Zidane Tribal (Dissidia 012): Difference between revisions

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|armor=Bangles, Gauntlets, Hats, Hairpins, Clothing,<br>Light Armor, Headbands, and Chestplates
|armor=Bangles, Gauntlets, Hats, Hairpins, Clothing,<br>Light Armor, Headbands, and Chestplates
|exclusives=Sargatanas, The Tower, Ozma's Splinter
|exclusives=Sargatanas, The Tower, Ozma's Splinter
|unlock=
|unlock=Default
|alignment=Cosmos
|alignment=Cosmos
|vajp=[https://en.wikipedia.org/wiki/Romi_Park Romi Park]
|vajp=[https://en.wikipedia.org/wiki/Romi_Park Romi Park]
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= Overview =
= Overview =
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 {{keyword|HP links|hplink=1}} for assist combos. Zidane has high mobility with his dash and air jumps, which he can use comfortably to {{keyword|poke|poke=1}} 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 '''[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side builds]]''' and {{012aer}} 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 {{keyword|wall carry|wallcarry=1}} 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 '''[[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, resulting in weak bravery damage. 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. 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_(Dissidia_012)#LV1_Assist_Change|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 {{keyword|point blank|pointblank=1}} (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 {{keyword|whiff punish|whiffpunish=1}}, he can struggle to create offense against characters with strong area denial, such as {{012emp}}. Overall, Zidane is less of an {{keyword|all-rounder|all-rounder=1}} and more like a {{keyword|glass cannon|glasscannon=1}} - He thrives when he succeeds, but suffers greatly if he doesn't.


{{ProConTable
{{ProConTable
Line 40: Line 48:
|-|Rumble Rush=
|-|Rumble Rush=
{{AbilityInfo
{{AbilityInfo
|damage=2, 3, 4, 6, 2 x 3, 9 (30)
|damage='''30''' (2, 3, 4, 6, 2 x 3, 9)
|startup=19F
|startup=19F
|type=Physical
|type=Physical
Line 47: Line 55:
|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/3/3e/Brv_zidane_rumble_rush.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=1
|ap=170
|gametext=[Mid] Slice, then kick foe. <br>Approach foe during attack.
}}
}}
''[Mid] Slice, then kick foe. Approach foe during attack.''
 
[[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)=
{{AbilityInfo
{{AbilityInfo
|damage=each (5)
|damage=each '''5'''
|startup=37F
|startup=37F
|type=Magical
|type=Magical
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|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/0/00/Brv_zidane_scoop_art_g.jpeg
|imgpos=55%
|cancels=Dodge
|asthit=
|level=27
|ap=90
|gametext=[Long] Fire energy projectile. Perform <br>repeatedly to fire multiple shots at once.
}}
}}
''[Long] Fire energy projectile. Perform repeatedly to fire multiple shots at once.''
 
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=
|-|Booster 8=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 4, 5 (17)
|damage='''17''' (3 x 4, 5)
|startup=31F
|startup=31F
|type=Physical
|type=Physical
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|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/8/8d/Brv_zidane_booster_8.jpeg
|imgpos=
|cancels=Dodge, Attack (On Hit)
|asthit=
|level=16
|ap=120
|gametext=[Mid] Charge at opponent. If it hits, <br>can quickly combo with another attack.
}}
}}
''[Mid] Charge at opponent. If it hits, can quickly combo with another attack.''
 
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.


</tabber>
</tabber>
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|-|Storm Impulse=
|-|Storm Impulse=
{{AbilityInfo
{{AbilityInfo
|damage=4 x 3, 8, 1 x 5, 15 (40)
|damage='''40''' (4 x 3, 8, 1 x 5, 15)
|startup=19F
|startup=19F
|type=Physical
|type=Physical
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|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/4/47/Brv_zidane_storm_impulse.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=32
|ap=100
|gametext=[Mid] Spinning approach. <br>Limited height; fast approach.
}}
}}
''[Mid] Spinning approach. Limited height; fast approach.''
 
Storm Impulse is a secondary bravery that is used as a {{keyword|punish|punish=1}} move. It has the longest lateral range out of Zidane's aerial melee attacks. It is also one of two Zidane's braveries that can wall rush. Zidane can even combo into assists with the initial lunge at {{keyword|midscreen|midscreen=1}}.
 
