Zidane has some drawbacks to offset his safe and explosive gameplan. Low base DEF means '''[[Multiplayer_Build_Guide_(Dissidia_012)#Damage|damage builds]]''' destroy his bravery. While his run speed is high, he misses a fast safe poke on the ground. As a result, his ground combat is higher commitment with limited potential; Tidal Flame provides space control and Booster 8 can call out opponents with its Melee Mid priority. Both have relatively long {{keyword|startup|startup=1}}, though. His {{keyword|base damage|basedamage=1}} and base ATK are low, which reduce Zidane's bravery damage output. He does not have many reliable attacks for '''[[Wall_Rush_(Dissidia_012_Final_Fantasy)|Wall Rush]]''', which further cuts into his damage. The EX generation is also low for his most important moves, and on hit, he is often out of reach for EX as well. By the time Zidane can get a full EX gauge, his assist combos could have finished a match in a fraction of that time. Both Swift Attack and Tempest go through a lengthy follow-up attack to set up Meo Twister HP links, which is vulnerable to '''[[Assist_(Dissidia_012)#LV1_Assist_Change|Assist Change]]''' counters. This is not a huge problem at lower skill levels, but it becomes more prominent at high level play. Since Zidane relies on these attacks, he can sometimes struggle against opponents who often have assist gauge to spare.
Zidane has some drawbacks to offset his safe and explosive gameplan. Low base DEF means '''[[Multiplayer_Build_Guide_(Dissidia_012)#Damage|damage builds]]''' destroy his bravery. While his run speed is high, he misses a fast safe poke on the ground. As a result, his ground combat is higher commitment with limited potential; Tidal Flame provides space control and Booster 8 can call out opponents with its Melee Mid priority. Both have relatively long {{keyword|startup|startup=1}}, though. His {{keyword|base damage|basedamage=1}} and base ATK are low, which reduce Zidane's bravery damage output. He does not have many reliable attacks for '''[[Wall_Rush_(Dissidia_012_Final_Fantasy)|Wall Rush]]''', which further cuts into his damage. The EX generation is also low for his most important moves, and on hit, he is often out of reach for EX as well. By the time Zidane can get a full EX gauge, his assist combos could have finished a match in a fraction of that time. Both Swift Attack and Tempest go through a lengthy follow-up attack to set up Meo Twister HP links, which is vulnerable to '''[[Assist_(Dissidia_012)#LV1_Assist_Change|Assist Change]]''' counters. This is not a huge problem at lower skill levels, but it becomes more prominent at high level play. Since Zidane relies on these attacks, he can sometimes struggle against opponents who often have assist gauge to spare.
Historically Zidane has been consistently ranked at high tier. His gameplan is known to be consistent and effective in tournaments, and his moveset is fairly straightforward for intermediate players to pick up. His effective range is somewhat telegraphed at {{keyword|point blank|pointblank=1}} (Swift Attack) or long-range (Scoop Art, Shift Break), but he can be difficult to {{keyword|whiff punish|whiffpunish=1}} when he defends well. Overall, Zidane is less of an {{keyword|all-rounder|allrounder=1}} and more like a glass cannon - He thrives when he succeeds, but suffers greatly if he doesn't.
Historically Zidane has been consistently ranked at high tier. His gameplan is known to be consistent and effective in tournaments, and his moveset is fairly straightforward for intermediate players to pick up. His effective range is somewhat telegraphed at {{keyword|point blank|pointblank=1}} (Swift Attack) or long-range (Scoop Art, Shift Break), but he can be difficult to {{keyword|whiff punish|whiffpunish=1}} when he defends well. Characters with strong area denial such as {{012emp}} can make it challenging to create offense, however. Overall, Zidane is less of an {{keyword|all-rounder|allrounder=1}} and more like a glass cannon - He thrives when he succeeds, but suffers greatly if he doesn't.
Zidane is an agile close-range fighter who mainly fights in the air. His main strategy revolves around getting close to the opponent and hitting them with one of his HP links for assist combos. Zidane has high mobility with his dash and air jumps, which he can use comfortably to poke with Swift Attack and Scoop Art. What really makes Zidane stand out is his synergy with high base bravery Side by Side builds and Aerith assist; Thanks to his Meo Twister HP link and Shift Break setups, Zidane can quickly build assist gauge with one good read and spend it all on high damaging combos. With two assist gauges and a proper build, Zidane can inflict over 6000 HP damage with a single combo. This is notable, because Zidane can perform this consistently in the air whenever he is near walls or ceilings. This is supported by his above average wall carry with HP links. While Zidane makes his biggest plays in close-range, he can afford to take his time while on the defensive. Once he finds an opening, he has the necessary mobility to achieve his goals.
Zidane has some drawbacks to offset his safe and explosive gameplan. Low base DEF means damage builds destroy his bravery. While his run speed is high, he misses a fast safe poke on the ground. As a result, his ground combat is higher commitment with limited potential; Tidal Flame provides space control and Booster 8 can call out opponents with its Melee Mid priority. Both have relatively long startup, though. His base damage and base ATK are low, which reduce Zidane's bravery damage output. He does not have many reliable attacks for Wall Rush, which further cuts into his damage. The EX generation is also low for his most important moves, and on hit, he is often out of reach for EX as well. By the time Zidane can get a full EX gauge, his assist combos could have finished a match in a fraction of that time. Both Swift Attack and Tempest go through a lengthy follow-up attack to set up Meo Twister HP links, which is vulnerable to Assist Change counters. This is not a huge problem at lower skill levels, but it becomes more prominent at high level play. Since Zidane relies on these attacks, he can sometimes struggle against opponents who often have assist gauge to spare.
