Tidus (Dissidia 012): Difference between revisions

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(Updated character info, verify fastest hp (quick hit) and unlock condition.)
 
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|exclusives=Official Ball, Striker, Grand Slam,<br>World Champion
|exclusives=Official Ball, Striker, Grand Slam,<br>World Champion
|fastestbrv=11F (Hop Step)
|fastestbrv=11F (Hop Step)
|fastesthp=
|fastesthp=39F (Spiral Cut)
|1hithp=No
|1hithp=No
|hplinks=Yes
|hplinks=Yes
|cmdblock=No
|cmdblock=No
|unlock=
|unlock=
|alignment=Chaos (012),<br>Cosmos (013)
|alignment=Chaos (012),<br>Cosmos ('''[[Glossary_(Dissidia_012)#013|013]]''')
|vajp=Masakazu Morita
|vajp=Masakazu Morita
|vaeng=James Arnold Taylor
|vaeng=James Arnold Taylor
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}}
}}


A swift sword strike followed by a flying kick that pushes back both Tidus and the opponent. Hop Step is Tidus' key [[Glossary_(Dissidia_012)#Poke|'''poke''']] with fastest startup out of all his moves, low recovery and good EX gain at 90. On hit, the second hit can be confirmed with a lenient input window which leads to Chase, but it also works as an assist combo starter with {{012aer}} assist. The initial hit has short hit stun, but it is enough to combo into other assists as well.
A swift sword strike followed by a flying kick that pushes back both Tidus and the opponent. Hop Step is Tidus' key [[Glossary_(Dissidia_012)#Poke|'''poke''']] with fastest startup out of all his moves, low recovery and good EX gain at 90. On hit, the second attack can be confirmed with a lenient input window which leads to Chase, but it also works as an assist combo starter with {{012aer}} assist. The initial sword slash has short hit stun, but it is enough to combo into other assists as well.


The spinning motion during Hop Step's first hit causes Tidus to cover his vicinity with an active hitbox around him. This, along with the low recovery can make it difficult to whiff punish Hop Step without clashing.
The spinning motion during Hop Step's first hit causes Tidus to cover his vicinity with an active hitbox around him. This, along with the low recovery can make it difficult to whiff punish Hop Step without clashing.
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Stick & Move's dodge cancel window on hit is quite late into the animation. However, the sword is capable of damaging the opponent even when it returns back to Tidus which provides just enough time to dodge cancel and combo into Hop Step. <ref>https://www.youtube.com/watch?v=oDOs-TVaqYg&t=18 Stick & Move return hit combo.</ref> This can be difficult to replicate against another human opponent, but it is worth noting as a solo dodge cancel combo starter regardless; It still generates additional meter and combos into commonly used assists.
Stick & Move's dodge cancel window on hit is quite late into the animation. However, the sword is capable of damaging the opponent even when it returns back to Tidus which provides just enough time to dodge cancel and combo into Hop Step. <ref>https://www.youtube.com/watch?v=oDOs-TVaqYg&t=18 Stick & Move return hit combo.</ref> This can be difficult to replicate against another human opponent, but it is worth noting as a solo dodge cancel combo starter regardless; It still generates additional meter and combos into commonly used assists.


Similiar to Full Slide, Stick & Move's vertical tracking is heavily influenced by assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=101 Stick & Move vertical tracking during assist call.</ref> Stick & Move's increased tracking during assist call.</ref> That improves the attack's utility as a mid range whiff punisher against long recovery moves.
Similiar to Full Slide, Stick & Move's vertical tracking is heavily influenced by assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=101 Stick & Move vertical tracking during assist call.</ref> Stick & Move's increased tracking during assist call. That improves the attack's utility as a mid range whiff punisher against long recovery moves.


Overall, Stick & Move has a lot going for it even if it is not a one-size-fits-all dodge attack. Using it on the ground can be a good way to defend against {{012fc}}'s Via Dolorosa HP or {{012squ}}'s Blasting Zone, but be wary of the opponent's assist. The base damage can vary slightly depending on when it hits, but the damage output is not particularly high either way.
Overall, Stick & Move has a lot going for it even if it is not a one-size-fits-all dodge attack. Using it on the ground can be a good way to defend against {{012fc}}'s Via Dolorosa HP or {{012squ}}'s Blasting Zone, but be wary of the opponent's assist. The base damage can vary slightly depending on when it hits, but the damage output is not particularly high either way.
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}}
}}


Tidus' key poke becomes ever more prominent in aerial combat. Most traits are shared with the ground version, including the generous active frames that cover Tidus' body, lenient input window for the followup and frame data. Unlike the ground version, Hop Step floats standing opponents on hit.
Tidus' key poke becomes even more prominent in aerial combat. Most traits are shared with the ground version, including the generous active frames that cover Tidus' body, lenient input window for the followup and frame data. Unlike the ground version, Hop Step floats standing opponents on hit.


Hop Step's importance cannot be understated. It allows Tidus to build assist meter reliably, harass opponents and convert to Aerith assist which is arguably his strongest assist. Combined with Full Slide, fast post-air dodge fall speed and overall good movement, Hop Step is a textbook competent poke in the context of competitive Dissidia 012 and a staple part of Tidus' kit.  
Hop Step's importance cannot be understated. It allows Tidus to build assist meter reliably, harass opponents and convert to Aerith assist who is arguably his strongest assist. Combined with Full Slide, fast post-air dodge fall speed and overall good movement, Hop Step is a textbook competent poke in the context of competitive Dissidia 012 and a staple part of Tidus' kit.  


The low priority and base damage can increase risk against command blocks, but the low amount of hits also means critical hits are more likely to occur for the more damaging second hit. Landing Hop Step consistently is a recipe for success if not for (mental) damage, then for meter as the aerial version also generates 90 EX on hit. Finding ways to land this move will go a long way, though delaying Hop Step is one of the most common mixups for it.
The low priority and base damage can increase risk against command blocks, but the low amount of hits also means critical hits are more likely to occur for the more damaging second hit. Landing Hop Step consistently is a recipe for success if not for (mental) damage, then for meter as the aerial version also generates 90 EX on hit. Finding ways to land this move will go a long way, though delaying Hop Step is one of the most common mixups for it.
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* Caladbolg (ATK)
* Caladbolg (ATK)
* Caladbolg (DODGE)
* Caladbolg (DODGE)
= Overview =
Tidus' EX mode supports his long term gameplan and comes with few good supporting perks. The big cherry on top is his Caladbolg (ATK) that scales bravery base damage up to 2x at full health. This applies to all of his attacks that deal bravery damage, including EX Burst. That alone makes it great for closing out matches with a good lead. EX Burst is one of the weakest in the game when Tidus is at low health, but because EX mode adds critical hit rate and depletes the opponent's assist gauge upon activation, this is still good for securing a win.


== Mirror Dash ==
== Mirror Dash ==
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''[Always active while in EX Mode] The period of invincibility between dodging and attacking increases.''
''[Always active while in EX Mode] The period of invincibility between dodging and attacking increases.''


Dodge frames, the invincibility period during a dodge is increased from 1-20 frames to 1-40 frames, which is the same as using the Evasion Boost basic ability.
Dodge frames, the invincibility period during a dodge is increased from 1-20 frames to 1-40 frames, which is the same as using the Evasion Boost basic ability. This also applies to the dodge braveries such as Stick & Move, making them more reliable as high commitment counterpokes.


== EX Burst: Blitz Ace ==
== EX Burst: Blitz Ace ==
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Most attacks leave Tidus airborne, which allow him to call Aerith for Seal Evil combos. This includes grounded versions of Hop Step, Stick & Move, Cut & Run, Dart & Weave and Energy Rain.
Most attacks leave Tidus airborne, which allow him to call Aerith for Seal Evil combos. This includes grounded versions of Hop Step, Stick & Move, Cut & Run, Dart & Weave and Energy Rain.