Despite that, Storm Impulse is not considered a staple move for Zidane in competition. Zidane already gets HP damage from two HP links in the air, and Storm Impulse provides diminishing returns for the risk. Its {{keyword|startup|startup=1}} is fast, but only at {{keyword|point blank range|pointblank=1}}. Storm Impulse becomes much easier to block on reaction if used from further away, because Zidane spins towards opponent even if he misses. That makes it risky to use as a gap closer. Although it has the highest base damage out of Zidane's braveries, it needs wall rush to truly shine.
 
Storm Impulse's lateral range is at odds with its low priority, attack speed and reward on hit. It may work occasionally, but Zidane often prioritizes movement, Swift Attack {{keyword|pokes|poke=1}} and other vertical attacks to compete. They are generally considered safer and more effective.


|-|Vortex=
|-|Vortex=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 3, 9, 1 x 5, 15 (35)
|damage='''35''' (2 x 3, 9, 1 x 5, 15)
|startup=23F
|startup=23F
|type=Physical
|type=Physical
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|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/8/8f/Brv_zidane_vortex.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=8
|ap=100
|gametext=Vertical spinning approach. <br>Great for attacking from below.
}}
}}
''Vertical spinning approach. Great for attacking from below.''
 
Vortex is Zidane's secondary bravery that's used for {{keyword|whiff punishing|whiffpunish=1}} opponents from below. If Zidane dodges an attack with long {{keyword|recovery|recovery=1}}, he can use Vortex to retaliate from a relatively safe angle. This utility makes it more appealing compared to Storm Impulse, even though its damage and {{keyword|startup|startup=1}} are lower. Zidane can start assist combos with Vortex as well, though wall rush is needed if Zidane completes the attack.
 
Vortex is the main melee bravery that moves Zidane upwards. That, along with slower startup make it easier for opponents to react to. Zidane can be blocked during the spins, similar to Storm Impulse. It cannot easily hit opponents in front of Zidane either due to the angle. When used sparingly, Vortex provides damage from an otherwise difficult angle. The movement can also be used to fill assist gauge on {{keyword|whiff|whiff=1}} when playing passively. Otherwise it's a somewhat telegraphed attack with low reward without assist.


|-|Tempest=
|-|Tempest=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 6, 8, 2 x 3, 9 (35)
|damage='''35''' (2 x 6, 8, 2 x 3, 9)
|startup=19F
|startup=19F
|type=Physical
|type=Physical
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|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/c/cf/Brv_zidane_tempest.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=4
|ap=160
|gametext=Gracefully toss knife downwards. <br>Useful for attacking from above.
}}
}}
''Gracefully toss knife downwards. Useful for attacking from above.''
 
[[File:Brv_zidane_followup.jpeg|300px|thumb|Zidane follows up with a rising combo attack after Vortex.]]


|-|Scoop Art (midair)=
|-|Scoop Art (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=each (5)
|damage=each '''5'''
|startup=37F
|startup=37F
|type=Magical
|type=Magical
Line 125: Line 201:
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/c/c8/Brv_zidane_scoop_art_a.jpeg
|imgpos=60%
|cancels=Dodge
|asthit=
|level=1
|ap=90
|gametext=[Long] Fire energy projectile. Perform <br>repeatedly to fire multiple shots at once.
}}
}}
''[Long] Fire energy projectile. Perform repeatedly to fire multiple shots at once.''


|-|Solution 9=
|-|Solution 9=
{{AbilityInfo
{{AbilityInfo
|damage=each (7)
|damage=each '''7'''
|startup=53F
|startup=53F
|type=Magical
|type=Magical
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|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/9/94/Brv_zidane_solution_9.jpeg
|imgpos=40%
|cancels=Dodge
|asthit=
|level=23
|ap=100
|gametext=[Long] Launch multiple energy projectiles. <br>Low accuracy, many projectiles.
}}
}}
''[Long] Launch multiple energy projectiles. Low accuracy, many projectiles.''


|-|Swift Attack=
|-|Swift Attack=
{{AbilityInfo
{{AbilityInfo
|damage=2, 3, 2 x 3, 9 (20)
|damage='''20''' (2, 3, 2 x 3, 9)
|startup=13F
|startup=13F
|type=Physical
|type=Physical
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|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/1/1f/Brv_zidane_swift_attack.jpeg
|imgpos=55%
|cancels=
|asthit=
|level=1
|ap=100
|gametext=[Close] Quick slices. <br>Low power, fast launch.
}}
}}
''[Close] Quick slices. Low power, fast launch.''
 
