[[File:Brv_zidane_followup.jpeg|300px|thumb|Zidane follows up with a rising combo attack after Rumble Rush.]]
[[File:Brv_zidane_followup.jpeg|300px|thumb|Zidane follows up with a rising combo attack after Rumble Rush.]]
Rumble Rush is Zidane's proper BRV-to-HP link on the ground. Its main application is in {{keyword|punishing|punishing=1}} nearby opponents for their mistake. It can also be used to start assist combos, most commonly with the Meo Twister HP link. The base damage is above average for Zidane as well.
Zidane should be careful with Rumble Rush, however; It may have fast startup, but the full animation is much longer. Zidane performs the flurry of hits even when it misses. That makes it vulnerable to {{keyword|whiff punishes|whiffpunish=1}} and blocks. Zidane also does not travel far with Rumble Rush and always becomes airborne at the end. Its tracking is weak as a result.
Overall, Rumble Rush doesn't serve as a safe {{keyword|poke|poke=1}}. Its long animation makes it risky to use in {{keyword|neutral|neutral=1}}, and the 30 base damage does not ultimately offset the risk. Zidane mostly thrives in the air, so it can be difficult to take advantage of Rumble Rush in competitive play.
|-|Scoop Art (ground)=
|-|Scoop Art (ground)=
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Scoop Art is a passive {{keyword|zoning|zoning=1}} tool. It's commonly used from long distances to look for combo opportunities. Zidane can fire two additional shots by pressing Circle {{pspcir}} each time. Each projectile travels a long distance with adequate vertical {{keyword|tracking|tracking=1}}. The projectiles have decent {{keyword|hit stun|hitstun=1}}, but Zidane often fires two shots to confirm combos with {{keyword|dodge cancel|dc=1}} or assist. Zidane can delay the two additional shots to confirm combos or simply add a little bit more stage presence. And if Zidane needs to dodge away, the short {{keyword|recovery|recovery=1}} helps with that. Zidane must be careful with dodges to not get caught in '''[[Landing_lag|landing lag]]''' or opponent's attacks. Scoop Art makes him airborne, but he is still very close to the ground.
Scoop Art is not explicitly used to keep opponents away. Rather, it's something Zidane can use in {{keyword|neutral|neutral=1}} if there is downtime. At long distances it functions as a low risk, low reward move. Its bravery damage is low and it does not lead to combos often. All three shots lose to dash and melee attacks because of the Ranged Low priority. Combined with slow speed, Scoop Art is not effective against {{keyword|rushdown|rushdown=1}} either.
The ground version specifically is not used often due to Zidane being stronger in the air. The midair version works similarly and has stronger synergy with Zidane's attacks.
|-|Booster 8=
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|gametext=[Mid] Charge at opponent. If it hits, <br>can quickly combo with another attack.
|gametext=[Mid] Charge at opponent. If it hits, <br>can quickly combo with another attack.
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Booster 8 is Zidane's primary ground bravery. It functions as a gap closer and a combo starter. The melee mid priority wins against blocks, so opponents have to respect it a little. Zidane becomes airborne when using this move. If Booster 8 hits, Zidane can {{keyword|cancel|cancel=1}} the {{keyword|recovery|recovery=1}} into any air attack he has equipped. That means Zidane can combo into HPs or {{keyword|HP links|hplink=1}} pretty reliably. Swift Attack and Free Energy are both consistent follow-ups after Booster 8.
Booster 8 has a few downsides. The startup is slow enough to be reactable. It has very weak vertical {{keyword|tracking|tracking=1}}, and it's pretty linear once Zidane starts moving. As a result, it cannot catch fast horizontal movement reliably. Since Zidane's other ground braveries are not particularly strong, Booster 8's utility as a {{keyword|mixup|mixup=1}} tool suffers as well. If Booster 8 only staggers an opponent (block or clashing with attack), Zidane cannot cancel into air attacks.
