Tifa Lockhart (Dissidia 012): Difference between revisions

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNavTifa}}


{{CharacterInfo
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-tifa.png
|name=Tifa Lockhart (ティファ・ロックハート)
|name=Tifa Lockhart (ティファ・ロックハート)
|origin=Final Fantasy VII
|origin=Final Fantasy VII
|weapon=Grappling Weapons, Parrying Weapons, Poles, Rods, Staves
|armor=Bangles, Chestplates, Clothing, Gauntlets, Hairpins, Hats, Light Armor
|atk=108 (Very Low)
|atk=108 (Very Low)
|def=111 (Average)
|def=111 (Average)
Line 12: Line 12:
|fall=77 (Above Average)
|fall=77 (Above Average)
|fallr=37 (Above Average)
|fallr=37 (Above Average)
|fastestbrv=11F (Waterkick, Elbow Smash)
|fastesthp=33F (Meteor Strike, Meteor Crusher)
|1hithp=Burning Arrow
|hplinks=Yes
|cmdblock=No
|weapon=Grappling Weapons, Parrying Weapons,<br> Poles, Rods, Staves
|armor=Bangles, Chestplates, Clothing, Gauntlets,<br> Hairpins, Hats, Light Armor
|exclusives=Godhand, Premium Heart, Seventh Heaven
|exclusives=Godhand, Premium Heart, Seventh Heaven
|unlock=Default
|alignment=Cosmos
|vajp=[https://en.wikipedia.org/wiki/Ayumi_Ito Ayumi Ito]
|vaeng=[https://en.wikipedia.org/wiki/Rachael_Leigh_Cook Rachael Leigh Cook]
}}
}}
== Overview ==
Tifa is a close range character with fast movement speed and the ability to feint attacks. Ground combat is bolstered by mid priority projectiles and an HP link, while aerial combat is supported by moves with vertical tracking. Decent EX gain and one of the highest damaging EX Bursts in the game the more EX meter she has remaining. Damage potential is high with HP attacks thanks to high base bravery and Aerith assist specifically. Low average bravery damage, limited utility on feints and below average vertical prowess while airborne limit her overall effectiveness, however.
Tifa is a low tier character.


{{ProConTable
{{ProConTable
Line 20: Line 36:
}}
}}


= Overview =
== Bravery Attacks ==
Tifa is a close range character with fast movement speed and the ability to feint attacks. Ground combat is bolstered by mid priority projectiles and an HP link, while aerial combat is supported by moves with vertical tracking. Decent EX gain and one of the highest damaging EX Bursts in the game the more EX meter she has remaining. Damage potential is high with HP attacks thanks to high base bravery and Aerith assist specifically. Low average bravery damage, limited utility on feints and below average vertical prowess while airborne limit her overall effectiveness, however.
=== Ground ===
Tifa is a low tier character.
 
= Bravery Attacks =
== Ground ==
<tabber>
<tabber>
|-|Beat Rush=
|-|Beat Rush=
{{AbilityInfo
{{AbilityInfo
|damage=8, 11, 16 (35)
|damage='''35''' (8, 11, 16)
|startup=21F
|startup=21F
|type=Physical
|type=Physical
Line 37: Line 48:
|effect=Chase, Feint
|effect=Chase, Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/e/e2/Brv_tifa_beat_rush.jpeg
|imgpos=
|cancels=Dodge, Feint (First hit)
|asthit=
|level=1
|ap=80
|gametext=[Close~Mid] A flurry of punches. <br>Can combo without hitting.
}}
}}
''[Close~Mid] A flurry of punches. Can combo without hitting.''
 
Beat Rush is a 3-hit combo that is used as a grounded {{keyword|punish|punish=1}} tool, a defensive option with its feint and to {{keyword|poke|poke=1}} occasionally. Each hit can be delayed, which can be used to {{keyword|hit confirm|hitconfirm=1}} assist combos. It has good EX generation at 90 EX, and it hits higher than her main ground {{keyword|poke|poke=1}} Waterkick.
 
Tifa can feint during the {{keyword|startup|startup=1}} by pressing Cross {{pspcro}}, which lets Tifa evade any incoming blows and strike back. This is useful in the context of '''[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishment]]''', because Beat Rush feint is Tifa's fastest way to protect herself after a ground dodge. Tifa can go behind opponents with the feint, which also works as an offensive approach.
 
In terms of damage potential, Beat Rush isn't quite as potent as Waterkick's {{keyword|HP link|hplink=1}}. It requires assist for HP damage, and doing so is often more practical with the first two punches. It's reliable, but the bravery damage is a bit low. Tifa can optimize this by going for a {{keyword|knockback cancel|knockbackcancel=1}} with the third hit. This can be pretty difficult to do, but it is also rewarding due to its high 35 base damage. If Tifa can utilize the evasive feint, she can get a decent amount of bravery this way, especially with Sneak Attack extra ability.


|-|Blizzard=
|-|Blizzard=
{{AbilityInfo
{{AbilityInfo
|damage=10 (10)
|damage='''10'''
|startup=31F
|startup=31F
|type=Magical
|type=Magical
Line 49: Line 72:
|effect=--
|effect=--
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/e/ef/Brv_tifa_blizzard_g.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=20
|ap=80
|gametext=[Long] Fire ice crystals. <br>Slow speed, but long range.
}}
}}
''[Long] Fire ice crystals. Slow speed, but long range.''
 
Blizzard is a low priority projectile. Its main applications are building assist gauge on {{keyword|whiff|whiff=1}} and using it as a midrange {{keyword|poke|poke=1}}. The startup is {{keyword|reactable|reactable=1}}, but the projectile moves at a decent speed. Blizzard has fairly good vertical {{keyword|tracking|tracking=1}} while it's moving, and Tifa can fire it at sharp vertical angles. That lets Tifa poke at opponents who are above her without always committing to Rolling Blaze.
 