[[File:Brv_zidane_followup.jpeg|300px|thumb|Zidane follows up with a rising combo attack after Swift Attack.]]


</tabber>
</tabber>
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|-|Tidal Flame=
|-|Tidal Flame=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage='''15''' (close)
|startup=49F
|startup=49F
|type=Physical
|type=Physical
|priority=Melee High (close), Ranged High (projectile)
|priority=Melee High (close) <br>Ranged High (projectile)
|ex=30 + 60
|ex=30 + 60
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/0/01/Hp_zidane_tidal_flame.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=1
|ap=130
|gametext=[Long] Fire low-flying flame projectile <br>that homes in on foe at high speed.
}}
}}
''[Long] Fire low-flying flame projectile that homes in on foe at high speed.''


|-|Stellar Circle 5=
|-|Stellar Circle 5=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 9 (9)
|damage='''9''' (1 x 9)
|startup=43F
|startup=43F
|type=Magical
|type=Magical
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|effect=Absorb
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/f/f2/Hp_zidane_stellar_circle_5.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=12
|ap=130
|gametext=[Close] Create cyclone. <br>Short range, but offers cover.
}}
}}
''[Close] Create cyclone. Short range, but offers cover.''


|-|Meo Twister A=
|-|Meo Twister A=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 10 (+10)
|damage='''+10''' (1 x 10)
|startup=?
|startup=?
|type=Magical
|type=Magical
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|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/6/60/Hp_zidane_meo_twister.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=-
|ap=130
|gametext=Branching from Rumble Rush. <br>[Combo] Fire laser from blade.
}}
}}
''Branching from Rumble Rush. [Combo] Fire laser from blade.''


</tabber>
</tabber>
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|-|Shift Break=
|-|Shift Break=
{{AbilityInfo
{{AbilityInfo
|damage=each (5)
|damage=each '''5'''
|startup=27F (first thunder), 87F (water)
|startup=27F (first thunder) <br>87F (water)
|type=Magical
|type=Magical
|priority=Ranged High (thunder), Unblockable (water)
|priority=Ranged High (thunder) <br>Unblockable (water)
|ex=60 + 9 x N
|ex=60 + 9 x N
|effect=Absorb
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/8/8e/Hp_zidane_shift_break.jpeg
|imgpos=60%
|cancels=Dodge
|asthit=
|level=1
|ap=130
|gametext=[Long] Keep foe off balance <br>with water columns and lightning.
}}
}}
''[Long] Keep foe off balance with water columns and lightning.''


|-|Grand Lethal=
|-|Grand Lethal=
{{AbilityInfo
{{AbilityInfo
|damage=7 x 3 (21)
|damage='''21''' (7 x 3)
|startup=53F
|startup=53F
|type=Physical
|type=Physical
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|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/0/0d/Hp_zidane_grand_lethal.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=37
|ap=150
|gametext=[Mid] Charge filled with energy. <br>Vertically limited, long duration.
}}
}}
''[Mid] Charge filled with energy. Vertically limited, long duration.''
 


|-|Free Energy=
|-|Free Energy=
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|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/c/c9/Hp_zidane_free_energy.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=1
|ap=130
|gametext=[Close] Fire energy wave. <br>Short range, quick execution.
}}
}}
''[Close] Fire energy wave. Short range, quick execution.''


|-|Meo Twister B=
|-|Meo Twister B=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 10 (+10)
|damage='''+10''' (1 x 10)
|startup=?
|startup=?
|type=Magical
|type=Magical
Line 245: Line 378:
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/6/60/Hp_zidane_meo_twister.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=-
|ap=130
|gametext=Branching from Tempest. <br>[Combo] Fire laser from blade.
}}
}}
''Branching from Tempest. [Combo] Fire laser from blade.''


Identical with Meo Twister A.
Identical with Meo Twister A.
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|-|Meo Twister C=
|-|Meo Twister C=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 10 (+10)
|damage='''+10''' (1 x 10)
|startup=?
|startup=?
|type=Magical
|type=Magical
Line 259: Line 398:
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/6/60/Hp_zidane_meo_twister.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=-
|ap=130
|gametext=Branching from Swift Attack. <br>[Combo] Fire laser from blade.
}}
}}
''Branching from Swift Attack. [Combo] Fire laser from blade.''


