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

From Dissidia Wiki
(Difference between pages)
 
(→‎Offense (Aerial): adjusted wording)
 
Line 1: Line 1:
[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy Strategy]]
This page is for anyone new or upcoming player that want a basic understanding how to make a working build for online play. Contents of this page are currently based on the [https://web.archive.org/web/20200114074708/http://community.dissidia.wiki/topic/29-ddffguide-beginners-guide-to-customisation/ '''Beginner's Guide to Customisation'''] found on Dissidia Community forums and are subject to further modification later.


= About Accessories =
= Strategy =
Accessories are a category of equipment that can be worn by all characters in the game. Each accessory comes with an effect that either scales with booster-type accessories or has a fixed value. A maximum of 10 accessory slots can be utilised. Accessories often define key characteristics of a build, and as such are always important in online battles.
<br><br>
There are three (3) types of accessories.


== Basic Accessories {{accbas}} ==
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.


Effected by the multiplied number (x) your booster accessories currently have.
== Offense (Ground) ==


For example: You have Hyper Ring (5% increased damage) and 3 boosters that give you 2.5x multiplier, basic math is 5 x 2.5 = 12.5 > rounded down to 12, so you get a 12% increased damage.
* Poke with Waterkick and use it's Somersault HP link. It combos into assists and is difficult to react to with Assist Change.
* 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.
* 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.


== Booster Accessories {{accboo}} ==
== Defense (Ground) ==
Your multiplier, the higher X you have the higher your basic while having no boosters equipped.
* 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.
* 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.


There are a few different mulitplier numbers
== Dodge Punishment (Ground) ==
*1.2x - Average
* Ground Dash to follow the opponent's neutral / side dodge and dodge punish with Waterkick > Somersault.
*1.3x - Good
* 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.
*1.4x - Really good
* Rolling Blaze forward ground dodge, but misses against other ground dodges.
*1.5x - The best
* 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.
*2.5x - This is only one accessory and the 2.5x only lasts 15 seconds and drop to 0.5x after that which halves your booster multiplier.
* Meteor Strike lowers Tifa's hurtbox, which can be used against air-to-ground dodge punish attempts.
*5.0x - Also just one accessory that works only when you take damage longer then 4 seconds.


Also note that the boosters are different in how and when they are activated.
== Offense (Aerial) ==


Example: You have two 1.2x, one 1.4x and lastly a 1.5x equipped: 1.2 x 1.2 x 1.4 x 1.5 = 3.024 rounded down to 3x which means your max booster is 3x.
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 lack of aforementioned tools, but also increased (applicable) 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.


== Special Accessories {{accsp}} ==
* 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.
Pre-set effects that do not work with booster accessories. However, this does not render them useless and in many cases at least one of them will be equipped to define the style of a build.
* Moonsault Kick is Tifa's high damaging midair bravery. Much like Beat Rush, Tifa can teleport behind the opponent by feinting.
* 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.


If you see accessories with the note "Breakables" do not use them online.
== Defense (Aerial) ==
* 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.
* 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.


= Creating a build =
== Dodge Punishment (Aerial) ==
* 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.


When planning a PvP build it is often necessary to include meter depletion on both assist and EX. These can be included either via Judgment of Lufenia or Seal of Lufenia equipment sets (fixed percentage value) and / or Battle Hammer and Dismay Shock basic accessories. Meter depletion has a few key benefits, such as shifting momentum in generating crucial resources (Assist and EX) and bypassing EX Revenge situations where a player could have otherwise suffered a huge setback through bravery break or lose a match outright.
= Counterstrategies =


Despite that, a player may opt out of meter depletion in exchange for other attributes if they so desire.
== Offense ==
 
* 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
After that, an ideal PvP build usually goes for one of the following:
* 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.
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(bravery)|'''Damage (bravery)''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Damage_(high_base_bravery)|'''Damage (high base bravery)''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Side_by_Side|'''Side by Side''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#EX|'''EX''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#EX_Core|'''EX Core''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Bravery_Boost_on_Block_/_Dodge|'''Bravery boost on dodge / block''']]
* [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Balanced_/_Hybrid|'''Hybrid''']] (a mix of everything)
   
Good reliable accessory boosters include Summon Unused (and the opponent variant), Pre-EX Mode, Pre-EX Revenge, Aerial and Large Gap in HP. These are known to work regardless of build style, and will be commonly recommended.
 