The reward on hit is often negligible due to its low damage, short {{keyword|hit stun|hitstun=1}} and {{keyword|knockback|knockback=1}}, so Tifa won't benefit much even if it hits. If opponent is against a wall, Kuja assist can {{keyword|convert|conversion=1}} the moment Blizzard hits, though this is situational and difficult to do. The Ranged Low priority means it can lose to dashes and leave Tifa vulnerable afterwards. Therefore it is recommended to be used sparingly to interrupt opponents who aren't immediately going on the offense. Blizzard's {{keyword|recovery|recovery=1}} is short enough for Tifa to avoid reactive {{keyword|assist punishes|assistpunish=1}}, though. As a result, Blizzard is a projectile with low risk and low reward when used appropriately.
 
Tifa is considered airborne when using Blizzard.


|-|Blizzara=
|-|Blizzara=
{{AbilityInfo
{{AbilityInfo
|damage=1, 2 x 10, 3 (24)
|damage='''24''' (1, 2 x 10, 3)
|startup=31F
|startup=31F
|type=Magical
|type=Magical
|priority=Ranged Low, Ranged Mid (Explosion)
|priority=Ranged Low <br>Ranged Mid (Explosion)
|ex=0
|ex=0
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/b/b9/Brv_tifa_blizzara.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=2
|ap=80
|gametext=[Mid] Fire multiple ice crystals. <br>Strike opponent down.
}}
}}
''[Mid] Fire multiple ice crystals. Strike opponent down.''
 
Blizzara is an advancing projectile that wall rushes on the ground. Compared to Blizzard, Blizzara's maximum distance is shorter and it can only travel at lower diagonal angles at most. It won't be able to reach aerial opponents as consistently in close-range, but the move is more potent in other aspects. After Blizzara hits, or has traveled its maximum amount of distance, it turns into a lingering Ranged Mid projectile. It can occupy space from midrange and call out {{keyword|whiffs|whiff=1}} from that distance. Blizzara travels fast enough to punish dodges as well with a good {{keyword|read|read=1}}. And because it wall rushes on the ground, it can set up assist combos as well. This is good for Tifa, as she can keep her distance from opponent and create some momentum without committing to close-range {{keyword|mixups|mixup=1}}.
 
Blizzara remains {{keyword|active|active=1}} while it's exploding as a mid priority move. It will go through its multi-hits even if it misses. The projectile can hit late and wall rush immediately as a result. This is can be harder for Tifa to react to, but it's still a good source of HP damage for her with assist.
 
Some caution is still advised; Blizzara is still Ranged Low priority at first, so it can lose to dashes and melee attacks. Blizzara also has longer {{keyword|recovery|recovery=1}} than Blizzard, which makes Tifa vulnerable to {{keyword|assist punishes|assistpunish=1}} on reaction. Tifa is considered airborne when using Blizzara, so fast air BRV assists can catch her if she is not careful.


|-|Blizzaga=
|-|Blizzaga=
{{AbilityInfo
{{AbilityInfo
|damage=1, 2 x 10, 9 (30)
|damage='''30''' (1, 2 x 10, 9)
|startup=93F
|startup=93F
|type=Magical
|type=Magical
|priority=Ranged Mid
|priority=Ranged Mid
|ex=0
|ex=0
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/f/f4/Brv_tifa_blizzaga.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=27
|ap=80
|gametext=[Long] Drop ice crystals on foe <br>to surprise opponent.
}}
}}
''[Long] Drop ice crystals on foe to surprise opponent.''
 
Blizzaga is the slowest Blizzard-type spell for Tifa, but also the most rewarding on hit. It has respectable 30 base damage (same as {{012gar}}'s Bardiche) and wall rushes on the ground. That means assist combos are still possible, much like with Blizzara. It is too slow to be used reliably after blocking a melee attack. However, if the opponent is expecting a different Blizzard spell when a match starts, Tifa can catch them with this as a one-time trick.
 
There are few key differences compared to Blizzara. It is not used to occupy space in front of Tifa, because it always spawns above the opponent. The spawn has a maximum height limit, but it can catch unaware opponents who may be air dodging towards Tifa. Blizzaga also hits late enough for Tifa to be actionable at the same time, which lets her combo into Waterkick or Meteor Strike if she's near the opponent. This isn't as common in the {{keyword|neutral|neutral=1}} as it may sound, but it is one of the only solo combo routes Tifa has. Rolling Blaze can also technically combo after Blizzaga, but it is more reliable when done during assist.
 
Blizzaga has the longest {{keyword|recovery|recovery=1}} out of all Blizzard spells. That means Tifa is even more vulnerable to {{keyword|assist punishes|assistpunish=1}} on reaction. Tifa is considered airborne when using Blizzaga, so fast air BRV assists can catch her if she is not careful.


|-|Waterkick=
|-|Waterkick=
{{AbilityInfo
{{AbilityInfo
|damage=8, 12 (20)
|damage='''20''' (8, 12)
|startup=11F
|startup=11F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall rush, Feint (both hits)
|effect=Wall Rush, Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/0/0d/Brv_tifa_waterkick.jpeg
|imgpos=
|cancels=Dodge, Attack (Kick) <br>Feint (Second Hit)
|asthit=
|level=1
|ap=170
|gametext=[Close] A low-to-high kick combo. <br>Can combo without hitting.
}}
}}
''[Close] A low-to-high kick combo. Can combo without hitting.''
 
Waterkick is Tifa's main close-range {{keyword|poke|poke=1}} and {{keyword|punish|punish=1}} tool. It's very fast at 11 frames and leads to her Somersault {{keyword|HP link|hplink=1}} on hit, which can start {{keyword|assist combos.|assistcombo=1}} It's an important move in all ground combat scenarios, including punishing ground dodges. Somersault assist combos can do considerable damage anywhere with '''[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]''', so Tifa can encourage opponents to become airborne just to avoid it.
 
Waterkick's range is short, but it has plenty of {{keyword|active|active=1}} frames. Tifa can use that to {{keyword|option select|optionselect=1}} Somersault by repeatedly pressing Square {{pspsqu}} and then dodging when the first kick is recovering. Tifa can dodge quickly after the first kick, so she won't get {{keyword|whiff punished|whiffpunish=1}} very easily on reaction.
 