Cut & Run (midair) > Quick Hit is a common, relatively high power assist combo ender for Tidus. That will be listed in the following combos most of the time. Other enders may be prioritized depending on the situation, such as Jecht Shot to avoid LV2 Assist Change stagger or Slice and Dice to confuse Assist Change retaliation attempts.
Cut & Run (midair) > Quick Hit is a common, relatively high power assist combo ender for Tidus. That will be listed in the following combos most of the time. Any combo with "(behind opponent)" can do more damage if you have Sneak Attack extra ability equipped. Other enders may be prioritized depending on the situation, such as Jecht Shot to avoid LV2 Assist Change stagger or Slice and Dice to confuse Assist Change retaliation attempts.


{| class="wikitable sortable"
{| class="wikitable sortable"
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|Aerith > Chase HP > HP dodged > air jump (behind opponent) > Cut & Run > Quick Hit || 55-61 + HP WR (7, 13, 2x2~2x5, 24, 1x4, 3 + HP WR) || 195 (90, 15, 90) || If the opponent dodges the chase HP, this generates more EX and still lets Tidus follow up with more bravery damage. But ''only'' if it's evaded this way; Opting to eat the chase HP can end the combo early without wall rush. || [https://www.youtube.com/watch?v=oDOs-TVaqYg&t=136 '''Video''']
|Aerith > Chase HP > HP dodged > air jump (behind opponent) > Cut & Run > Quick Hit || 55-61 + HP WR (7, 13, 2x2~2x5, 24, 1x4, 3 + HP WR) || 195 (90, 15, 90) || If the opponent dodges the chase HP, this generates more EX and still lets Tidus follow up with more bravery damage. But ''only'' if it's evaded this way; Opting to eat the chase HP can end the combo early without wall rush. || [https://www.youtube.com/watch?v=oDOs-TVaqYg&t=136 '''Video''']
|-
|-
|rowspan="2"|Full Slide (2 parts) || -- || 19~25 (2x3~2x6, 5, 8) || 27 || Mid-stage combo starter, also works with Aerith assist when clashed with reduced damage. The further Tidus is from opponent, the less damage Full Slide will do on hit. || --
|rowspan="2"|Full Slide (2 parts) || -- || 19~25 (2x3~2x6, 5, 8) || 27 || Mid-stage combo starter, also works with Aerith assist after clashing with an attack. The further Tidus is from opponent, the less damage Full Slide will do on hit. || --
|-
|-
|Aerith > DC > Free Air Dash > Cut & Run > Quick Hit || 54~66 + HP WR (2x3~2x6, 5, 8, 2x2~2x5, 24, 1x4, 3 + HP WR) || 120 (30, 90) || Reliable wall-less combo. If ceiling is closer than wall, you can opt for Jech Shot ender instead for wall rush damage. || [https://www.youtube.com/watch?v=oDOs-TVaqYg&t=75 '''Video''']
|Aerith > DC > Free Air Dash > Cut & Run > Quick Hit || 54~66 + HP WR (2x3~2x6, 5, 8, 2x2~2x5, 24, 1x4, 3 + HP WR) || 120 (30, 90) || Reliable wall-less combo. If ceiling is closer than wall, you can opt for Jecht Shot ender instead for wall rush damage. || [https://www.youtube.com/watch?v=oDOs-TVaqYg&t=75 '''Video''']
|-
|-
|rowspan="2"|Full Slide (Wall Rush) || -- || 40 + WR (2x6, 5, 8, 15) || 30 || -- || --
|rowspan="2"|Full Slide (Wall Rush) || -- || 40 + WR (2x6, 5, 8, 15) || 30 || -- || --
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|ast=Aerith
|ast=Aerith
|wpn=World Champion
|wpn=World Champion
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Lufenian Dirk {{equip}}
|head=Lufenian Headband
|head=Lufenian Headband
|armor=Lufenian Vest
|armor=Lufenian Vest
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|acc10={{accboo}} Opponent Summon Unused
|acc10={{accboo}} Opponent Summon Unused
|summon=Scarmiglione
|summon=Scarmiglione
|dataBRV=
{{Build-AttackData
|brv1-g=Hop Step
|branch-1gbrv=
|branch-1ghp=
|brv2-g=
|branch-2gbrv=
|branch-2ghp=
|brv3-g=
|branch-3gbrv=
|branch-3ghp=
|brv1-a=Full Slide
|branch-1abrv=
|branch-1ahp=
|brv2-a=Hop Step
|branch-2abrv=
|branch-2ahp=
|brv3-a=Cut & Run (midair)
|branch-3abrv=
|branch-3ahp=Quick Hit F
}}
| dataHP      =
{{Build-AttackDataHP
|hp1-g=
|hp2-g=
|hp3-g=
|hp1-a=Slice & Dice
|hp2-a=Energy Rain
|hp3-a=Jecht Shot
}}
}}
}}


{|class="wikitable" style="display: inline-table; margin-right: 50px;
== Basic Abilities ==
! scope="row" colspan="2" | Bravery attacks
{{Build-Ability
|-
|action=
! scope="col" | Ground
{{Build-AbilitySet
! scope="col" | Aerial
|1=Ground Evasion}}
|-
{{Build-AbilitySet
|-
|1=Midair Evasion}}
|rowspan="3"|Hop Step || Full Slide
{{Build-AbilitySet
|-
|1=Ground Block}}
|Hop Step
{{Build-AbilitySet
|-
|1=Midair Block}}
|Cut & Run (midair)
{{Build-AbilitySet
|-
|1=Aerial Recovery}}
! scope="row" colspan="2" | HP attacks
{{Build-AbilitySet
|-
|1=Recovery Attack}}
! scope="col" | Ground
{{Build-AbilitySet
! scope="col" | Aerial
|1=Controlled Recovery}}
|-
{{Build-AbilitySet
|rowspan="4"| -- || Slice & Dice
|1=Wall Jump}}
|-
{{Build-AbilitySet
|Energy Rain (midair)
|1=Free Air Dash}}
|-
{{Build-AbilitySet
|Jecht Shot
|1=Reverse Ground Dash}}
|-
{{Build-AbilitySet
|Quick Hit E (from Cut & Run)
|1=Multi Air Slide}}
|}
{{Build-AbilitySet
|1=Free Air Dash Boost}}
{{Build-AbilitySet
|1=Assist Gauge Up Dash}}
{{Build-AbilitySet
|1=Speed Boost++}}
{{Build-AbilitySet
|1=Jump Boost+}}
{{Build-AbilitySet
|1=Jump Times Boost++}}
{{Build-AbilitySet
|1=Ground Evasion Boost}}
{{Build-AbilitySet
|1=Midair Evasion Boost}}
{{Build-AbilitySet
|1=Evasion Boost}}
{{Build-AbilitySet
|1=Descent Speed Boost}}
|support=
{{Build-AbilitySet
|1=Always Target Indicator}}
{{Build-AbilitySet
|1=EX Core Lock On}}
{{Build-AbilitySet
|1=Assist Lock On}}
|extra=
{{Build-AbilitySet
|1=Precision Jump}}
{{Build-AbilitySet
|1=Precision Evasion}}
{{Build-AbilitySet
|1=Sneak Attack}}
{{Build-AbilitySet
|1=Disable Counterattack}}
{{Build-AbilitySet
|1=EXP to HP}}
|cp=420 / 450
}}


{| class="wikitable"
{| class="wikitable"
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! scope="col" | Aerial
! scope="col" | Aerial
|-
|-
|rowspan="2"|Hop Step || Hop Step
|Hop Step || Hop Step
|-
|-
|Full Slide
|Full Slide
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Tidus is one of the established viable assists in competitive play. He is not a universally effective assist in the way that Kuja is, but what he brings to the table is nothing to sneeze at. Tidus' bravery assists provide a combination of easier whiff punishes in terms of frame data and extended ground combos, while his air HP can be used in chase sequences to set up inescapable damage. Ground HP can harass for a good few seconds if the opponent doesn't jump out of the way, but your mileage may vary.
Tidus is one of the established viable assists in competitive play. He is not a universally effective assist in the way that Kuja is, but what he brings to the table is nothing to sneeze at. Tidus' bravery assists provide a combination of easier whiff punishes in terms of frame data and extended ground combos, while his air HP can be used in chase sequences to set up inescapable damage. Ground HP can harass for a good few seconds if the opponent doesn't jump out of the way, but your mileage may vary.