= Build styles =
 
== Adamant Chains ==
Recommended characters: {{012gar}}, {{012emp}}, {{012clo}}, {{012squ}}, {{012ulti}}, {{012tid}}, {{012yuna}}, {{012pri}}, {{012vaan}}, {{012gab}}
 
Example build: [[Squall_Leonhart_(Dissidia_012)#Adamant_Chains-5|'''Squall''']]
 
{{Build
|hp=9972
|cp=450
|brv=877 (1052 with First to Victory)
|atk=178
|def=185
|luk=--
|booster=x3.5
|setbonus=Adamant Chains
|ast=Kuja
|wpn=Earthbreaker ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Adamant Shield
|head=Adamant Helm
|armor=Adamant Vest
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}}Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} First to Victory
|acc10={{accsp}} Back-Breaking Straw
|summon=Rubicante
}}
 
Increased air dodge distance through the "Adamant Chains" set bonus. Primarily used to make air dodges safer to perform and difficult to punish by the opponent. Characters with average fall speed and weaker post-dodge defensive options can benefit a lot from it, such as Cloud, Squall and Yuna. Vaan can also use it for dodge cancel combos.
 
However, characters with fast fall speed such as {{012tid}} and {{012pri}} ''also'' benefit from the added distance; It makes their air dodges even more difficult to punish. An extra layer of security, if you will.
 
Adamant Chains improves defensive play, but it also comes at the expense of other traits. High base bravery is limited to one equipment slot (usually Piggy's Katana weapon) and it, along with damage and meter drain may require heavier investment via accessories to reach similiar heights.
== Back to the Wall ==
 
Low health, but heightened stats / accessory boosters. Revolves around the special accessory "Back to the Wall" that causes the player to start the fight with 90 % of health already depleted. A "glass cannon", loosely speaking.
== Balanced / Hybrid ==
Recommended characters: Any
 
A balanced build, with access to both EX and Assist. This is all about picking a good balance between damage, meter and other attributes. Maybe some added ex force absorption with more wall rush damage? Or perhaps you really want that early assist meter boost with Together as One but still desire to benefit from EX cores?
 
This kind of build is usually a "jack of all trades, master of none". Characters who do not rely on Side by Side such as {{012exd}}, {{012kuja}} and {{012lig}} have an easier time fighting effectively with this build style than those who do. Even so, having access to both major resources can pay off in longer matches.
 
Naturally, specialised builds can see more success within their niche. But balanced builds are serviceable all the same.
 
Below is an example build for {{012clo}}.
   
{{Build
|hp=10299
|cp=450
|brv=1035
|atk=177
|def=185
|luk=60
|booster=x3.5
|setbonus=Judgment of Lufenia
|ast={{012kuja}}
|wpn=Heaven's Cloud
|hand=Lufenian Shield
|head=Lufenian Helm
|armor=Lufenian Armor
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} Great Gospel
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
   
At the end of the day you can mix and match concepts in your build. If high base bravery and wall rush damage is your thing but you still want to benefit ex, that is fine. It's not wrong to think that with good boosters you can enjoy the benefits of bravery boost on dodge as well as meter drain.
 
For boosters you will want something consistent, something that activates when it's most optimal for you and can be relied on through the course of a single match. And of course, any special accessories that you feel are necessary to your gameplan or playstyle. Just try to avoid equipping Center of the World or most of the set damage / defense rings.
 
== Bravery Boost on Block / Dodge ==
Recommended match-ups: {{012emp}}, {{012seph}}, {{012ulti}}
 
Gain bravery with each successful block / dodge. Commonly paired with Adamant Chains when using bravery boost on dodge.
 
This build style is strong against frequent projectile users, namely The Emperor, Ultimecia or Sephiroth. With proper investment, a single dodge can accumulate 100-200 bravery when used against a projectile. That can discourage the aforementioned characters from playing as actively and encourage adjusting playstyle altogether. If no adjustment is made, the user of this build can seek to benefit greatly from a single HP attack in due time.
 
Example build for {{012tid}}
 
{{Build
|hp=9972
|cp=450
|brv=917
|atk=180
|def=184
|luk=60
|booster=x13.9
|setbonus=Adamant Chains
|ast=Aerith
|wpn=World Champion
|hand=Adamant Shield
|head=Adamant Helm
|armor=Adamant Vest
|acc1={{accbas}} Zephyr Cloak
|acc2={{accboo}} BRV > Base Value
|acc3={{accboo}} Large Gap in BRV
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accboo}} After 30 Seconds
|acc9={{accboo}} Opponent Empty EX Gauge
|acc10={{accboo}} Opponent Summon Unused
|summon=Rubicante
}}
== Bravery Boost on Stage Destruction / Mindbreak ==
Recommended stage: World of Darkness
 
Gain bravery when destroying stage elements such as World of Darkness pillars. Revolves around the "Mindbreak" basic accessory.
Known to be practical in World of Darkness with {{012cod}}, but all other aspects of the build may be compromised.
 