Identical with Meo Twister A.
Identical with Meo Twister A.
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</tabber>
</tabber>


= EX Mode: Trance! =
== EX Mode: Trance! ==
Effects:
Effects:
* Regen
* Regen
Line 273: Line 418:
* Dodge Jump
* Dodge Jump


== Aerial 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 {{accsp}} builds. Zidane is often positioned far from EX when using his key moves. His air jumps already work well for him in {{keyword|footsies|footsies=1}}, 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 {{keyword|checkmate|checkmate=1}} 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.''
''[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.
Air Jump Times +10. Reset jump counts after a dodge.


== Double Jump ==
=== Double Jump ===
{{image|https://dissidia.wiki/images/1/1b/Ex_mode_zidane_jump.jpeg}}
''[Always active while in EX Mode] Grants invincibility for the period between touching the ground and leaping into the air.''
''[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. Does not work with "Bravery Boost on Dodge" as it is ''not'' counted as a dodge.
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 ==
== EX Burst: Reverse Gaia ==
{{image|https://dissidia.wiki/images/b/bd/Ex_burst_zidane.jpeg}}
''A chain of attacks that grows faster with each blow. Repeatedly press circle to increase the number of hits.''
''A chain of attacks that grows faster with each blow. Repeatedly press circle to increase the number of hits.''


{{burst
{{burst
|damage1=3 x 4, 6 (18)
|damage1='''18''' (3 x 4, 6)
|damage2=3, 3, 2, 3, 2, 3, 2, 3, 2, 3 x 3, 8 x 6 (79) (97 total)
|damage2='''79''' (3, 3, 2, 3, 2, 3, 2, 3, 2, 3 x 3, 8 x 6) ('''97''' total)
|type=Physical
|type=Physical
}}
}}
Reverse Gaia requires pressing Circle {{pspcir}} 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 {{pspcir}} 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.


= Combos =
= Combos =
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= Builds =
= Builds =
Builds here.


<tabber>
''Main article: '''[[Zidane_Tribal_(Dissidia_012)/Builds|Zidane (012) Builds]]'''
|-|Side by Side High Base BRV (Seal of Lufenia)=
 
Zidane is an '''[[Glossary_(Dissidia_012)#HP_linker|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 {{accsp}} and raising base bravery.
 
== Side by Side (High Base BRV) ==
 
{{Build
{{Build
|hp=9823
|hp=8454
|cp=450
|cp=450
|brv=1583
|brv=1533
|atk=173
|atk=175
|def=182
|def=182
|luk=61
|luk=60
|booster=x2.1
|booster=x3.5
|setbonus=Seal of Lufenia
|setbonus=-
|ast={{012aer}}
|ast={{012aer}}
|wpn=Lufenian Pole
|wpn=Piggy's Stick {{equip}}
|hand=Lufenian Greatshield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Chainsaw
|head=Thornlet
|head=Royal Crown {{equip}}
|armor=Lufenian Jacket
|armor=Auto Crossbow {{equip}}
|acc1={{accbas}} Bravery Orb
|acc1={{accbas}} Bravery Orb
|acc2={{accbas}} Battle Hammer
|acc2={{accbas}} Dismay Shock
|acc3={{accboo}} Empty EX Gauge
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Pre-EX Mode
|acc4={{accboo}} Empty EX Gauge
|acc5={{accsp}} Blue Drop
|acc5={{accboo}} Summon Unused
|acc6={{accsp}} Blue Drop
|acc6={{accboo}} Pre-EX Mode
|acc7={{accsp}} Blue Drop
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Blue Gem
|acc8={{accsp}} Hero's Seal
|acc9={{accsp}} Miracle Shoes
|acc9={{accsp}} Together As One
|acc10={{accsp}} Side By Side
|acc10={{accsp}} Side by Side
|summon=Rubicante
|summon=Rubicante
|dataBRV=
{{Build-AttackData
|brv1-g=Booster 8
|branch-1gbrv=
|branch-1ghp=
|brv2-g=
|branch-2gbrv=
|branch-2ghp=
|brv3-g=
|branch-3gbrv=
|branch-3ghp=
|brv1-a=Swift Attack
|branch-1abrv=
|branch-1ahp=Meo Twister C
|brv2-a=Scoop Art
|branch-2abrv=
|branch-2ahp=
|brv3-a=Tempest
|branch-3abrv=
|branch-3ahp=Meo Twister B
}}
}}
| dataHP      =
{{Build-AttackDataHP
|hp1-g=Tidal Flame
|hp2-g=
|hp3-g=
|hp1-a=Free Energy
|hp2-a=Grand Lethal
|hp3-a=Shift Break
}}
}}
=== Build Overview ===
A staple damage build for Zidane. Everything revolves around high base bravery and Side by Side {{accsp}}. 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 {{accsp}} provides a good amount of assist gauge right from the beginning and Hero's Seal {{accsp}} increases Zidane's starting bravery to over 2000. Meter depletion is accounted for with accessories and Bravery Orb {{accbas}} 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.