'''Sonic Buster''' is slow not unlike Kuja's Snatch Blow, but it is one of the two grounded BRV assists in the game that can end with a ground wall rush. That's great news for Jecht, but also anyone else with an elaborate combo game like {{012cec}}, Cloud and {{012squ}}. Its tracking and holding potential is weaker overall though compared to Kuja, as Tidus moves the opponent around rapidly. Even the first two charges lift on hit and the knockback that occurs from the finishing kick is of good distance and high speed. The lack of tracking isn't a huge issue, but filler hits aren't really possible like with Kuja and Sephiroth assists. Instead, all the additional damage is often back-loaded to the wall rush and that is where the character's combo potential determines the mileage they'll get out of this move. Positioning with dashes and [[Abilities_(Dissidia_012)|'''Multi Air Slide''']] may be necessary to make the most of it.
=== Sonic Buster ===
Sonic Buster is slow not unlike Kuja's Snatch Blow, but it is one of the two grounded BRV assists in the game that can end with a ground wall rush. That's great news for Jecht, but also anyone else with an elaborate combo game like {{012cec}}, Cloud and {{012squ}}. Its tracking and holding potential is weaker compared to Kuja though. The first two charges lift on hit and the knockback from the finishing kick is of good distance and high speed. The lack of tracking isn't a huge issue, but filler hits aren't feasible like with Kuja and Sephiroth assists. Instead, all the additional damage is often back-loaded to the wall rush. That is where the character's combo potential determines the mileage they'll get out of this move. Positioning with dashes and [[Abilities_(Dissidia_012)|'''Multi Air Slide''']] may be necessary to make the most of it.
 
=== Hop Step ===
Hop Step is a great move all on its own and the same is true for the assist. It retains the lightning fast startup which is great for whiff punishes in general. The movement and overall short duration leave ''very'' little time to Assist Change and lock him. Hop Step also provides '''[[Assist_(Dissidia_012)#Assist_Chase|Assist Chase]]''' on hit for reliable follow-ups. However, the bravery damage is pretty low and the time opponent spends in hit stun is brief. This means that interim hits are not possible during Hop Step either. Shorter hit stun also means Tidus assist won't always trade favorably if both players get hit by assists. Follow-ups may not be possible or worse, the player character gets combo'd anyway.


'''Hop Step''' is a great move all on it's own and the same is true for the assist. It retains the lightning fast startup which is great for whiff punishes in general. The movement and overall short duration leave ''very'' little time to Assist Change and lock him and it provides [[Assist_(Dissidia_012)#Assist_Chase|'''Assist Chase''']] on hit for reliable followups. However, the bravery damage is pretty low and the time opponent spends in hit stun is ultimately rather brief. This means that interim hits are not possible during Hop Step either and trading blows with opponent's assist (both assists landed hits) may lock the player out of a followup or worse, they still get combo'd anyway. Another detail worth mentioning is Hop Step's range - When Tidus performs Hop Step, he does not exert much forward movement during startup, nor is the hitbox large. Kuja, Sephiroth and Jecht assists all exhibit these qualities to some extent which give them an advantage in conversions and whiff punishes. So when it comes to timing Tidus assist, calling him slightly later than usual can make a difference as that lets him spawn closer to the opponent. The reach is still shorter than the aforementioned assists though. At the end of the day, Hop Step is a reliable assist move, though it is not necessarily optimal for a lot of characters.  
Another detail worth mentioning is Hop Step's range - When Tidus performs Hop Step, he does not exert much forward movement during startup. The hitbox is not large either. Kuja, Sephiroth and Jecht assists all exhibit these qualities to some extent which give them an advantage in conversions and whiff punishes. So when it comes to timing Tidus assist, calling him slightly later than usual can make a difference, as that lets him spawn closer to the opponent. The reach is still shorter than the aforementioned assists though. At the end of the day, Hop Step is a reliable assist move, though it is not necessarily optimal for a lot of characters.


'''Spiral Cut''' is a grounded homing combo attack that ends with Assist Chase. Tidus is stuck on the ground the whole time. This is not usually worth the assist gauge, but players who are willing to bet on a misjudged reaction or capitalising on a dodge may find success at times.
=== Spiral Cut ===
Spiral Cut is a grounded homing combo attack that ends with Assist Chase. Tidus is stuck on the ground the whole time. This is not usually worth the assist gauge, but players who are willing to bet on a misjudged reaction or capitalise on a dodge may find success at times.


'''Slice & Dice''' is significantly slower to start than Spiral Cut and does not stay on the field nearly as long (on whiff), but it is not entirely without merit either. Slice & Dice has more tracking than Hop Step to help with interruptions and charge has enough reach to catch opponents during Chase. As long as the preceding attack does not have obscenely high knockback, it is possible to initiate Chase, perform an HP attack and have Tidus do the rest if the opponent dodged the first HP. On the off chance that both HPs connect and send the opponent flying, Slice & Dice homes in on the opponent very aggressively for long distances. And because this ''also'' yields Assist Chase, it pretty much guarantees a followup of some sort.
=== Slice and Dice ===
Slice and Dice is significantly slower to start than Spiral Cut and does not stay on the field nearly as long (on whiff), but it is not entirely without merit either. Slice & Dice has more tracking than Hop Step to help with interruptions and charge has enough reach to catch opponents during Chase. As long as the preceding attack does not have obscenely high knockback, it is possible to initiate Chase, perform an HP attack and have Tidus do the rest if the opponent dodged the first HP. On the off chance that both HPs connect and send the opponent flying, Slice & Dice homes in on the opponent very aggressively for long distances. And because this ''also'' yields Assist Chase, it pretty much guarantees a followup of some sort.


Tidus assist excels in many important areas, but in terms of damage potential he tends to fall behind in comparison to other competitive assists. He also doesn't have Ranged priority moves, which is a common detriment for assist characters. That being said, Assist Chase is surprisingly rare among air BRV assists, which helps keep Tidus assist afloat in the competition. But this is not always enough, his other attacks have to be of some value to the player (character) for him to truly shine.
=== Conclusion ===
Tidus assist excels in many important areas, but in terms of damage potential he tends to fall behind in comparison to other competitive assists. He also doesn't have Ranged priority moves, which is a common detriment for assist characters. That being said, Assist Chase is surprisingly rare among air BRV assists, which helps keep Tidus assist afloat in the competition. But this is not always enough. His other attacks have to be of some value to the player (character) for him to truly shine.