== Damage (bravery) ==
Recommended characters: {{012gar}}, {{012kain}}, {{012clo}}, {{012seph}}, {{012ulti}}, {{012kuja}}, {{012vaan}}, {{012pri}}
 
Increased damage output through high ATK stat, bravery attacks, wall rush damage and higher critical hit rate,
 
Not everyone can reach the same heights of bravery damage, usually due to low damage multipliers on one's moves and lower base attack stat. These characters usually circumvent this shortcoming with wall rushes or the help of high base bravery in conjunction with assists.
   
For equipment, always seek out a weapon with 69 ATK stat unless your character's exclusive weapons provides 70 ATK (Garland's Gigant Axe for example). If your armor set is for Seal of Lufenia's 5 % EX depletion, Lufenian Dirk (hand, Parrying gear) is a great choice as it provides +1 attack as well as good 72 defense.
   
Earthbreaker, Cleaver and Rhongomiant (for King of Tragedy EX Revenge builds) are good weapons possessing 69 attack stat that anyone can wield with the help of a [[CP_Glitch_(Dissidia_012)|'''CP glitch''']].
   
For accessories it comes as no surprise that Hyper Ring, Muscle Belt / Earring are viable choices here. Bundle Hyper Ring + Muscle Belt or Earring (depending on the character) with boosters such as BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Summon Unused and Aerial / Grounded for even higher damage output.
 
Extra abilities that raise critical hit rate are great picks. '''First Strike''' and '''Counterattack''' have the most consistent uptime, followed by '''Sneak Attack''', '''Back to the Wall''' and '''Riposte'''. A damage build commonly uses 1-2 of those abilities, but they're good to have ''regardless of build'', as your opponent can only disable one of them.
 
'''Assist Critical Boost''' is also good for assists that have good damage multipliers, such as Kuja, Sephiroth and Ultimecia.
 
Even characters with subpar bravery damage can do respectable damage with the double damage from critical hits, so they're worth the investment.
 
== Damage (high base bravery) ==
Recommended characters: {{012wol}}, {{012fir}}, {{012ok}}, {{012bez}}, {{012exd}}, {{012clo}}, {{012zid}}, {{012jec}}, {{012lig}}
 
Increased default bravery for higher damage output without relying on bravery damage. For equipment, Piggy's Stick, Royal Crown and any LV100 piece that adds bravery are a good starting point. Investing in wall rush (Sniper Eye basic acc) and bravery recovery (Bravery Orb, Great Gospel accs) is also recommended. Commonly used with the special accessory Side by Side.


== Defense ==
== Defense ==
High DEF stat and reduced wall rush / physical / magic / chase brv damage.
* 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.
Over the course of a match this will require the opponent to hit more times than what would be normally required. Equipment such as Hero's Shield, Grand Helm, Maximillian or accessories such as Block Ring, Decoy or Amulet may be used.
* 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.
* 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.
== Depletion ==
* 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.
Recommended characters: Any, {{012squ}}
 
Enhanced meter depletion through accessories Battle Hammer (assist meter) and / or Dismay Shock (EX meter). Great for offsetting the opponent's meter lead or shifting momentum. May be used in conjunction with Judgment / Seal of Lufenia equipment set bonus for even greater boosts.
 
Meter depletion is one of Squall's prominent strengths and can utilise it to devastating effect with Yuna assist.


== EX ==
== Meter Usage ==
EX builds prioritise EX absorption either through added intake range or increased value per ex absorbed into oneself, but even so they never sacrifice assist (they're that important).
* 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.