Equip Best Dresser extra ability for +100 base bravery.
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.


|-|Build #2=
=== Basic Abilities ===
{{Build
 
|hp=
{{Build-Ability
|cp=
|action=
|brv=
{{Build-AbilitySet
|atk=
|1=Ground Evasion}}
|def=
{{Build-AbilitySet
|luk=
|1=Midair Evasion}}
|booster=
{{Build-AbilitySet
|setbonus=
|1=Ground Block}}
|ast=
{{Build-AbilitySet
|wpn=
|1=Midair Block}}
|hand=
{{Build-AbilitySet
|head=
|1=Aerial Recovery}}
|armor=
{{Build-AbilitySet
|acc1=
|1=Recovery Attack}}
|acc2=
{{Build-AbilitySet
|acc3=
|1=Controlled Recovery}}
|acc4=
{{Build-AbilitySet
|acc5=
|1=Wall Jump}}
|acc6=
{{Build-AbilitySet
|acc7=
|1=Air Dash}}
|acc8=
{{Build-AbilitySet
|acc9=
|1=Free Air Dash}}
|acc10=
{{Build-AbilitySet
|summon=
|1=Free Air Dash Boost}}
{{Build-AbilitySet
|1=Assist Gauge Up Dash}}
{{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=Disable Sneak Attack}}
{{Build-AbilitySet
|1=EXP to Assist}}
{{Build-AbilitySet
|1=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 ===
 
{{Build-Substitute
|datasub=
{{Build-SubstituteData
|item=Summon Unused {{accboo}}
|substitute=Aerial {{accboo}}
|notes=A stronger x1.5 booster if ground is not available or deemed necessary.
}}
}}
{{Build-SubstituteData
|item=Tidal Flame
|substitute=Speed Boost++
|notes=Speed Boost++ helps Zidane move faster on the ground and in the air. If Tidal Flame is not deemed necessary, this can help in '''[https://glossary.infil.net/?t=Footsies 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) ===


</tabber>
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.


= Assist =
= Assist =

Latest revision as of 08:20, 11 November 2025


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




Info
Name Zidane Tribal (ジタン・トライバル)
Original game Final Fantasy IX
Base ATK (LV100) 108 (Very Low)
Base DEF (LV100) 110 (Low)
Run Speed 4 (Fast)
Dash Speed 73 (Fast)
Fall Speed 81 (Average)
Fall Speed Ratio After Dodge 18 (Very Fast)
Fastest BRV 13F (Swift Attack)
Fastest HP 25F (Free Energy)
1-Hit HP Yes (Free Energy, Tidal Flame projectile)
HP Links Yes
Command Block No
Weapon Daggers, Thrown Weapons, Parrying Weapons,
Swords, Poles
Armor Bangles, Gauntlets, Hats, Hairpins, Clothing,
Light Armor, Headbands, and Chestplates
Exclusive weapons Sargatanas, The Tower, Ozma's Splinter
Unlock Default
Alignment Cosmos
Voice Actor (JP) Romi Park
Voice Actor (ENG) Bryce Papenbrook


Overview

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.

Strengths Weaknesses


Bravery Attacks

Ground

Base Damage 30 (2, 3, 4, 6, 2 x 3, 9)
Startup Frame 19F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[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.

Base Damage each 5
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[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 ddff-icon-button-circle.png 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.