== Assists ==
== Assists ==
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Kuja assist is a staple pick in competitive Dissidia 012, with consistent followups, fast air bravery, good holding potential on the ground and just overall solid bravery damage and meter depletion on hit. Compared to Aerith, Kuja can whiff punish more reliably with Strike Energy BRV while still enabling followups for Tidus' HPs and dodge attacks. The long hit stun also helps him in situations where assists trade blows on player characters. The upward knockback on Strike Energy also helps facilitate ceiling wall rushes with Jecht Shot. And if Sphere Shot manages to stagger the opponent, Kuja can be called for an assist combo. This is easier to do on reaction if the opponent is airborne, as Kuja's Snatch Blow is significantly slower to come out. EX Revenge checkmates can also be circumvented this way, but only if opponent commits to blocking or whiffing at a bad time. It goes without saying that wall rush conversions are also practical.
Kuja assist is a staple pick in competitive Dissidia 012, with consistent followups, fast air bravery, good holding potential on the ground and just overall solid bravery damage and meter depletion on hit. Compared to Aerith, Kuja can whiff punish more reliably with Strike Energy BRV while still enabling followups for Tidus' HPs and dodge attacks. The long hit stun also helps him in situations where assists trade blows on player characters. The upward knockback on Strike Energy also helps facilitate ceiling wall rushes with Jecht Shot. And if Sphere Shot manages to stagger the opponent, Kuja can be called for an assist combo. This is easier to do on reaction if the opponent is airborne, as Kuja's Snatch Blow is significantly slower to come out. EX Revenge checkmates can also be circumvented this way, but only if opponent commits to blocking or whiffing at a bad time. It goes without saying that wall rush conversions are also practical.


Hot Step conversions become more difficult to perform on average, as Kuja must be called during the first hit instead of completing the attack first. This is true of most assists in the game, but it does mean that Tidus players have to be much more vigilant about timing the assist and finishing Hop Step. With walls, Tidus can push the opponent into them, call Kuja and initiate Chase to collect EX Force and follow up similiar to Aerith. But this is usually only possible when near a wall and outside of that, Kuja makes it more difficult to grab all the EX effectively from Hop Step without increased EX intake range and Tenacious Attacker {{accsp}}.  
Hot Step conversions become more difficult to perform on average, as Kuja must be called during the first hit instead of completing the attack first. This is true of most assists in the game, but it does mean that Tidus players have to be much more vigilant about timing the assist and finishing Hop Step. With walls, Tidus can push the opponent into them, call Kuja and initiate Chase to collect EX Force and follow up similiar to Aerith. But this is usually only possible when near a wall. Outside of that, Kuja makes it more difficult to grab all the EX effectively from Hop Step without increased EX intake range and Tenacious Attacker {{accsp}}.  


When using assist to boost Tidus' vertical tracking during certain attacks, Kuja will spawn near the opponent and attempt to attack with a flurry of blows. Connecting Stick & Move, Cut & Run or Slice & Dice in this way will usually cause Kuja to whiff (before or on hit), but Full Slide -a staple air bravery- can still work favorably. And if Tidus clashes, Kuja is in good position to follow up. The lack of ranged priority on Kuja's bravery assists means he is vulnerable to LV2 Assist Change staggers, but if the player is willing to spend both assist bars, Kuja's Force Symphony assist can help brute force HP damage during Hop Step chase sequences.
When using assist to boost Tidus' vertical tracking during certain attacks, Kuja will spawn near the opponent and attempt to attack with a flurry of blows. Connecting Stick & Move, Cut & Run or Slice & Dice in this way will usually cause Kuja to whiff (before or on hit), but Full Slide -a staple air bravery- can still work favorably. And if Tidus clashes, Kuja is in good position to follow up. The lack of ranged priority on Kuja's bravery assists means he is vulnerable to LV2 Assist Change staggers, but if the player is willing to spend both assist bars, Kuja's Force Symphony assist can help brute force HP damage during Hop Step chase sequences.

Latest revision as of 16:44, 10 March 2025


Tidus
General Starter Guide Combos Strategy Frame Data
Matchups Builds Match Videos Gallery Resources



Info
Name Tidus (ティーダ)
Original game Final Fantasy X
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 111 (Average)
Run Speed 4 (Normal, Fast),
1.5 (EX Mode, Very Fast)
Dash Speed 73 (Normal, Fast)
65 (EX Mode, Fastest)
Fall Speed 73 (Above Average)
65 (EX Mode, Fastest)
Fall Speed Ratio After Dodge 20 (Normal, Very Fast), 14 (EX Mode, Very Fast)
Fastest BRV 11F (Hop Step)
Fastest HP 39F (Spiral Cut)
1-Hit HP No
HP Links Yes
Command Block No
Weapon Daggers
Grappling Weapons
Swords
Thrown Weapons
Armor Bangles
Chestplates
Clothing
Hats
Headbands
Helms
Light Armor
Shields
Exclusive weapons Official Ball, Striker, Grand Slam,
World Champion
Unlock
Alignment Chaos (012),
Cosmos (013)
Voice Actor (JP) Masakazu Morita
Voice Actor (ENG) James Arnold Taylor


Overview

Tidus is an agile close-range fighter who can fight offensively and defensively as the situation demands. He is well rounded in close quarters, from the notorious Hop Step bravery to good call-out tools, meter gain and dodge punishment game. All of this is punctuated by his mobility; Every aspect of Tidus' movement ranks high or is flat out best in class. Creating distance and generating assist meter with linear dashes is no problem, nor is evading attacks with running and he is always competitive in EX Core races. On top of that, Tidus has one of the fastest post-air dodge fall ratios in the game which makes his aerial dodges a lot safer to use on average. And if the opponent is in range to punish his dodge, one of the three evasive bravery attacks can act a last resort retaliation to keep him safe.

When it comes to builds, Tidus commonly works with both EX and Assist with an emphasis on damage or bravery boost on dodge. Compared to Warrior of Light and Cloud who can specialise in several build styles, Tidus' competitive build variety is a bit less flexible. He is not a proficient user of Side by Side and he relies on assist to land his HPs. His average ATK and DEF stats may not impress at first, but building for bravery damage is worth the investment, especially against characters without high base defense stat. At high health, Tidus can also take advantage of the increased damage multiplier during his EX Mode, which affects not just his braveries but also EX Burst; At full health Tidus can score one of the strongest EX Bursts in the game. And even without high-end damage, Tidus generates a good amount of EX from most of his moves and he tends to land one of them frequently (Hop Step). This means that Tidus can establish a solid lead with meter over time, whether the player invests into EX or not.

Another one of his distinct strengths lies in unconventional use of assist - A handful of Tidus' attacks have greatly increased vertical tracking if they move Tidus during an assist call. This is great for surprise attacks and punishing air dodges or long-winded attacks from afar. The window for this is brief, but the movement is executed quickly.

Tidus' weaknesses may not be immediately apparent, but they do exist. His reliance on Hop Step and assist lowers his burst damage potential for individual interactions, which can skew the risk / reward ratio against him without meter. The few projectiles he has have limited reach, poor conversion potential or long animations. The other disjoint in Stick & Move bravery is telegraphed and his vertical reach with attacks is mostly below average without assist. The dodge attacks in general are telegraphed with little utility outside of the initial invincibility. His assist synergy is a bit limited -albeit effective as is- without ground due to short hit stun starters, slow startup, high knockback Chase enders or inadequate tracking on HPs. The prowess of the Aerith assist's synergy can also leave some whiff punishes and meter depletion on the table. The HP attacks have long animations on hit, which can restrict Tidus' avenues for HP damage if the opponent can escape with Assist Change. The act of multi-hit braveries during HP attacks presents another problem; Tidus cannot resolve EX Revenge checkmates quickly with a fast single hit HP.