Weapon department provides Heaven's Cloud for +3M EX intake range, but with a measly 67 attack. Addded intake range is good as you can accumulate more ex in one place more quickly and if your character does not deal big bravery damage like Lightning, the 67 attack is not that big of a deal. Yuna has an exclusive weapon that is essentially an upgraded version of this weapon.
= Match-Ups =
 
{{012MU
Another weapon is once again Cleaver. 69 attack with +10 % ex force absorption. Garland, Kuja, Ultimecia and Gilgamesh have exclusive weapons with +10 % ex force absorption, but Garland's is undisputed best among them. 70 attack and +10 % ex force absorption is something other characters can only dream of.
|wol=
 
|gar=Tifa has no easy way to bypass Garland’s Cyclone HP. {{012aer}}'s Seal Evil BRV assist gets around it with ease.
Special accessories is where most of the magic happens. White Drop and White Gem add a fixed boost to ex force absorption by 5 % and 10 % respectively and you can equip up to three White Drops for a total of 25 % boost to your ex absorption rate. These accessories come with a downside of reduced assist gauge duration, meaning your assist bar will begin to decay sooner. With well placed whiffs it won't get you killed. Not often, anyway.
|fir=
 
|empy=
The other two accessories influence when you can acquire EX. Tenacious Attacker and Glutton allow you to absorb ex even when attacking or taking damage. Tenacious Attacker is a standard in EX builds as it allows you to whiff for meter and reap the rewards as you deal damage. Both work great in conjunction with Heaven's Cloud's added intake range as you will in most cases get a part of the ex either you or your opponent generated. Glutton is particularly a noteworthy choice against characters who can generate a lot of EX in a combo such as Shantotto. The opponent will have to invest a lot in EX meter depletion to properly combat this accessory which is powerful for a single special accessory.
|ok=
 
|cod=
'''Seal of Lufenia''' is a good anti-EX equipment set that any character can use. However, a basic accessory "EX Breaker" is particularly potent with Ultimecia. The accessory has a chance of depleting the opponent's entire EX gauge in one bravery hit and since it's a basic accessory, it can scale with your booster accessories. Other characters don't get mileage out of it as easily due to how one attack = one chance at triggering the EX Iai effect of the accessory, you don't get a new chance with every bravery hit you land except with Ultimecia. Don't ask why.
|cecil=
 
|golb=
== EX (Center of the World) ==
|kain=
Recommended characters: {{012clo}}, {{012jec}}, {{012fc}}
|bartz=
 
|exd=
Example build: Jecht
|gilga=
 
|terra=
{{Build
|kefka=
|hp=11299 (with Master Guardsman)
|cloud=
|cp=450
|sephi=
|brv=956
|tifa=
|atk=181
|squ=
|def=184
|ulti=
|luk=--
|lag=
|booster=x2.7
|zid=
|setbonus=Soul of Yamato
|kuja=
|ast=Cannot use.
|tidus=
|wpn=Cleaver
|jecht=
|hand=Genji Shield
|yuna=
|head=Genji Helm
|totto=
|armor=Genji Armor
|pri=
|acc1={{accbas}} Pearl Necklace
|vaan=
|acc2={{accbas}} Dragonfly Orb
|gab=
|acc3={{accbas}} Silver Hourglass
|light=
|acc4={{accbas}} Pendant
|fc=
|acc5={{accbas}} Battle Hammer
|acc6={{accboo}} Empty Assist Gauge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Pre-Assist
|acc9={{accsp}} Close to You
|acc10={{accsp}} Center of the World
|summon=Rubicante
}}
}}
Abbreviated as "CotW". EX only, no assist. Greatly enhanced EX gain for earlier EX mode access and depending on the build, longer EX mode duration.
Generally speaking a niche build style. [[Assist_(Dissidia_012)|'''Assist''']] is a far more important resource for all characters, so forgoing it in favor of an earlier EX gauge often skews the risk / reward in the opponent's favor. Characters who can land HP attacks without assist, such as {{012clo}} and {{012jec}} can function with this build with adequate player skill. However, it does not function as a crutch in their unfavorable match-ups.
== EX Core ==
A derivative of an EX-centric build, this is often a match-up specific build. The priority here is the amount of EX you get from a single EX core. This often means you play a grounded game or you are prepared for EX core races. Against characters who tend to hug the ceiling (Ultimecia and Exdeath) this can be an easy way to acquire a great amount of EX every time an EX core shows up. It is also viable in matchups where a character can outrun another character in a lot of situations e.g. Onion Knight vs. Cloud of Darkness, or characters who play grounded against primarly airborne opponents.
For equipment, '''Loki's Lute''' weapon provides +20 % boost to EX core absorption, although it does only have 67 attack. Squall and Vaan can equip their exclusive weapons for a 30 % boost with 68 attack.
   
The '''Soul of Yamato''' equipment set (Genji parts) provide an EX Core appearence boost, but is usually preferable only on Gabranth as the set complements more of his EX mode gameplan than others.
   