Feint can be done while Tifa is doing the second hit. If the first hit connected, Tifa can use feint to move behind her opponent and hit them in a different direction instead. This can be useful for switching sides if Tifa has her back against a wall.
 
If Tifa blocks an airborne opponent and staggers them, Waterkick will usually miss. Tifa can do the second hit even if Waterkick misses, but it needs to wall rush to do meaningful damage with assist. Tifa can only feint the second hit, so it's done more as a defensive-offensive {{keyword|mixup|mixup=1}}, instead of protecting her after a ground dodge. Regardless, finishing Waterkick once in a while can disorient opponents, and Tifa needs every bit of advantage she can get.


</tabber>
</tabber>


== Aerial ==
=== Aerial ===


<tabber>
<tabber>
|-|Elbow Smash=
|-|Elbow Smash=
{{AbilityInfo
{{AbilityInfo
|damage=8, 12 (20)
|damage='''20''' (8, 12)
|startup=11F
|startup=11F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall rush, Feint (both hits)
|effect=Wall Rush, Feint (both hits)
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/8/85/Brv_tifa_elbow_smash.jpeg
|imgpos=60%
|cancels=Dodge, Attack (Elbow), Feint
|asthit=
|level=1
|ap=80
|gametext=[Close] Elbow smash combo. <br>Can combo without hitting.
}}
}}
''[Close] Elbow smash combo. Can combo without hitting.''
 
Elbow Smash is Tifa's main air {{keyword|poke|poke=1}}. It's a multi-purpose move that can start offense, build assist gauge, {{keyword|whiff punish|whiffpunish=1}} attacks with short {{keyword|recovery|recovery=1}} and fend off nearby opponents. She moves slightly forward with both hits, moreso with the first. Elbow Smash's fast {{keyword|startup|startup=1}} is unreactable, and it's her main tool for punishing air dodges after a Free Air Dash. Tifa can also '''[[Assist_(Dissidia_012)#Assist_Lock|lock]]''' the opponent's assist after '''[[Assist_(Dissidia_012)#Assist_Change|Assist Change]]''' with this move, while only being briefly vulnerable.
 
Elbow Smash is one of the primary ways to safely {{keyword|convert|conversion=1}} to HP damage with assist in the air. This can be done with the first hit, but there isn't much time to react due to short {{keyword|hit stun|hitstun=1}}. The assist combos are great for Tifa, but the low base damage and limited combo routes heavily affect the total damage. Since Tifa is expected to use Elbow Smash often, she can sometimes struggle to establish good momentum even when this move hits. The low damage and melee priority can skew the risk / reward ratio in opponent's favor, as her other {{keyword|mixups|mixup=1}} are more committal. Other similar pokes such as {{012clo}}'s Double Cut and {{012wol}}'s Dayflash generate 90 EX, in addition to having other useful traits. Elbow Smash only generates 30 EX, and has situational utility for its feint.
 
Despite Elbow Smash's lackluster damage, Tifa has to rely on this move. Having a poke with short recovery is essential in competitive play, so it's very valuable regardless. Just like Waterkick, Tifa can finish Elbow Smash even if it misses. Similarly, it can wall rush for assist combos, though the damage is still not especially high.
 
Feint can be done while Tifa is doing the second hit. If the first hit connected, Tifa can use feint to move behind her opponent and hit them in a different direction instead. This can be useful for switching sides if Tifa has her back against a wall.


|-|Falcon's Dive=
|-|Falcon's Dive=
{{AbilityInfo
{{AbilityInfo
|damage=26
|damage='''26'''
|startup=23F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=0
|ex=0
|effect=Wall rush, Feint
|effect=Wall Rush, Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/d/d0/Brv_tifa_falcons_dive.jpeg
|imgpos=
|cancels=Dodge, Feint
|asthit=
|level=8
|ap=100
|gametext=[Dive] Descend quickly from above.
}}
}}
''[Dive] Descend quickly from above.''
 
Tifa's divekick acts as a secondary aerial {{keyword|poke|poke=1}} and a {{keyword|punish|punish=1}} move against grounded opponents. It is also her strongest combo move in EX Revenge, and strongest combo {{keyword|filler|filler=1}} during Kuja assist, who is one of her better assists.
 
Falcon's Dive has short {{keyword|recovery|recovery=1}}, which can be {{keyword|cancelled|cancel=1}} quickly. It's fairly safe to throw out, but it can be hard to hit if she's not above her opponent. Tifa doesn't move forward much before descending, so she has to make sure she is at a good angle before using Falcon's Dive. Once it connects, Falcon's Dive can wall rush in a blink of an eye, and go for an assist combo.
 
The 26 base damage and wall rush make this one of Tifa's more damaging air braveries overall. And because Tifa has more use for downward attacks than rising attacks, Falcon's Dive is also equipped often. It's a good move for its relative safety, even if it requires wall rush and assist to really shine.


|-|Moonsault Kick=
|-|Moonsault Kick=
{{AbilityInfo
{{AbilityInfo
|damage=9, 9, 2 x 3, 16 (40)
|damage='''40''' (9, 9, 2 x 3, 16)
|startup=25F
|startup=25F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=90
|effect=Chase, Feint (both parts)
|effect=Chase, Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/3/3d/Brv_tifa_moonsault_kick.jpeg
|imgpos=
|cancels=Dodge, Feint (both parts)
|asthit=
|level=32
|ap=100
|gametext=[Mid] Graceful kicks. <br>Can combo without hitting.
}}
}}
''[Mid] Graceful kicks. Can combo without hitting.''
 
Moonsault Kick is an advancing two-stage attack that ends with a quick forward dive. The {{keyword|startup|startup=1}} is slow enough to be {{keyword|reactable|reactable=1}}, but its other strengths can offset this. For one, Tifa can feint instantly (similar to Beat Rush) to protect herself or hit behind blocks. It has the highest base damage out of Tifa's entire move list, which scales well with critical hits. It can start assist combos reliably without walls and it has decent lateral range as well.
 