In competitive play, Tidus has been ranked at mid tier or high tier. He exhibits strong fundamentals up close and his gameplan is straightforward and easy to pick up. His utility is largely shared across both ground and air moves, which can streamline his gameplay for players picking him up for the first time. Tidus can power through higher priority projectiles and even evade The Emperor's infamous Dreary Cell on hit, but he can also struggle to capitalise on these interactions at times. Even so, playing the long game for meter advantage is a tried and true strategy and he does not rely on walls for high damage or stage pressure. Overall, Tidus is a strong character in many ways and he is capable of competing against most of the roster without major struggles.

Strengths Weaknesses
  • Well rounded close range moveset that lets Tidus poke, whiff punish and rack up damage efficiently.
  • Mobility - Run speed, dash speed and fall speed after air dodges are all high tier, if not top of the line, which complement Tidus' offense and defense.
  • Post-dodge interactions - With strong movement, dodge punish options and evasive attacks to cover him, Tidus is well equipped for dodge punishment.
  • EX - Good EX generation on his pokes and EX Mode's increased damage relative to his health provide worthwhile returns over time, including one of the strongest EX Bursts in the game.
  • Increased tracking during assist call empower dodge punishment and vertical approaches alike with select few attacks, which is an uncommon strength in the roster.
  • HP Attacks' vulnerability to Assist Change can limit Tidus' ability to output HP damage safely, as he often relies on blocks and assist to land HPs.
  • Lackluster ranged tools - Despite having projectiles, their reward on hit and effectiveness in neutral make them unreliable for zoning or anti-zoning measures.
  • No single hit HP attack complicates Final EX Revenge situations.
  • Anti-block measures are often limited to delaying Hop Step or taking bigger risks with slower attacks. This becomes more apparent when dealing with command blocks.
  • Dodge attacks do not operate well against low recovery pokes due to slow startup, reducing their potential as cover for air dodges.


Bravery Attacks

Tidus' evasive bravery attacks Stick & Move, Dart & Weave and Cut & Run have built-in invincibility. 1-20 frames of invincibility normally, and then 1-40 frames of invincibility when used during EX mode (the same as normal dodge and a dodge with Evasion Boost respectively).

Ground

Base damage Startup frame Type Priority EX Force
7, 13 (20) 11F Physical Melee Low 90
Effects CP (Mastered) Cancels Assist Gain (Hit)
Chase 30 (15) Dodge, Attack (1st hit), Block (1st hit)
Unlocked at
level
Mastered at
110 AP
[Close] Distance self from foe. Weak but fast.


A swift sword strike followed by a flying kick that pushes back both Tidus and the opponent. Hop Step is Tidus' key poke with fastest startup out of all his moves, low recovery and good EX gain at 90. On hit, the second attack can be confirmed with a lenient input window which leads to Chase, but it also works as an assist combo starter with Aerith assist. The initial sword slash has short hit stun, but it is enough to combo into other assists as well.

The spinning motion during Hop Step's first hit causes Tidus to cover his vicinity with an active hitbox around him. This, along with the low recovery can make it difficult to whiff punish Hop Step without clashing.

The ground version puts Tidus in an airborne state and the first hit will keep grounded opponents standing, which is important to note for Kuja and Jecht assist conversions.

Aerial

Base damage Startup frame Type Priority EX Force
7, 13 (20) 11F Physical Melee Low 90
Effects CP (Mastered) Cancels Assist Gain (Hit)
Chase 30 (15) Dodge, Block (1st hit), Attack (1st hit)
Unlocked at
level
Mastered at
110 AP
[Close] Distance self from foe. Weak but fast.


Tidus' key poke becomes even more prominent in aerial combat. Most traits are shared with the ground version, including the generous active frames that cover Tidus' body, lenient input window for the followup and frame data. Unlike the ground version, Hop Step floats standing opponents on hit.

Hop Step's importance cannot be understated. It allows Tidus to build assist meter reliably, harass opponents and convert to Aerith assist who is arguably his strongest assist. Combined with Full Slide, fast post-air dodge fall speed and overall good movement, Hop Step is a textbook competent poke in the context of competitive Dissidia 012 and a staple part of Tidus' kit.

The low priority and base damage can increase risk against command blocks, but the low amount of hits also means critical hits are more likely to occur for the more damaging second hit. Landing Hop Step consistently is a recipe for success if not for (mental) damage, then for meter as the aerial version also generates 90 EX on hit. Finding ways to land this move will go a long way, though delaying Hop Step is one of the most common mixups for it.

HP Attacks

Ground

Base damage Startup frame Type Priority EX Force
1 x 4, 6 (10) 39F Physical Melee High, Block (Ranged Low) 90
Effects CP (Mastered) Cancels Assist Gain (Hit)
Magic Block 30 (15) Dodge
Unlocked at
level
Mastered at
130 AP
[Mid] Spinning approach. Breaks down foe's defenses.


An advancing multi-hit combination of strikes. The startup is average for HPs, but Tidus follows through with the whole animation even if it misses. Tidus can only pursue opponents while on the ground, but the tracking is good enough to catch back and side dodges if it's done really close to the opponent. If Spiral Cut is done against a ledge, Tidus will simply keep attacking in place until it ends but it can still inflict HP damage to opponents under him.

Aside from EX, the reward on hit is not particularly outstanding due to low base damage and no wall rush, but fast aerial assists can combo off of this at the wall. Players using Aerith assist should be mindful of not using her Cure to avoid using meter unintentionally for something they did not try to do. Tidus is also at frame disadvantage on hit against recovery attacks.

Spiral Cut does not anti-air well and it has a long animation, so not only is whiffing it risky, Tidus also becomes very vulnerable to counter attacks after Assist Change. Spiral Cut can function as a sparsely used surprise attack or an assist combo ender, but often times his other HP attacks can do more. For example, dashing and using the aerial Slice & Dice HP covers Spiral Cut's lateral range and is less vulnerable on recovery when reflecting high priority projectiles.

The ranged low block property does what dashes already achieve for Tidus, but it does activate instantly and covers until the first bravery strike if it's needed in a pinch. [9] Just be careful not to cartwheel into traps along the way.

Aerial

All versions of Quick Hit share the same attack data.

About Moogle: 10 % chance of getting a Moogle ball on any of the three shots. If Moogle appears on the first kick, the damage multiplier becomes 10 instead of 5. The rest are purely audiovisual changes.
Base damage Startup frame Type Priority EX Force
5 or 10 (moogle), 10 (15 / 20) 61F Physical Ranged High 30
Effects CP (Mastered) Cancels Assist Gain (Hit)
Wall Rush 30 (15) Dodge
Unlocked at
level
Mastered at
130 AP
[Long] Powerful triple kick. Long opening, but great range.


Three blitzball shots with considerable wall rush knockback. The startup is too slow to punish simultaneous blocks and dodges or hit them before they can dodge again. Even so, this is his strongest HP in terms of base damage, wall rush potential and safety against LV2 Assist Change on hit. This safety comes from a few factors; Both Aerith's assist and Jecht Shot are Ranged priority which don't stagger Tidus when blocked with LV2 Assist Change. Jecht Shot also has enough reach to connect from a dodge's distance and the vertical tracking is adequate for the job.

On hit, the followup shots have extended range and tracking, easily extending twice as far as the first shot. After escaping with Assist Change, these shots will come out even if they don't hit afterwards. They can also be dodged and there is a large gap between the second and third shots; They usually cannot catch the opponent before they are out of reach (or invincibility), but Feral Chaos has to be mindful of his large frame when lining up a punish against this move.

What Tidus has to look out for is opponent's assist. Jecht Shot is slow enough to be assist punishable on reaction. And even when it hits, Tidus remains stationary for the first two shots, which is bad news if the opponent calls the assist right before taking damage. While Jecht Shot's tracking for the followup shots are great, they lose to high priority blocks, which is something Jecht is known for taking advantage of after escaping from this move. Mitigating damage taken from either situation usually involves spending assist gauge.