Base Damage 17 (3 x 4, 5)
Startup Frame 31F
Damage Type Physical
Priority Melee Mid
EX Force 30
Effects -
Cancels Dodge, Attack (On Hit)
Assist Gain (Hit)
CP (Mastered) 30 (15)
[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.

Aerial

Base Damage 40 (4 x 3, 8, 1 x 5, 15)
Startup Frame 19F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Spinning approach.
Limited height; fast approach.
Unlocked at
level 32
Mastered at
100 AP


Storm Impulse is a secondary bravery that is used as a punish move. It has the longest lateral range out of Zidane's aerial melee attacks. It is also one of two Zidane's braveries that can wall rush. Zidane can even combo into assists with the initial lunge at midscreen.

Despite that, Storm Impulse is not considered a staple move for Zidane in competition. Zidane already gets HP damage from two HP links in the air, and Storm Impulse provides diminishing returns for the risk. Its startup is fast, but only at point blank range. Storm Impulse becomes much easier to block on reaction if used from further away, because Zidane spins towards opponent even if he misses. That makes it risky to use as a gap closer. Although it has the highest base damage out of Zidane's braveries, it needs wall rush to truly shine.

Storm Impulse's lateral range is at odds with its low priority, attack speed and reward on hit. It may work occasionally, but Zidane often prioritizes movement, Swift Attack pokes and other vertical attacks to compete. They are generally considered safer and more effective.

Base Damage 35 (2 x 3, 9, 1 x 5, 15)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Vertical spinning approach.
Great for attacking from below.
Unlocked at
level 8
Mastered at
100 AP


Vortex is Zidane's secondary bravery that's used for whiff punishing opponents from below. If Zidane dodges an attack with long recovery, he can use Vortex to retaliate from a relatively safe angle. This utility makes it more appealing compared to Storm Impulse, even though its damage and startup are lower. Zidane can start assist combos with Vortex as well, though wall rush is needed if Zidane completes the attack.

Vortex is the main melee bravery that moves Zidane upwards. That, along with slower startup make it easier for opponents to react to. Zidane can be blocked during the spins, similar to Storm Impulse. It cannot easily hit opponents in front of Zidane either due to the angle. When used sparingly, Vortex provides damage from an otherwise difficult angle. The movement can also be used to fill assist gauge on whiff when playing passively. Otherwise it's a somewhat telegraphed attack with low reward without assist.

Base Damage 35 (2 x 6, 8, 2 x 3, 9)
Startup Frame 19F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Chase
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Gracefully toss knife downwards.
Useful for attacking from above.
Unlocked at
level 4
Mastered at
160 AP


Zidane follows up with a rising combo attack after Vortex.

Base Damage each 5
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Fire energy projectile. Perform
repeatedly to fire multiple shots at once.
Unlocked at
level 1
Mastered at
90 AP

Base Damage each 7
Startup Frame 53F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Launch multiple energy projectiles.
Low accuracy, many projectiles.
Unlocked at
level 23
Mastered at
100 AP

Base Damage 20 (2, 3, 2 x 3, 9)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Quick slices.
Low power, fast launch.
Unlocked at
level 1
Mastered at
100 AP


Zidane follows up with a rising combo attack after Swift Attack.

HP Attacks

Ground

Base Damage 15 (close)
Startup Frame 49F
Damage Type Physical
Priority Melee High (close)
Ranged High (projectile)
EX Force 30 + 60
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Fire low-flying flame projectile
that homes in on foe at high speed.
Unlocked at
level 1
Mastered at
130 AP

Base Damage 9 (1 x 9)
Startup Frame 43F
Damage Type Magical
Priority Melee High
EX Force 87
Effects Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Create cyclone.
Short range, but offers cover.
Unlocked at
level 12
Mastered at
130 AP

Base Damage +10 (1 x 10)
Startup Frame ?
Damage Type Magical
Priority Unblockable (?)
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Rumble Rush.
[Combo] Fire laser from blade.
Unlocked at
level -
Mastered at
130 AP

Aerial

Base Damage each 5
Startup Frame 27F (first thunder)
87F (water)
Damage Type Magical
Priority Ranged High (thunder)
Unblockable (water)
EX Force 60 + 9 x N
Effects Absorb
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Keep foe off balance
with water columns and lightning.
Unlocked at
level 1
Mastered at
130 AP