In some ways, Moonsault Kick can be considered an aerial version of Beat Rush in its application. It's a relatively high damaging bravery with instant feint and good EX generation. It's more rewarding when used as a {{keyword|punish|punish=1}}, and it supports Tifa's Elbow Smash as a {{keyword|mixup|mixup=1}} tool. As such, Moonsault Kick is a staple in competitive play.
 
Tifa has two feints with Moonsault Kick. She can feint before the first part or the second part. Both feints can be done in a row, but the opponent can dodge in between feints if Tifa is slow and / or predictable with this. The main draw with this technique is to get more critical hits from Sneak Attack extra ability. It also works as a callout against opponents who are expecting Tifa to lunge into a block from a distance.
 
If Tifa uses Moonsault Kick while '''[[Lock_Off|locked off]]''', she can move in any direction she is facing. This is useful for building assist gauge safely in large stages, because Tifa creates distance from opponent, and she cannot be blocked.
 
Moonsault Kick's finishing lunge is a multi-hit attack. If Tifa calls assist at a very specific time during this lunge, Moonsault Kick's {{keyword|knockback|knockback=1}} is negated.


|-|Dolphin Blow=
|-|Dolphin Blow=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 5, 24 (29)
|damage='''29''' (1 x 5, 24)
|startup=23F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall rush, Feint
|effect=Wall Rush, Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/9/97/Brv_tifa_dolphin_blow.jpeg
|imgpos=
|cancels=Dodge, Feint
|asthit=
|level=16
|ap=100
|gametext=[Rise] Uppercut in the form of a dolphin. <br>Useful from below.
}}
}}
''[Rise] Uppercut in the form of a dolphin. Useful from below.''
 
Tifa ascends with a multi-hit uppercut. It may have the same {{keyword|startup|startup=1}} as Falcon's Dive, but Tifa moves slightly slower during the attack. Dolphin Blow can {{keyword|whiff punish|whiffpunish=1}} opponents who are above Tifa. Similar to Falcon's Dive, it needs wall rush to deal the most damage with assists. Dolphin Blow has the second highest base damage out of Tifa's air braveries. So if Tifa gets a ceiling wall rush, Dolphin Blow is Tifa's go-to assist combo {{keyword|filler|filler=1}} for bravery damage.
 
Dolphin Blow takes longer to finish than Falcon's Dive, but it can be {{keyword|cancelled|cancel=1}} very early during its {{keyword|recovery|recovery=1}}. In that sense, it also works as a relatively safe secondary {{keyword|poke|poke=1}} in the {{keyword|neutral|neutral=1}}. What makes this move a bit more situational is the reliance on ceiling wall rushes; Many stages are vertically tall, and Tifa doesn't get much reward on hit without ceilings. There aren't many {{keyword|matchups|matchup=1}} where she could use this reliably even when ceiling is available. {{012ulti}} is a good example of this with her charged Knight's Lance strategies. She may fight at the ceiling, but Tifa cannot use Dolphin Blow to get past Ultimecia's high priority trap. Dolphin Blow won't wall rush immediately like Falcon's Dive, so it won't necessarily trade in Tifa's favor either.
 
As such, Dolphin Blow is usually a secondary consideration for Tifa.


|-|Blizzard=
|-|Blizzard=
{{AbilityInfo
{{AbilityInfo
|damage=10 (10)
|damage='''10'''
|startup=31F
|startup=31F
|type=Magical
|type=Magical
Line 150: Line 277:
|effect=--
|effect=--
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/1/17/Brv_tifa_blizzard_a.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=1
|ap=80
|gametext=[Long] Fire ice crystals. <br>Slow speed, but long range.
}}
}}
''[Long] Fire ice crystals. Slow speed, but long range.''
 
Midair Blizzard is very similar to ground Blizzard. Low damage, short {{keyword|hit stun|hitstun=1}} and good vertical {{keyword|tracking|tracking=1}}. The short {{keyword|recovery|recovery=1}} lets Tifa avoid {{keyword|assist punishes|assistpunish=1}} that aren't predicted as well. Just like ground Blizzard, the midair version can barely combo into Kuja assist if Tifa is sure it will hit against a cornered opponent.
 
Blizzard's aerial version is not often prioritized, because it provides very few benefits compared to Tifa's essential melee moves. However, it still remains a "low risk, low reward" midrange {{keyword|poke|poke=1}} that lets Tifa keep her distance from opponents. Tifa can build assist gauge with Blizzard and occasionally try to interrupt her opponent's flow. With enough patience, Tifa could potentially invite opponent to approach her.


</tabber>
</tabber>


= HP Attacks =
== HP Attacks ==
== Ground ==
=== Ground ===
<tabber>
<tabber>
|-|Meteodrive=
|-|Meteodrive=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage='''15'''
|startup=39F
|startup=39F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=30
|ex=30
|effect=Wall rush, Feint
|effect=Wall Rush, Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/9/9c/Hp_tifa_meteodrive.jpeg
|imgpos=
|cancels=Dodge, Feint
|asthit=
|level=1
|ap=130
|gametext=[Close] Kick upwards, then strike down. <br>Vertically limited.
}}
}}
''[Close] Kick upwards, then strike down. Vertically limited.''
 
Meteodrive is a close-range HP that wall rushes on the ground. The range is short, but it can be used as a block {{keyword|punisher|punish=1}}. The feint covers a decent amount of distance, which can help move behind opponents. Tifa will complete the attack even if it misses, but the animation isn't the longest out of her ground HPs.
 