Despite that, Jecht Shot works well enough. It is decent at punishing long recovery moves at a distance where other attacks won't reach (or be available). The huge knockback and verticality are great securing wall rush damage at the ceiling which his other HPs cannot do, and it increases the chances of winning an EX Core if Jecht Shot pushes the opponent away from it at all.

EX Mode: Equipped Caladbolg!

Effects:

  • Regen
  • Critical Boost
  • Mirror Dash
  • Caladbolg (ATK)
  • Caladbolg (DODGE)

Overview

Tidus' EX mode supports his long term gameplan and comes with few good supporting perks. The big cherry on top is his Caladbolg (ATK) that scales bravery base damage up to 2x at full health. This applies to all of his attacks that deal bravery damage, including EX Burst. That alone makes it great for closing out matches with a good lead. EX Burst is one of the weakest in the game when Tidus is at low health, but because EX mode adds critical hit rate and depletes the opponent's assist gauge upon activation, this is still good for securing a win.

Mirror Dash

[Active while running] Top running speed increases, deflecting weak magical attacks.

Movement speed increases by x1.25. Block Ranged Low while running.

Caladbolg (ATK)

[Always active while in EX Mode] The higher the user's HP, the sharper the weapon's blade.

Damage multiplier scales to x1~x2 according to current HP%, round down to nearest integer. Higher health means higher damage multiplier.

Caladbolg (DODGE)

[Always active while in EX Mode] The period of invincibility between dodging and attacking increases.

Dodge frames, the invincibility period during a dodge is increased from 1-20 frames to 1-40 frames, which is the same as using the Evasion Boost basic ability. This also applies to the dodge braveries such as Stick & Move, making them more reliable as high commitment counterpokes.

EX Burst: Blitz Ace

A flurry of attacks leading to a magnificent shot. Watch your timing and press circle when the cursor hits the center.

Damage multiplier (initial) Damage multiplier (rest) Type
1,1 (2) 2x5, 3, 53 (66) (68 total, scales with current HP%) Physical


Blitz Ace is one of the weakest and most damaging EX Bursts in the game depending on how much health Tidus has left. More health is better and at full health, the 2x damage multiplier increase to the burst is enough to push the damage ahead of the competition. Most of the damage comes from the single blitzball shot that demands a precise input when the motion is temporarily frozen in time, so achieving bravery break before then is usually not very feasible.

Auto EX Command Ω support ability can be used to ignore the timing aspect entirely at the cost of 20 CP. This can be a good use of capacity points in rulesets where spare points are common such as Japan Ranked, but it also works reliably in battles with high latency internet connections.

Combos

Solo

Tidus has a few solo combos, with difficulty and practicality varying greatly.

Combo Approximate damage (multipliers) Approximate EX Force Notes Video
Dart & Weave > DC (up, down) > Hop Step 39~40 (1x5~1x6, 14, 7, 13) 165 (75, 90) Somewhat practical solo combo, though there may not be many opportunities to land this. Timing is not very lenient and the dodge cancel arc may change depending on the camera angle, but the idea is to move up and connect Hop Step as soon as possible. Video
Cut & Run (midair) > DC (up) > Hop Step 48~54 (2x2~2x5, 24, 7, 13) 180 Difficult, but a rewarding combo for EX. Does not require Adamant Chains, but timing for the dodge cancel and the followup is strict. Video
Stick & Move (return hit) > DC (up, quarter circle left) > Hop Step 30 (10, 7, 13) 150 (60, 90) Impractical in most situations as it requires missing the initial sword throw. Good EX gain, however. Video

Assist

Ground

Generally speaking, most of Tidus' ground attacks that can combo into Aerith assist also work in the air. Therefore, this section will only cover Sonic Buster, Tidus' only grounded starter.

Starter Combo Damage EX Force Notes Video
Sonic Buster (WR) -- 40 + WR (2x5, 6, 8, 16) 27 -- --
Aerith > WR > Free Air Dash x2 > Cut & Run (midair) > Quick Hit 73~81 + HP WR (2x5, 6, 8, 16, 2x2~2x5, 24, 1x4, 3 + HP WR) 117 (27, 90) Free Air Dash to close distance and build assist meter with Assist Gauge Up Dash ability. Video

Aerial

Most attacks leave Tidus airborne, which allow him to call Aerith for Seal Evil combos. This includes grounded versions of Hop Step, Stick & Move, Cut & Run, Dart & Weave and Energy Rain.

Cut & Run (midair) > Quick Hit is a common, relatively high power assist combo ender for Tidus. That will be listed in the following combos most of the time. Any combo with "(behind opponent)" can do more damage if you have Sneak Attack extra ability equipped. Other enders may be prioritized depending on the situation, such as Jecht Shot to avoid LV2 Assist Change stagger or Slice and Dice to confuse Assist Change retaliation attempts.

Starter Combo Damage EX Force Notes Video
Hop Step -- 20 (7, 13) 90 -- --
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run > Quick hit 55~61 (7, 13, 2x2~2x5, 24, 1x4, 3) 180 (90, 90) Basic and reliable. Move behind opponent for Sneak Attack critical hits. Video
Aerith > Chase HP > HP dodged > air jump (behind opponent) > Cut & Run > Quick Hit 55-61 + HP WR (7, 13, 2x2~2x5, 24, 1x4, 3 + HP WR) 195 (90, 15, 90) If the opponent dodges the chase HP, this generates more EX and still lets Tidus follow up with more bravery damage. But only if it's evaded this way; Opting to eat the chase HP can end the combo early without wall rush. Video
Full Slide (2 parts) -- 19~25 (2x3~2x6, 5, 8) 27 Mid-stage combo starter, also works with Aerith assist after clashing with an attack. The further Tidus is from opponent, the less damage Full Slide will do on hit. --
Aerith > DC > Free Air Dash > Cut & Run > Quick Hit 54~66 + HP WR (2x3~2x6, 5, 8, 2x2~2x5, 24, 1x4, 3 + HP WR) 120 (30, 90) Reliable wall-less combo. If ceiling is closer than wall, you can opt for Jecht Shot ender instead for wall rush damage. Video
Full Slide (Wall Rush) -- 40 + WR (2x6, 5, 8, 15) 30 -- --
Aerith > WR > Free Air Dash > Jecht Shot 49~60 + HP WR (40 + WR, 15~20 + HP WR) 60 (30, 30) For ceiling wall rush or maintaining distance from opponent. Video
Cut & Run (ground) -- 18~24 (2x2~2x5, 14) 90 Less damage than air version, but same combo structure otherwise. Deals less damage the later this move connects, the minimum damage is lowballed and assumes Cut & Run is done somewhat close to the opponent. --
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run (midair) > Quick Hit 53~65 + HP WR (18~24, 28~34, 1x4, 3 + HP WR) 180 (90, 90) -- Video
Cut & Run (midair) > Quick Hit (Wall Rush) -- 35~41 + HP WR (28~34, 7 + HP WR) ~90 Basic wall rush starter, but good if it evaded a prior attack. Much like Cut & Run (ground), minimum damage for the aerial version is lowballed and assumes Cut & Run is done somewhat close to the opponent. --
Aerith > WR > DC > Cut & Run (midair) > Quick Hit 70~82 + HP WR (28~34, 7 + HP WR, 28~34, 7 + HP WR) 180 (90, 90) Video
-- Cut & Run (midair) > Quick Hit > Aerith (after 2nd part of Quick Hit) > Aerith HIT (knockback cancel) > DC (behind opponent) > Cut & Run (midair) > Aerith > Empty Chase > Dodge (behind opponent) > Cut & Run (midair) > Quick Hit 98~116 + HP WR (28~34, 7 + HP, 28~34, 28~34, 7 + HP WR) 270 (90, 90, 90) 2-bar assist combo. Highest EX gain with HP damage and wall rush potential. Use during EX Mode for devastating results. Video
Stick & Move -- 20~22 (2x5~2x6, 10) ~90 If Quick Hit is not preferred, Stick & Move still has enough hit stun for Aerith. --
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run > Quick Hit 55~63 + HP WR (20~22, 28~34, 7 + HP WR) 180 (90, 90) -- Video
Dart & Weave -- 19~20 (1x5~1x6, 14) 75 Technically Tidus' strongest combo starter in terms of EX gain due to the Hop Step DC combo, but this move is not commonly prioritized. --
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run > Quick Hit 54~61 + HP WR (19~20, 28~34, 7 + HP WR) 165 (75, 90) Basic conversion. Video
DC (up, down) > Hop Step > Aerith > Empty Chase > Dodge (behind opponent) > Cut & Run > Quick Hit 74~81 + HP WR (19~20, 20, 28~34, 7 + HP WR) 255 (75, 90, 90) -- Video
Energy Rain -- 10 (4, 1x6) 90 Serviceable starter if done with a good read on the opponent. --
Aerith > Free Air Dash (behind opponent) > Cut & Run (midair) > Quick Hit 45~51 (10, 28~34, 7 + HP WR) 180 (90, 90) -- Video
Slice & Dice -- 10 (2x5) 90 Serviceable starter if done with a good read on the opponent. --
Aerith > Free Air Dash (behind opponent) > Cut & Run (midair) > Quick Hit 45~51 + HP WR (10, 28~34, 7 + HP WR) 180 (90, 90) -- Video
Jecht Shot (Wall Rush) -- 15~20 (5~10, 10) 30 Random Moogle can increase damage. Good wall rush potential. --
Aerith > Wall Rush > Free Air Dash x2 > Cut & Run (midair) > Quick Hit 50~61 + HP WR (15~20, 28~34, 7 + HP WR) 120 (30, 90) Aerith holds long enough to approach and land Cut & Run. Depending on distance, it can be possible to still position behind the opponent for additional Sneak Attack critical hits. Video