Base Damage 21 (7 x 3)
Startup Frame 53F
Damage Type Physical
Priority Melee High
EX Force 27
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Charge filled with energy.
Vertically limited, long duration.
Unlocked at
level 37
Mastered at
150 AP

Base Damage -
Startup Frame 25F
Damage Type -
Priority Ranged High
EX Force 60
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Fire energy wave.
Short range, quick execution.
Unlocked at
level 1
Mastered at
130 AP

Base Damage +10 (1 x 10)
Startup Frame ?
Damage Type Magical
Priority Unblockable (?)
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Tempest.
[Combo] Fire laser from blade.
Unlocked at
level -
Mastered at
130 AP


Identical with Meo Twister A.

Base Damage +10 (1 x 10)
Startup Frame ?
Damage Type Magical
Priority Unblockable (?)
EX Force 0
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
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 accessory_special.png 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 ddff-icon-button-circle.png 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 ddff-icon-button-circle.png 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.

Combos

Solo

Assist

Builds

Main article: Zidane (012) Builds

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 accessory_special.png and raising base bravery.

Side by Side (High Base BRV)

Stats
HP 8454
CP 450
BRV 1533
ATK 175
DEF 182
LUK 60
Max Booster x3.5
Special Effect: -
Equipment
Assist Aerith
Weapon ddff-icon-equip-weapon.png Piggy's Stick ddff-icon-equip%20ability.png
Hand ddff-icon-equip-hand.png Chainsaw
Head ddff-icon-equip-head.png Royal Crown ddff-icon-equip%20ability.png
Body ddff-icon-equip-body.png Auto Crossbow ddff-icon-equip%20ability.png
Accessory 1 accessory_basic.png Bravery Orb
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Empty EX Gauge
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_special.png Hero's Seal
Accessory 9 accessory_special.png Together As One
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Booster 8 ddff-icon-button-circle.png Swift Attack
ddff-icon-button-square.png Branch: Meo Twister C
↑+ddff-icon-button-circle.png Scoop Art
↓+ddff-icon-button-circle.png Tempest
ddff-icon-button-square.png Branch: Meo Twister B
HP attacks
Ground Aerial
ddff-icon-button-square.png Tidal Flame ddff-icon-button-square.png Free Energy
↑+ddff-icon-button-square.png Grand Lethal
↓+ddff-icon-button-square.png Shift Break

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


Build Overview

A staple damage build for Zidane. Everything revolves around high base bravery and Side by Side accessory_special.png. 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 accessory_special.png provides a good amount of assist gauge right from the beginning and Hero's Seal accessory_special.png increases Zidane's starting bravery to over 2000. Meter depletion is accounted for with accessories and Bravery Orb accessory_basic.png 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 accessory_booster.png Aerial accessory_booster.png 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.

Assist

Zidane's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Rumble Rush 19F Ground Opponent 2, 3, 4, 6, 2 x 3, 9 (30) Chase
BRV Vortex 23F Air Opponent 2 x 3, 9, 1 x 5, 15 (35) Wall Rush
HP Stellar Circle 43F Ground Opponent 1 x 9 (9) Chase
HP Free Energy 25F Air Opponent - Chase



Assists

Zidane does well with Aerith, Kuja and Sephiroth.

References


Navigation


Wiki Roadmap (012 Zidane Tribal)

Please edit this page's roadmap template when relevant additions and changes are made.

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Page Completed In progress To-do Score
General 18 / 86
Pros / Cons Pros and cons. 0 / ?
Overview / Character Data Overview 0 / 2
Bravery Attacks Ability info, images. overviews 2 / 5
HP Attacks Ability info, images. overviews 2 / 5
EX Mode Basic info, overview, images. Add info about double jump and 10+ jumps if possible. 3 / 3
Combos Add solo and assist combos with video examples. 0 / 7
Builds 3 builds. Attack loadouts (flexible, avoid). Edit based on feedback. Add more niche builds? 10 / 10
Assist Assist data Common viable assists with overviews. 1 / 3
Matchups Create page. Matchup analysis and tips. 0 / 32
Frame Data / 1
Starter Guide Create page. Concise pvp guide with core concepts and essentials. 0 / 8
Strategy Create page. Strategies and counterplays. 0 / 10