Tifa's other ground HPs cover more situations while having higher damage potential. As a result, Meteodrive is not often prioritized in competitive play.


|-|Meteor Strike=
|-|Meteor Strike=
{{AbilityInfo
 
|damage=1x (2/7/13), 15 (17/22/28)
{{AbilityInfo3
|startup=33F, 42F (half charge), 58F (full charge), hitbox 7F after release
|ver1=Normal
|type=Physical
|damage1='''17''' (1 x 2, 15)
|priority=Melee High
|startup1=33F, {{keyword|Hitbox|hitbox=1}} 7F after release
|ex=3 per hit
|type1=Physical
|effect=Wall rush, Feint
|priority1=Melee High
|cp=30 (15)
|ex1=3 per hit
|effect1=Wall Rush, Feint
|cancels1=Dodge, Feint
|asthit1=
|gametext=[Close~Long] Charge at foe. <br>Hold button to change distance.
|level=36
|ap=130
|cp=
|ver2=Half Charge
|damage2='''22''' (1 x 7, 15)
|startup2=42F, {{keyword|Hitbox|hitbox=1}} 7F after release
|type2=Physical
|priority2=Melee High
|ex2=3 per hit
|effect2=Wall Rush, Feint
|cancels2=Dodge, Feint
|asthit2=
|ver3=Full Charge
|damage3='''28''' (1 x 13, 15)
|startup3=58F, {{keyword|Hitbox|hitbox=1}} 7F after release
|type3=Physical
|priority3=Melee High
|ex3=3 per hit
|effect3=Wall Rush, Feint
|cancels3=Dodge, Feint
|asthit3=
|image=https://dissidia.wiki/images/1/1f/Hp_tifa_meteor_strike.jpeg
|imgpos=
}}
}}
''[Close~Long] Charge at foe. Hold button to change distance.''
 
Meteor Strike is an advancing combo HP that's used for high damage potential. It has the highest base damage out of Tifa's ground HPs and works well as follow-up to Blizzaga or assists. Tifa can charge Meteor Strike by holding Square {{pspsqu}}, which increases bravery damage and travel distance. When charged, Tifa will pursue the opponent on the ground with good {{keyword|tracking|tracking=1}} and long {{keyword|active|active=1}} frames.
 
Meteor Strike is effective in assist combos, both as a starter and ender. It can wall rush on the ground in most stages, which synergizes very well with high base bravery and Side by Side {{accsp}} builds. If Tifa started a combo with an HP, the charged versions also give more time for base bravery to recover. In those cases, Meteor Strike is good as a general assist combo ender on the ground.
 
Tifa can use Meteor Strike defensively as well. She takes a low crouching stance during {{keyword|startup|startup=1}}. She can evade some {{keyword|air-to-ground|air-to-ground=1}} attacks this way, and then immediately strike back. Tifa cannot feint during startup, but she can feint while the move is active. After a feint, Tifa can start charging Meteor Strike again. That makes Meteor Strike a relatively safe move to {{keyword|whiff|whiff=1}}, as Tifa can prevent herself from becoming vulnerable right in front of her opponent. Reflecting high priority projectiles is also possible in this manner.
 
If Meteor Strike connects, but the opponent escapes with Assist Change, Tifa will attempt to move behind opponent and hit them. This is not guaranteed damage against dodges, and Tifa has a relatively low maximum height limit. Blizzaga can cause a '''[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]''' for Meteor Strike, which can put unaware opponents into a damaging assist combo.


|-|Burning Arrow=
|-|Burning Arrow=
Line 189: Line 370:
|priority=Melee High
|priority=Melee High
|ex=0
|ex=0
|effect=Wall rush, Feint
|effect=Wall Rush, Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/e/ec/Hp_tifa_burning_arrow.jpeg
|imgpos=40%
|cancels=Dodge, Feint
|asthit=
|level=4
|ap=130
|gametext=[Mid] Ultra high-speed kick. <br>Extremely quick.
}}
}}
''[Mid] Ultra high-speed kick. Extremely quick.''
 
Burning Arrow is Tifa's only 1-hit HP. Tifa advances forward in a straight line, and the attack is {{keyword|active|active=1}} during its entire movement. Burning Arrow works as a midrange {{keyword|punish|punish=1}} tool, usually against ground dodges. It can reflect high priority projectiles reliably. As a 1-hit HP, it is also important for resolving EX Revenge {{keyword|checkmates|checkmate=1}}.
 
Most of Tifa's ground HPs wall rush on the ground, but Burning Arrow wall rushes on walls specifically. That limits her combo routes and the move's overall power, but it's still effective with Kuja or Tidus assists. Tifa can feint right before the kick, and then kick afterwards. That can be useful as a reactive emergency brake, in case Tifa did not make a good {{keyword|read|read=1}} on her opponent.


|-|Rolling Blaze=
|-|Rolling Blaze=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 7 (7)
|damage='''7''' (1 x 7)
|startup=45F
|startup=45F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=87
|ex=3 per hit (max 21)
|effect=Wall rush, Feint
|effect=Wall Rush, Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/d/d8/Hp_tifa_rolling_blaze_g1.jpeg
|imgpos=
|cancels=Dodge, Feint
|asthit=
|level=23
|ap=130
|gametext=[Rise] Grab foe and throw to ground. <br>Short horizontal range.
}}
}}
''[Rise] Grab foe and throw to ground. Short horizontal range.''
 
[[File:Hp_tifa_rolling_blaze_g2.jpeg|300px|thumb|Rolling Blaze, as seen before it connects.]]
 
Rolling Blaze is Tifa's primary {{keyword|anti-air|anti-air=1}} attack. Tifa moves quickly at a diagonal angle while going up, while having a constant high priority {{keyword|hitbox|hitbox=1}}. Tifa uses Rolling Blaze to threaten air space, challenge {{keyword|whiffs|whiff=1}} and punish dodges ('''[[Dodge_(Dissidia_012)#Ground_Dodge_(Forward)|forward ground dodge]]''' and air dodges). If it hits, Tifa can wall rush on the ground for big damage with assist. As such, Rolling Blaze is a very important move for Tifa.
 
Tifa can feint Rolling Blaze during the initial lunge to {{keyword|cancel|cancel=1}} it early. She can follow up with another Rolling Blaze after the feint, which greatly extends Rolling Blaze's maximum range. This is great for Tifa, as she is only vulnerable for a very brief period during the feint. Punishing her feint requires precise timing, so Tifa can get away with using Rolling Blaze out of respect for the danger she presents.
 