For accessories, '''Dragonfly Orb''' is often the go-to basic accessory for EX core builds. The assist gauge duration nerf is hardly relevant, it decays from two bars a bit faster, but if you can maintain your assist meter consistently it's not really a big problem.
   
Aside from the aforementioned good boosters, '''EX Core Present''' adds a good 1.5x bonus to each of your cores. Aerial can be a good choice as not all stages plant their ex cores to the ground (see World of Darkness).
== EX Revenge (King of Tragedy) ==
Recommended characters: {{012gar}}, {{012gab}}
Example build: Garland
{{Build
|hp=9644
|cp=450
|brv=957 (1148 initial)
|atk=180
|def=185
|luk=60
|booster=x2.7
|setbonus=King of Tragedy
|ast=Kuja
|wpn=Rhongomiant
|hand=Prytwen
|head=Dragon Sallet
|armor=Wygar
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Booster
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Large Gap in BRV
|acc5={{accboo}} EX Revenge
|acc6={{accboo}} Summon Unused
|acc7={{accsp}} Spider Web
|acc8={{accsp}} Spider's Bane
|acc9={{accsp}} Avenger
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
This utilises the entire [[Special_Effects_(Dissidia_012)#King_of_Tragedy|'''King of Tragedy''']] equipment set unlocked in the Labyrinth mode. Extended EX Revenge duration for longer EX Charge time with Gabranth or higher damage output during EX Revenge (additional Bardiches for Garland).
== First Strike ==
Abnormally high initial damage. Based on the Extra Ability "First Strike" that guarantees critical hits for the first connected attack.
== Level Gap ==
Lowered character level in exchange for incredibly strong accessory booster multipliers. A type of glass cannon with Iai Strike, seemingly immortal with Last Chance...?!
Level + Level Gap accessories are banned by the in-game "Official" ruleset which has been community standard for years, however.
== Machines ==
Increased bravery damage + HP wall rush damage at the cost of max health.
== Side by Side ==
Recommended characters: {{012wol}}, {{012fir}}, {{012emp}}, {{012ok}}, {{012bez}}, {{012ter}}, {{012kef}}, {{012clo}}, {{012tifa}}, {{012squ}}, {{012ulti}}, {{012zid}}, {{012jec}}, {{012fc}}
Example build: Onion Knight
{{Build
|hp=10478
|cp=480
|brv=1683
|atk=173
|def=183
|luk=61
|booster=
|setbonus=None
|ast={{012seph}}
|wpn=Piggy's Stick ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Aegis Shield (CP Glitch)
|head=Thornlet
|armor=Maximillian
|acc1={{accbas}} Dismay Shock
|acc2={{accbas}} Battle Hammer
|acc3={{accboo}} BRV = 0
|acc4={{accsp}} Blue Gem
|acc5={{accsp}} Hero's Essence
|acc6={{accsp}} First to Victory
|acc7={{accsp}} Hero's Seal
|acc8={{accsp}} Miracle Shoes
|acc9={{accsp}} Together as One
|acc10={{accsp}} Side by Side
|summon=Rubicante
}}
These builds revolve around the special accessory [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] that ''prevents you from acquiring any EX'', even from EX cores (you can still grab them). In return it gives you a notable chunk of assist bar (30 %) from landing just one HP attack. Side by Side is very potent with characters who can connect HPs on their own and followup with an assist afterwards or need meter for building momentum.
   
'''The goal with a Side by Side build is to deal a lot of damage''', which makes this a derivative of the damage build concept. This can be achieved either through high bravery damage output or high base bravery. In both cases wall rush is a big help.
   
For equipment you can apply a lot from the damage build. 69 attack or 70 if your exclusive weapon has it. Wall rush HP damage is also a good option e.g. Earthbreaker or Cloud's exclusive weapon Fenrir.
   
For high base bravery, '''Piggy's Stick''' is a Katana-type weapon that provides +239 to your base bravery in addition to the head armor, but it comes with -80 % BRV recovery. You have to be able to secure base bravery for each hp for optimal damage, so boosting BRV recovery will become a part of your build. If you focus your meter depletion on accessories, you can opt to equip '''Royal Crown (head)''' with 100 % BRV recovery, '''Borghertz's Hands''' (hand) and '''Lufenian Armor''' (torso) both providing 39 base bravery each. Lufenian sets' meter depletion is still nothing to sneeze at, but considering the potential damage this type of a build can cause, the opponent may feel incentivised to use assist meter to avoid a combo regardless.
   