If Zidane has full EX gauge, Zidane can {{keyword|kara cancel|karacancel=1}} Booster 8 into EX Mode on hit. This lets him jump and combo into Tempest for more bravery damage.
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. He can also start offense from vertical angles that can be difficult to contest.
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. Zidane makes his biggest plays in close-range, but he can take his time while on the defensive, and strike back with a clear opening.
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, resulting in weak bravery damage. 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. Because of this, Zidane's assist combos rapidly outpace his EX gain. 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 problem is more prominent at high level play, though. 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 at point blank (Swift Attack) or long-range (Scoop Art, Shift Break), but he has some trouble applying mixups against blocks from a distance. While Zidane can be difficult to whiff punish, he can struggle to create offense against characters with strong area denial, such as The Emperor. 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.
[Mid] Slice, then kick foe. Approach foe during attack.
Unlocked at level 1
Mastered at 170 AP
Zidane follows up with a rising combo attack after Rumble Rush.
Rumble Rush is Zidane's proper BRV-to-HP link on the ground. Its main application is in punishing nearby opponents for their mistake. It can also be used to start assist combos, most commonly with the Meo Twister HP link. The base damage is above average for Zidane as well.
Zidane should be careful with Rumble Rush, however; It may have fast startup, but the full animation is much longer. Zidane performs the flurry of hits even when it misses. That makes it vulnerable to whiff punishes and blocks. Zidane also does not travel far with Rumble Rush and always becomes airborne at the end. Its tracking is weak as a result.
Overall, Rumble Rush doesn't serve as a safe poke. Its long animation makes it risky to use in neutral, and the 30 base damage does not ultimately offset the risk. Zidane mostly thrives in the air, so it can be difficult to take advantage of Rumble Rush in competitive play.
[Long] Fire energy projectile. Perform repeatedly to fire multiple shots at once.
Unlocked at level 27
Mastered at 90 AP
Scoop Art is a passive zoning tool. It's commonly used from long distances to look for combo opportunities. Zidane can fire two additional shots by pressing Circle each time. Each projectile travels a long distance with adequate vertical tracking. The projectiles have decent hit stun, but Zidane often fires two shots to confirm combos with dodge cancel or assist. Zidane can delay the two additional shots to confirm combos or simply add a little bit more stage presence. And if Zidane needs to dodge away, the short recovery helps with that. Zidane must be careful with dodges to not get caught in landing lag or opponent's attacks. Scoop Art makes him airborne, but he is still very close to the ground.
Scoop Art is not explicitly used to keep opponents away. Rather, it's something Zidane can use in neutral if there is downtime. At long distances it functions as a low risk, low reward move. Its bravery damage is low and it does not lead to combos often. All three shots lose to dash and melee attacks because of the Ranged Low priority. Combined with slow speed, Scoop Art is not effective against rushdown either.
The ground version specifically is not used often due to Zidane being stronger in the air. The midair version works similarly and has stronger synergy with Zidane's attacks.
[Mid] Charge at opponent. If it hits, can quickly combo with another attack.
Unlocked at level 16
Mastered at 120 AP
Booster 8 is Zidane's primary ground bravery. It functions as a gap closer and a combo starter. The melee mid priority wins against blocks, so opponents have to respect it a little. Zidane becomes airborne when using this move. If Booster 8 hits, Zidane can cancel the recovery into any air attack he has equipped. That means Zidane can combo into HPs or HP links pretty reliably. Swift Attack and Free Energy are both consistent follow-ups after Booster 8.
Booster 8 has a few downsides. The startup is slow enough to be reactable. It has very weak vertical tracking, and it's pretty linear once Zidane starts moving. As a result, it cannot catch fast horizontal movement reliably. Since Zidane's other ground braveries are not particularly strong, Booster 8's utility as a mixup tool suffers as well. If Booster 8 only staggers an opponent (block or clashing with attack), Zidane cannot cancel into air attacks.
If Zidane has full EX gauge, Zidane can kara cancel Booster 8 into EX Mode on hit. This lets him jump and combo into Tempest for more bravery damage.
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.