Rolling Blaze is quite powerful in close-range, but it also has weak lateral range. It cannot reliably hit opponents who move away with directional dashes and backward dodges. Tifa also cannot travel across large stages with Rolling Blaze, so it only has presence in close-range near the ground. If Rolling Blaze clashes with a lower priority move, Tifa staggers the opponent, but won't drag them down with her. Assists can {{keyword|convert|conversion=1}} off of that, but it impacts her ability to get reward against clashes specifically.
 
This is considered a staple move for Tifa. It has good {{keyword|neutral|neutral=1}} applications and it yields good reward for Tifa if it connects. Similar to Burning Arrow, Rolling Blaze can also reflect higher priority projectiles.


|-|Somersault=
|-|Somersault=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=- (+Waterkick, 8 Total)
|startup= / +Waterkick (8)
|startup=?
|type=-
|type=-
|priority=Melee High
|priority=Melee High
Line 215: Line 422:
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/7/70/Hp_tifa_somersault.jpeg
|imgpos=
|cancels=Dodge
|asthit=
|level=
|ap=130
|gametext=Branching from Waterkick. <br>[Combo] Kick opponent upwards.
}}
}}
''Branching from Waterkick. [Combo] Kick opponent upwards.''
 
Somersault is Tifa's only {{keyword|HP link|hplink=1}}, and it's pretty powerful at that. It has very fast {{keyword|startup|startup=1}} and leads to assist combos anywhere. As an HP link, it also fills assist gauge with Side by Side {{accsp}} and leads to lots of damage with high base bravery builds.
 
This move is the reason Waterkick is as strong as it is; It encourages opponents to block or give up their grounded position altogether. Even if the opponent escapes with LV1 Assist Change, Tifa cannot be punished afterwards, which is a boon for an HP link. The overall safety and effectiveness of Somersault make it another staple move for Tifa.


</tabber>
</tabber>


== Aerial ==
=== Aerial ===
<tabber>
<tabber>
|-|Rolling Blaze=
|-|Rolling Blaze=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 7 (7)
|damage='''7''' (1 x 7)
|startup=45F
|startup=45F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=87
|ex=3 per hit (max 21)
|effect=Wall rush, Feint
|effect=Wall Rush, Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/0/0c/Hp_tifa_rolling_blaze_a1.jpeg
|imgpos=
|cancels=
|asthit=
|level=12
|ap=130
|gametext=[Dive] Grab foe and throw to ground. <br>Short horizontal range.
}}
}}
''[Dive] Grab foe and throw to ground. Short horizontal range.''
 
[[File:Hp_tifa_rolling_blaze_a2.jpeg|thumb|300px|Rolling Blaze, as seen before it connects.]]
 
Aerial Rolling Blaze is similar to grounded version in many aspects. The main difference is Tifa moves at a downward angle instead of upward. It's equally important for Tifa as a threatening {{keyword|air-to-ground|air-to-ground=1}} move and an {{keyword|assist combo|assistcombo=1}} tool. It still wall rushes on the ground, so Tifa can deal great damage with assist. And thanks to the generous {{keyword|active|active=1}} frames, it can threaten space below Tifa as well.
 
Since Rolling Blaze is used from above, Tifa can damage the opponent even when it clashes with a lower priority move. Feints still increase Rolling Blaze's range a lot, so it's effective at controlling space and shutting down opponents frantically {{keyword|whiffing|whiff=1}} and dodging.
 
The weaknesses are also similar to the ground version. Midair Rolling Blaze has strong downward {{keyword|tracking|tracking=1}}, but weak lateral range. If Tifa staggers an opponent by blocking, she can miss at equal height if she is not in {{keyword|point blank|pointblank=1}} range. Opponents can move away from Tifa with directional dashes and dodges. The lack of upward movement means Tifa cannot catch opponents jumping above her, either. And though Tifa is briefly vulnerable during the feint, she can still be hit out of it.
 
Rolling Blaze is capable of extraordinary damage output with high base bravery builds and {{012aer}} assist. If Tifa has two assist gauges, she can call Aerith for a second time before following through with another Rolling Blaze. This is one of Tifa's most rewarding combo routes, though the conditions for it cannot always be met in the air.


|-|Meteor Crusher=
|-|Meteor Crusher=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 8, 2 (10)
|damage='''10''' (1 x 8, 2)
|startup=33F, 32F (half charge), 46F (full charge), hitbox 17F after release
|startup=33F <br>32F (half charge) <br>46F (full charge) <br>{{keyword|Hitbox|hitbox=1}} 17F after release
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
Line 243: Line 476:
|effect=Feint
|effect=Feint
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/6/6f/Hp_tifa_meteor_crusher.jpeg
|imgpos=
|cancels=Dodge, Feint (During Charge)
|asthit=
|level=1
|ap=130
|gametext=[Close~Mid] Unleash a flurry of attacks. <br>Increase charge speed with button hold.
}}
}}
''[Close~Mid] Unleash a flurry of attacks. Increase charge speed with button hold.''


Meteor Crusher is a chargeable HP attack that transitions into a combo on hit. It's a common block punisher and assist combo ender in the air due to its speed and range when charged. Meteor Crusher is tied for fastest {{keyword|startup|startup=1}} with uncharged Meteor Strike, and the recovery is relatively short for an HP attack.
Tifa can charge Meteor Crusher by holding Square {{pspsqu}}, which has some benefits in the {{keyword|neutral|neutral=1}}. Meteor Crusher gets a considerable range increase with a charge. When Tifa releases the charge, she moves quickly towards opponent before attacking. The charge can be held for a couple seconds after reaching max charge, and Tifa can feint while moving towards opponent. These make {{keyword|raw|raw=1}} Meteor Crusher safer to use, and its effective for punishing air dodges on reaction. If Tifa feints, she cannot charge again and must instead do Meteor Crusher in place.
The initial {{keyword|hitbox|hitbox=1}} is a bit small and the range is very short without a charge. A charged Meteor Crusher does not move Tifa high up if she is far from opponent. And if she chooses to charge, she is vulnerable when moving towards opponent. Meteor Crusher does not have strong downward {{keyword|tracking|tracking=1}}, though it can pick up opponents after clashing with a lower priority move. As a multi-hit, Tifa cannot use this to circumvent EX Revenge {{keyword|checkmates|checkmate=1}}, which is relevant, since air combat is very common. Tifa is vulnerable to attacks after LV1 Assist Change, but her movement and {{keyword|dodge cancel|dc=1}} window make it hard for opponents to {{keyword|punish|punish=1}} her
Overall, Meteor Crusher is an important move for Tifa. It covers angles that aerial Rolling Blaze cannot, while providing some {{keyword|midscreen|midscreen=1}} utility. It's lower reward due to lack of wall rush, but assists can still combo if opponent is against a wall.
</tabber>
</tabber>