For accessories you now have an excellent 1.5x booster at your fingertips, '''Empty EX Gauge'''. This is a big booster that will be active for the entirety of the match, and bundled with Pre-EX Mode, Pre-EX Revenge, Aerial and Summon Unused (as well as BRV = 0 if you can secure wall rushes) you have a lot of damage on your hands.
   
Aforementioned damage rings, as well as '''Sniper Eye''' for wall rush HP damage are good picks. If you don't equip Royal Crown, Bravery Orb as well as Great Gospel are worthy candidates too. Bravery Orb scales with boosters, but Great Gospel can easily compensate if used in conjunction with Bravery Orb. If you feel you need a good headstart in the meter race, Together as One is a great pick. Bundle it with Badge of Trust and you pretty much start the match with two assist bars. Characters who may struggle to generate assist meter safely through whiffing such as Kefka and Cecil may find this very helpful.
Example build: [here]
== Wall Rush ==
Recommended characters: {{012gar}}, {{012fir}}, {{012clo}}, {{012jec}}
Example build: Firion
{{Build
|hp=9576
|cp=450
|brv=1394
|atk=178
|def=184
|luk=61
|booster=x2.9
|setbonus=Judgment of Lufenia
|ast={{012kuja}}
|wpn=Lufenian Gun
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Cap
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Bravery Orb
|acc3={{accbas}} Dismay Shock
|acc4={{accbas}} Battle Hammer
|acc5={{accboo}} BRV = 0
|acc6={{accboo}} Empty EX Gauge
|acc7={{accboo}} Pre-EX Mode
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} Side by Side
|summon=Rubicante
}}
Increased wall rush damage. Commonly paired with other damage build styles, such as Side by Side. Booster and Sniper Eye basic accessories, as well as weapons with additional wall rush damage boosts, such as Earthbreaker are often used.

Revision as of 08:07, 10 May 2024


Strategy

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.

Offense (Ground)

  • Poke with Waterkick and use it's Somersault HP link. It combos into assists and is difficult to react to with Assist Change.
  • 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.
  • 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.

Defense (Ground)

  • 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.
  • 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)

  • 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)

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 lack of aforementioned tools, but also increased (applicable) 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.

  • 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.
  • Moonsault Kick is Tifa's high damaging midair bravery. Much like Beat Rush, Tifa can teleport behind the opponent by feinting.
  • 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 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 Kuja, Sephiroth and Aerith 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)

  • 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.
  • 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.

Dodge Punishment (Aerial)

  • 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

Offense

  • 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. Sephiroth 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 Cecil'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

  • 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.
  • 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.
  • 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.
  • Tifa struggles to bypass traps and discourage their use without assist. Garland's Cyclone, The Emperor's Thunder Crest and Ultimecia's charged Knight's Lance all give her a lot of trouble.

Meter Usage

  • 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

Warrior of Light
ddff-icon-wol.png

Garland
ddff-icon-garland.png

Tifa has no easy way to bypass Garland’s Cyclone HP. Aerith's Seal Evil BRV assist gets around it with ease.

Firion

ddff-icon-firion.png

The Emperor
ddff-icon-empy.png

Onion Knight

ddff-icon-ok.png

Cloud of Darkness

ddff-icon-cod.png

Cecil Harvey
ddff-icon-cecil.png

Golbez

ddff-icon-golbez.png

Kain Highwind
ddff-icon-kain.png

Bartz

ddff-icon-bartz.png

Exdeath

ddff-icon-exd.png

Gilgamesh
ddff-icon-gilgamesh.png

Terra Branford

ddff-icon-terra.png

Kefka Palazzo

ddff-icon-kefka.png

Cloud Strife

ddff-icon-cloud.png

Sephiroth

ddff-icon-sephi.png

Tifa Lockhart
ddff-icon-tifa.png

Squall Leonhart

ddff-icon-squall.png

Ultimecia

ddff-icon-ulti.png

Laguna Loire
ddff-icon-laguna.png

Zidane Tribal

ddff-icon-zidane.png

Kuja

ddff-icon-kuja.png

Tidus

ddff-icon-tidus.png

Jecht

ddff-icon-jecht.png

Yuna
ddff-icon-yuna.png

Shantotto

ddff-icon-totto.png

Prishe
ddff-icon-prishe.png

Vaan
ddff-icon-vaan.png

Gabranth

ddff-icon-gab.png

Lightning
ddff-icon-light.png

Feral Chaos
ddff-icon-fc.png

Chaos

ddff-port-chaos2.png