Builds

Stats
HP 10299
CP 450
BRV 917
ATK 181
DEF 182
LUK 60
Max Booster x8.2
Special Effect: Seal of Lufenia
Equipment
Assist Aerith
Weapon ddff-icon-equip-weapon.png World Champion
Hand ddff-icon-equip-hand.png Lufenian Dirk ddff-icon-equip%20ability.png
Head ddff-icon-equip-head.png Lufenian Headband
Body ddff-icon-equip-body.png Lufenian Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in HP
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_booster.png Opponent Summon Unused
Summon ddff-icon-summonstone.png Scarmiglione
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Hop Step ddff-icon-button-circle.png Full Slide
↑+ddff-icon-button-circle.png Hop Step
↓+ddff-icon-button-circle.png Cut & Run (midair)
ddff-icon-button-square.png Branch: Quick Hit F
HP attacks
Ground Aerial
ddff-icon-button-square.png Slice & Dice
↑+ddff-icon-button-square.png Energy Rain
↓+ddff-icon-button-square.png Jecht Shot

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


Basic Abilities

Actions
Ground Evasion
Midair Evasion
Ground Block
Midair Block
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Free Air Dash
Reverse 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
Support
Always Target Indicator
EX Core Lock On
Assist Lock On
Extra
Precision Jump
Precision Evasion
Sneak Attack
Disable Counterattack
EXP to HP
CP
420 / 450



Basic Abilities
Actions Support Extra
Ground Evasion Always Target Indicator Precision Jump
Midair Evasion EX Core Lock On Precision Evasion
Ground Block Assist Lock On Sneak Attack
Midair Block Disable Counterattack
Aerial Recovery EXP to HP
Recovery Attack
Controlled Recovery
Wall Jump
Free Air Dash
Reverse 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

Build Overview

A general purpose damage build. The high maximum booster multiplier provides consistent value for majority of the match. Reverse Ground Dash is an effective way to defend and build assist gauge at the same time for Tidus, but might take a moment to get used to. Lufenian Dirk requires doing the CP equip glitch with Thief's Gear extra ability. Be sure to take advantage of Tidus' fast running speed, multiple air jumps and Sneak Attack critical hits.

CP Allocation

30 CP is available for two more grounded bravery attacks, one ground dodge bravery + Quick Hit or extra abilities. Any abilities that exceed 30CP such as extra ability Riposte will require raising the maximum CP via Hero's Essence special accessory accessory_special.png.

Substitutes

Substitutes
Equipment Replacement Notes
After 30 Seconds accessory_booster.png
  • Winged Boots accessory_special.png
  • Hero's Essence accessory_special.png
  • Battle Hammer accessory_basic.png
The 1.2x booster accessory decreases damage and EX depletion slightly, but may be changed at the player's discretion for reduced banish trap damage, increased CP or assist depletion respectively.
Opponent Summon Unused accessory_booster.png Winged Boots accessory_special.png / Hero's Essence accessory_special.png / Battle Hammer accessory_basic.png If the player believes the opponent will not have a summon equipped, they may change this booster specifically instead.

Attacks

Tidus' core loadout is somewhat compact and aerial focused, which he then expands appropriately with dodge attacks and ground attacks.

Staple

These attacks are recommended regardless of matchup, stage or player preference.

Bravery attacks
Ground Aerial
Hop Step Hop Step
Full Slide
HP attacks
Ground Aerial
-- Slice & Dice
Jecht Shot

Hop Step: Key poke, punishment (dodge, block, whiff).

Full Slide: Midair conversions with Aerith assist, primary punisher move after a successful blodge and occasionally used as a dodge punisher with Aerith.

Slice & Dice: One of the safer attacks against LV1 Assist Change, can setup clashes or mid range punishes with Aerith assist.

Jecht Shot: Avoids stagger against LV2 Assist Change, usually an assist combo ender with high wall rush potential.

Flexible

These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.

Tidus has a handful of useful attacks for situational use, particularly on the ground. Cut & Run is one of Tidus' more consistent dodge attacks, but other dodge attacks work well in specific matchups. Here are some recommendations:

Stick & Move: Firion, Laguna, Terra, Ultimecia and The Emperor.

Dart & Weave: Sephiroth

Cut & Run: Other characters.

Bravery attacks
Ground Aerial
Sonic Buster Cut & Run
Sphere Shot Stick & Move
Stick & Move
Dart & Weave
Cut & Run
HP attacks
Ground Aerial
Energy Rain Energy Rain
Quick Hit (from dodge attack) Quick Hit (from dodge attack)

Sonic Buster: A mixup for Sphere Shot and Reverse Ground Dash (when used with spot dashes), combos into Aerith.

Sphere Shot: Poke through The Emperor's traps and contest blocks and slower attacks from a dodge's distance.

[Dodge Attack], Quick Hit: As per matchup recommendations. If you equip a dodge attack, it is also recommended to equip Quick Hit for solo HP damage.

Energy Rain: Same speed as Slice & Dice, but with slight upward movement on startup. If the opponent doesn't stagger the initial kick with LV2 Assist Change, this can be harder to punish afterwards.

Avoid

Generally not recommended due to being outclassed by other attacks or having little to no distinct utility.

Bravery attacks
Ground Aerial
-- Wither Shot
HP attacks
Ground Aerial
Spiral Cut --

Wither Shot: Low priority, low threat, low reward on hit and requires a different assist from Aerith for more substantial reward.

Spiral Cut: Tidus is stuck on the ground in a long animation with disproportionate risk / reward.