= EX Mode: Equipped Premium Heart! =
== EX Mode: Equipped Premium Heart! ==
Effects:
Effects:
* Regen
* Regen
Line 254: Line 500:
* Premium Heart
* Premium Heart


== Premium Heart ==
=== Premium Heart ===
''[Always active while in EX Mode]
''[Always active while in EX Mode]
The fuller the EX Gauge, the more damage dealt.''
The fuller the EX Gauge, the more damage dealt.''


== EX Burst: Final Heaven ==
=== EX Burst: Final Heaven ===
''A flurry of attacks ending in one ferocious tackle. Watch your timiing and stop the reels. The better the combo, the more damage dealt.''
{{image|https://dissidia.wiki/images/9/94/Ex_burst_tifa.jpeg}}
''A flurry of attacks ending in one ferocious tackle. Watch your timing and stop the reels. The better the combo, the more damage dealt.''
 
{|class="wikitable"
|-
! !! Maximum EX !! Minimum EX
|-
! <span class="dotted">{{#tooltip: Base Damage (Initial) | The attack's baseline damage value before equipment and stats are considered. }}</span>
|15, 25 ('''40''') || 8, 13 ('''21''')
|-
! <span class="dotted">{{#tooltip: Base Damage (Rest) | The attack's baseline damage value before equipment and stats are considered. }}</span>
| 13 x 7 ('''91''') (131 total) || 7 x 7 ('''49''') (70 total)
|-
|Type ||colspan="2" style="text-align: center;" | ??
|}
 
Final Heaven requires stopping all seven slots on a "Yeah!" symbol for a perfect version. A slot stops when Cross {{pspcro}} is pressed. When all slots have been stopped, Tifa will follow through with seven attacks. The damage for each hit depends on the symbol; Yeah is a full damage attack, hit is a lower damage attack, and miss will do no damage at all. Tifa can do any combination of yeahs, hits and misses.


The damage multipliers scale with remaining EX gauge. More EX left, higher damage.
Contrary to their appearance, the symbols aren't that random. Several yeah symbols scroll down in one go, so it is possible to react to them and stop the reel there. Once the first yeah has been confirmed, the remaining yeahs can be aligned with a relatively steady rhythm of one button press per ~1-1.5 seconds. Getting this timing may require a bit of practice. Auto EX Command Ω won't require any player input at all, but costs 20 capacity points.


Maximum EX
The base damage scales with remaining EX gauge. More EX means higher damage. As such, Final Heaven is best used as soon as EX mode has been activated. Missing out on bravery critical hits during assist combos may sound bad, but it's worth noting that Final Heaven with max EX gauge is one of the strongest EX Bursts in the game.
{{burst
 
|damage1=15, 25 (40)
== Unique Mechanics - Feints ==
|damage2=13 x 7 (91) (131 total)
 
|type=??
{{image|https://dissidia.wiki/images/c/c9/Brv_tifa_feint.gif}}
}}


Minimum EX
{{burst
|damage1=8, 13 (21)
|damage2=7 x 7 (49) (70 total)
|type=??
}}


= Tifa's mechanics (Feints) =
Tifa can {{keyword|cancel|cancel=1}} most of her attacks into a feint. This is an invincible dash that can go through opponents. Press Cross {{pspcro}} during an attack's {{keyword|startup|startup=1}} to feint it. For example, Beat Rush > Cross {{pspcro}} > Beat Rush (hits). After feint happens, Tifa can continue with the preceding attack or wait until the feint ends.
Many of Tifa's bravery and HP attacks can be cancelled into an advancing invincible dash that can go through opponents. Press X during an attack's start-up to "feint" it. After the motion has occurred, Tifa can continue with the preceding attack or wait until the feint state ends. So for example, Beat Rush > X > Beat Rush (hits).


{|class=wikitable
{|class=wikitable
Line 309: Line 563:
|}
|}


A feint allows Tifa to delay her attack for about one (1) full second before being locked into unactionable recovery frames. This can be used to extend an attack's range and increase ambiguity on your attack timing, most notably with the Rolling Blaze HP attacks.
Feints allow Tifa to delay her attack for about one (1) full second before being locked into unactionable {{keyword|recovery frames|recovery=1}}. This can be used to extend an attack's range and increase ambiguity on the attack timing. Rolling Blaze is notorious for this, but braveries also benefit from the delayed timing. This is because Tifa can wait until opponent's block won't guard attacks anymore, and then strike hard.


Because Tifa is invincible when initiating a feint, it is also possible to use it as a post-dodge defensive option.
Tifa will move forward whenever she feints. She will only move behind opponent if she is close enough to them. The direction cannot be altered manually. Tifa cannot {{keyword|mixup|mixup=1}} with a different attack after feinting, either. However, feints are good as a defensive option, since Tifa is invincible during it. This is great for staying safe against dodge punish attempts, and it's one of the few options in the game with invincibility.
   
