.

Base Damage 9, 9, 2 x 3, 16 (40)
Startup Frame 25F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, Feint (both parts)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Graceful kicks. Can combo without hitting.

Base Damage 1 x 5, 24 (29)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall rush, Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Rise] Uppercut in the form of a dolphin. Useful from below.

Base Damage 10 (10)
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects --
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire ice crystals. Slow speed, but long range.

HP Attacks

Ground

Base Damage 15
Startup Frame 39F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall rush, Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Kick upwards, then strike down. Vertically limited.

Base Damage 1x (2/7/13), 15 (17/22/28)
Startup Frame 33F, 42F (half charge), 58F (full charge), hitbox 7F after release
Damage Type Physical
Priority Melee High
EX Force 3 per hit
Effects Wall rush, Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[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.

Base Damage -
Startup Frame 47F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall rush, Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Ultra high-speed kick. Extremely quick.

Base Damage 1 x 7 (7)
Startup Frame 45F
Damage Type Physical
Priority Melee High
EX Force 3 per hit (max 21)
Effects Wall rush, Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Rise] Grab foe and throw to ground. Short horizontal range.

Base Damage -
Startup Frame / +Waterkick (8)
Damage Type -
Priority Melee High
EX Force 60 / 90
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


Branching from Waterkick. [Combo] Kick opponent upwards.

Aerial

Base Damage 1 x 7 (7)
Startup Frame 45F
Damage Type Physical
Priority Melee High
EX Force 3 per hit (max 21)
Effects Wall rush, Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Dive] Grab foe and throw to ground. Short horizontal range.

Base Damage 1 x 8, 2 (10)
Startup Frame 33F, 32F (half charge), 46F (full charge), hitbox 17F after release
Damage Type Physical
Priority Melee High
EX Force 87
Effects Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[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

<tabber>

Stats
HP 10904
CP 450
BRV 1215
ATK 176
DEF 184
LUK 61
Max Booster x2.7
Special Effect: None
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Seventh Heaven
Hand ddff-icon-equip-hand.png Hero's Shield (CP Glitch)
Head ddff-icon-equip-head.png Dueling Mask
Body ddff-icon-equip-body.png Maximillian (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 Pr-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 ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.



Equip Master Guardsman extra ability.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.


hmm

asd

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.


CP glitch?

Adamant Chains

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.