Assist

Tidus' Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Sonic Buster 25F Ground Opponent 2 x 5, 6, 8, 16 Wall Rush
BRV Hop Step 11F Air Opponent 7, 13 (20) Chase
HP Spiral Cut 39F Ground Opponent 1 x 4, 6 (10) Chase
HP Slice and Dice 53F Air Opponent 2 x 5 (10) Chase


Tidus Assist Overview

Tidus is one of the established viable assists in competitive play. He is not a universally effective assist in the way that Kuja is, but what he brings to the table is nothing to sneeze at. Tidus' bravery assists provide a combination of easier whiff punishes in terms of frame data and extended ground combos, while his air HP can be used in chase sequences to set up inescapable damage. Ground HP can harass for a good few seconds if the opponent doesn't jump out of the way, but your mileage may vary.

Sonic Buster

Sonic Buster is slow not unlike Kuja's Snatch Blow, but it is one of the two grounded BRV assists in the game that can end with a ground wall rush. That's great news for Jecht, but also anyone else with an elaborate combo game like Cecil, Cloud and Squall. Its tracking and holding potential is weaker compared to Kuja though. The first two charges lift on hit and the knockback from the finishing kick is of good distance and high speed. The lack of tracking isn't a huge issue, but filler hits aren't feasible like with Kuja and Sephiroth assists. Instead, all the additional damage is often back-loaded to the wall rush. That is where the character's combo potential determines the mileage they'll get out of this move. Positioning with dashes and Multi Air Slide may be necessary to make the most of it.

Hop Step

Hop Step is a great move all on its own and the same is true for the assist. It retains the lightning fast startup which is great for whiff punishes in general. The movement and overall short duration leave very little time to Assist Change and lock him. Hop Step also provides Assist Chase on hit for reliable follow-ups. However, the bravery damage is pretty low and the time opponent spends in hit stun is brief. This means that interim hits are not possible during Hop Step either. Shorter hit stun also means Tidus assist won't always trade favorably if both players get hit by assists. Follow-ups may not be possible or worse, the player character gets combo'd anyway.

Another detail worth mentioning is Hop Step's range - When Tidus performs Hop Step, he does not exert much forward movement during startup. The hitbox is not large either. Kuja, Sephiroth and Jecht assists all exhibit these qualities to some extent which give them an advantage in conversions and whiff punishes. So when it comes to timing Tidus assist, calling him slightly later than usual can make a difference, as that lets him spawn closer to the opponent. The reach is still shorter than the aforementioned assists though. At the end of the day, Hop Step is a reliable assist move, though it is not necessarily optimal for a lot of characters.

Spiral Cut

Spiral Cut is a grounded homing combo attack that ends with Assist Chase. Tidus is stuck on the ground the whole time. This is not usually worth the assist gauge, but players who are willing to bet on a misjudged reaction or capitalise on a dodge may find success at times.

Slice and Dice

Slice and Dice is significantly slower to start than Spiral Cut and does not stay on the field nearly as long (on whiff), but it is not entirely without merit either. Slice & Dice has more tracking than Hop Step to help with interruptions and charge has enough reach to catch opponents during Chase. As long as the preceding attack does not have obscenely high knockback, it is possible to initiate Chase, perform an HP attack and have Tidus do the rest if the opponent dodged the first HP. On the off chance that both HPs connect and send the opponent flying, Slice & Dice homes in on the opponent very aggressively for long distances. And because this also yields Assist Chase, it pretty much guarantees a followup of some sort.

Conclusion

Tidus assist excels in many important areas, but in terms of damage potential he tends to fall behind in comparison to other competitive assists. He also doesn't have Ranged priority moves, which is a common detriment for assist characters. That being said, Assist Chase is surprisingly rare among air BRV assists, which helps keep Tidus assist afloat in the competition. But this is not always enough. His other attacks have to be of some value to the player (character) for him to truly shine.

Assists

Aerith is one of the strongest assists in the game and provides great synergy for Tidus. Reliable wall-less combos without omitting finishers and the ability to create favorable clash interactions are great assets to him. Aerith's Seal Evil BRV assist is most commonly used here, especially off of Hop Step chase setups which let him collect all EX Force on the field. This is good news for EX builds and does not necessitate Tenacious Attacker accessory_special.png in them.

Seal Evil is Ranged priority, which means Tidus can initiate an assist combo consistently even when the opponent has two assist bars. The followups may not be as safe in these situations though, but that's not Aerith's fault. Majority of Tidus' attacks leave him airborne, which is a key requirement for even using Seal Evil, and this is a big reason why Aerith works so well here - Most of Tidus' key pokes, dodge punish tools and even most HPs can be augmented or followed up with Seal Evil. Full Slide conversions and clashes, post-HP followups, Quick Hit knockback cancels and of course, the enhanced tracking during certain attacks enable punishes from longer distance. All of this come together really nicely for Tidus and the utility from Aerith's other moves are still good to have.

The weaknesses aren't exclusive to Tidus-Aerith synergy for the most part, but they're worth mentioning. Aerith cannot deplete the opponent's EX gauge without Holy HP, which limits Tidus' EX depletion capability to build investments and high cost assist meter usage. Seal Evil's long startup compared to other assists hurts long distance whiff punishes. Tidus also loses a combo starter in Sphere Shot and Wither Shot essentially becomes a commital pre-hit assist combo starter. Tidus can spend both assist bars to extend combos, but the important thing to note is that all damage usually comes from Tidus himself. That means the matchup, Tidus' build and positioning alike can all influence damage output a good amount.

Overall, Aerith is a great assist for Tidus. A tried and true combination in competitive play that works consistently in most areas Tidus has to play around.

References

  1. https://www.youtube.com/watch?v=KowbxKm8-DQ&t=140 Sonic Buster increased tracking during assist
  2. https://www.youtube.com/watch?v=PApmGwJaK64 Tidus Sphere Shot stagger dodge cancel Hop Step example.
  3. https://www.youtube.com/watch?v=n7pLWp2p6D8 Stick & Move disjoint through wall.
  4. https://www.youtube.com/watch?v=oDOs-TVaqYg&t=18 Stick & Move return hit combo.
  5. https://www.youtube.com/watch?v=KowbxKm8-DQ&t=101 Stick & Move vertical tracking during assist call.
  6. https://www.youtube.com/watch?v=cDI-tsnyJbM Cut & Run goes through projectiles
  7. https://www.youtube.com/watch?v=KowbxKm8-DQ Full Slide increased tracking during assist
  8. https://www.youtube.com/watch?v=MlkZGuX0J90 Wither Shot into Kuja assist
  9. https://www.youtube.com/watch?v=goSpmw1oY8U Tidus Spiral Cut magic shield example.
  10. https://www.youtube.com/watch?v=KowbxKm8-DQ&t=67 Slice & Dice increased tracking during assist.

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Wiki Roadmap (012 Tidus)

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Page Completed In progress To-do Score
General 49 / 86
Strengths and weaknesses Done. 2 / ?
Overview Done. Shorten overview, distribute info more evenly in other pages. 2 / 2
Bravery Attacks Ability info, overviews, images. 5 / 5
HP Attacks Ability info, overviews, images. 5 / 5
EX Mode Basic info, EX mode & EX Burst overview, image. Write about mirror dash? 2 / 3
Combos Solo combos added. Assist combos (Aerith) added. Add other assist combos. Add more solo combos if they exist. 6 / 7
Builds 3 builds, with overviews. Adjust based on feedback, if necessary. Add more niche builds, otherwise in good state. 10 / 10
Assist Assist data, Tidus assist overview. Overviews for other assists. 3 / 3
Matchups Matchup analysis and tips. 0 / 32
Frame Data Create page 0 / 1
Starter Guide Page created, initial content added. 8 / 8
Strategy Basic strategies and counterstrategies. 6 / 10