Historically Zidane has been consistently ranked at high tier. His gameplan is known to be consistent and effective in tournaments, and his moveset is fairly straightforward for intermediate players to pick up. His effective range is somewhat telegraphed at point blank (Swift Attack) or long-range (Scoop Art, Shift Break), but he can be difficult to whiff punish when he defends well. Characters with strong area denial such as The Emperor can make it challenging to create offense, however. Overall, Zidane is less of an all-rounder and more like a glass cannon - He thrives when he succeeds, but suffers greatly if he doesn't.
Branching from Swift Attack. [Combo] Fire laser from blade.
Unlocked at level -
Mastered at 130 AP
Identical with Meo Twister A.
EX Mode: Trance!
Effects:
Regen
Critical Boost
Aerial Jump
Dodge Jump
Zidane's EX mode enhances his aerial jumps. Aside from the universal benefits, it is not especially effective for Zidane in competitive play for a few reasons: The first is that Zidane's EX generation is only average and heavily outclassed by his Side by Side builds. Zidane is often positioned far from EX when using his key moves. His air jumps already work well for him in footsies, and he doesn't explicitly benefit from the partial air jump invincibility. Furthermore, EX modes are often activated to secure an assist combo or a win outright. Air jumps are not frequently relevant in these situations.
As a result, Zidane sees diminishing returns from his EX mode despite its strong universal benefits. It can still cause checkmate scenarios, but Zidane needs to fight long enough to get a full EX gauge, which is antithesis to his usual Side by Side damage builds.
Aerial Jump
[Always active while in EX Mode] Dormant potential is unlocked, enabling nimble leaps to be performed while in midair.
Air Jump Times +10. Reset jump counts after a dodge.
Double Jump
[Always active while in EX Mode] Grants invincibility for the period between touching the ground and leaping into the air.
Gives invincibility during the "rising curve" of a jump. This does not work with Bravery Boost on Dodge effect as it is not counted as a dodge.
EX Burst: Reverse Gaia
A chain of attacks that grows faster with each blow. Repeatedly press circle to increase the number of hits.
Damage multiplier (initial)
Damage multiplier (rest)
Type
18 (3 x 4, 6)
79 (3, 3, 2, 3, 2, 3, 2, 3, 2, 3 x 3, 8 x 6) (97 total)
Physical
Reverse Gaia requires pressing Circle repeatedly to fill four sections of a gauge. Zidane will perform a number of attacks during each section. If the gauge is filled when he finishes attacking, the next section will open up. If the gauge is not filled at the end of each "section", Zidane will transition into the finishing move immediately.
Zidane performs a certain number of attacks during each section: 2, 3, 3 and finally 4. These attacks happen quickly, so there isn't much time to fill the gauge. A moderate pace for pressing Circle is required.
Reverse Gaia ends up being one of the lower damage EX Bursts in the game because of its relatively low base damage and Zidane's low base ATK stat.
Zidane is an HP linker who relies on assist combos for high damage. While his primary damage builds require high base bravery, Zidane is capable of outputting over 6000 HP damage with two assist bars, no wall rush needed. Because of his comparatively weaker EX game, low base damage and lack of consistent wall rush moves, Zidane builds often revolve around Side by Side and raising base bravery.
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Build Overview
A staple damage build for Zidane. Everything revolves around high base bravery and Side by Side . The goal is simple; Land a hit with Swift Attack > Meo Twister or Shift Break and extend the assist combos as much as possible. Together As One provides a good amount of assist gauge right from the beginning and Hero's Seal increases Zidane's starting bravery to over 2000. Meter depletion is accounted for with accessories and Bravery Orb helps Zidane reach base bravery faster during assist combos. Since Zidane relies on base bravery, his damage output is not affected by lack of critical hits or low ATK stat.
Zidane has low max health with this build, so this could be considered a type of "glass cannon" build. However, a single Aerith assist combo can do over 3000 HP damage at base bravery... and even more if Zidane gets the combo extensions with double Aerith and Shift Break.
Basic Abilities
Actions
Ground Evasion
Midair Evasion
Ground Block
Midair Block
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Air Dash
Free Air Dash
Free Air Dash Boost
Assist Gauge Up Dash
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
Disable Sneak Attack
EXP to Assist
Best Dresser
CP
425 / 450
CP Allocation
25 points are available. They can be used for Speed Boost+, Ground Dash and Auto Assist Lock On.
Substitutes
Substitutes
Equipment / Ability
Substitute
Notes
Summon Unused
Aerial
A stronger x1.5 booster if ground is not available or deemed necessary.
Tidal Flame
Speed Boost++
Speed Boost++ helps Zidane move faster on the ground and in the air. If Tidal Flame is not deemed necessary, this can help in footsies.
Attacks (Staple)
These attacks are recommended regardless of matchup, stage or player preference.
Booster 8
Mid priority gap closer that combos into air moves on hit. Zidane's ground braveries are notably weaker compared to his air braveries, so there aren't many must-have braveries on the ground.
Swift Attack + Meo Twister
A staple air poke, Zidane's primary HP link and high damage assist combo starter.
Tempest + Meo Twister
Zidane's downward HP link. High damage assist combo starter, and higher base damage than Swift Attack. Good as an aerial punish move.
Attacks (Flexible)
These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.
Scoop Art (midair)
Long range projectile, can convert into an assist combo on reaction if two or more shots connect. Commonly used to build assist gauge, but frequent use makes Zidane vulnerable to dash > poke.