   
Tifa can be hit after the feint teleport as well as the recovery period, which make her vulnerable to interruptions. One way to cover this is to have assist meter ready to respond to opponent’s interactions. Escaping damage or intercepting the opponent’s approach can work out well, but there will inevitably be a little bit of guessing involved when facing a different player.
Tifa can be hit after the feint teleport and during its recovery period, which make her vulnerable to attacks. One way to cover this is to have assist gauge ready for opponent’s interaction. Escaping damage or intercepting the opponent’s approach can work out well, but there will inevitably be a little bit of guessing involved depending on the {{keyword|matchup.|matchup=1}}


Feints are better used sparingly early in the match to see how the opponent reacts to them. Once you get a good idea of how they respond, you can adjust your strategy accordingly.
Feints are better used sparingly early in the match to see how the opponent reacts to them. Once you get a good idea of how they respond, you can adjust your strategy accordingly.
Line 320: Line 574:
   
   
* Running or jumping out of range
* Running or jumping out of range
* Fast bravery or HP attacks (e.g. Squall’s Beat Fang, Yuna’s Diamond Dust or Cloud’s Braver)
* Interrupting with fast attacks (e.g. Squall’s Beat Fang, Yuna’s Diamond Dust)
* Reacting with assist call or using assists in tandem with their own attack to pincer her.
* Chasing with a homing attack (e.g. Cloud's Braver, Vaan's Inferno)
* Reacting with assist and using it in tandem to pincer her.
 
== Combos ==
 
=== Solo ===
 
=== Assist ===
All assists use their designated bravery attack unless stated otherwise.


= Builds =
<tabber>
<tabber>
|-|Side by Side=
|-|Kuja=
 
Tifa's easiest air assist combo enders are Moonsault Kick (bravery damage and EX) and Meteor Crusher (HP). Meteor Crusher has very short range if it's uncharged, so it is recommended to finish an assist combo by charging Meteor Crusher for roughly 0.6 seconds. This is enough time for the Assist Chase teleport slowdown to end without sacrificing much hit stun in the process.
 
== Ground ==
Tifa combos well with wall rush and her damage output increases exponentially with ground wall rushes thanks to Kuja bravery assist's holding potential.
 
{| class="wikitable sortable"
! scope="col"| Starter
! scope="col"| Combo
! scope="col"| Damage
! scope="col"| EX Force
! scope="col"| Notes
! scope="col"| Video
|-
|rowspan="2"|Waterkick > Somersault || -- || 8 + HP || 90 (30, 60) || -- || --
|-
|Kuja > AC > Meteor Crusher || '''68 + HP x2''' (8, HP, 50, 10) || '''177''' (30, 60, 87) || Basic HP link combo that leaves Tifa airborne. Charge Meteor Crusher for roughly 0.6 seconds to increase tracking and hit the opponent consistently. || video
|-
|rowspan="2"|Beat Rush (2nd hit) || -- || 19 (8, 11) || ?? || BRV starter, either after approaching or defending with feint after a dodge. || video
|-
|Kuja > AC > Meteor Crusher || '''79''' (8, 11, 50, 10 + HP) || ?? || -- || video
|-
|rowspan="2"|Blizzara || -- || 24 (1, 2 x 10, 3) || 0 || Wall Rush. || --
|-
|WR > Kuja > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > AC > Meteor Crusher || '''133 + HP & WR''' (24 + WR, 47, 26 + WR, 26 + WR, 10 + HP) || '''87''' (0, 0, 0, 87) || The later Blizzara hits, the more time Tifa has to fit in two Falcon's Dives during ground Kuja BRV assist. || video
|-
|rowspan="2"|Blizzaga || -- || 30 (1, 2 x 10, 9) || 0 || Wall Rush. Blizzaga is Tifa's highest damaging ground BRV combo starter, but due to it's slow startup it is difficult to land it in practical situations.
|-
|WR > Kuja > DC (up or towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher || '''139''' (30 + WR, 47, 26 + WR, 26 + WR, 10 + HP) || '''87''' (0, 0, 0, 87) || Tifa is actionable before Blizzaga wall rushes with a dodge cancel. Use that to add Falcon's Dives during the ground Kuja BRV assist.
|-
|rowspan="2"|Burning Arrow || -- || 0 + HP WR || 0 || Wall Rush. Dodge punishment combo starter. || --
|-
|WR > Kuja > AC > Meteor Crusher || '''60 + HP x2 & WR''' (0 + HP WR, 50, 10 + HP) || '''87''' (0, 87) || Base bravery HP damage is usually enough for base bravery to mostly recover during Meteor Crusher. || video
|-
|rowspan="2"|Rolling Blaze || -- || 1x7 + HP WR ||3 per hit (max 21) || Wall Rush. Works after staggering with a block or anti-airing. || --
|-
|WR > Kuja > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher || '''116''' (7 + HP WR, 47, 26 + WR, 26 + WR, 10) || '''108''' (21, 87) || Wall Rush. Falcon's Dive is Tifa's highest damaging assist combo filler, but it can be easy to miss the opponent or dodge cancel the dive slightly late. || video
|}
 
== Aerial ==
 
Tifa doesn't have access strong assist combo fillers and her aerial combo starters aren't particularly stronger compared to the ground combo starters. She can still get ground Kuja assist with Falcon's Dive and Rolling Blaze, but they're not easy to land against airborne opponents. Nevertheless, even though the combo routes are basic, they're all functional.
 
{| class="wikitable sortable"
! scope="col"| Starter
! scope="col"| Combo
! scope="col"| Damage
! scope="col"| EX Force
! scope="col"| Notes
! scope="col"| Video
|-
|rowspan="2"|Elbow Smash (1st hit) || -- || 8 || ?? || Quick air poke combo starter. || --
|-
|Kuja > AC > Meteor Crusher || '''68''' (8, 50, 10 + HP) || ?? + 87 || Basic. || video
|-
|rowspan="2"|Elbow Smash || -- || 20 (8, 12) || 30 || Wall Rush. || --
|-
|WR > Kuja > DC (pincer the opponent) > Moonsault Kick (1st part) > DC > AC > Meteor Crusher || '''98 + HP''' (8, 12, 50, 9, 9, 10 + HP) || ?? (30, ??, 87) || Wall Rush. Moonsault Kick is an easy filler during Kuja's air brv assist. Dodge behind the opponent so that Tifa and Kuja are attacking from both sides. || video
|-
|rowspan="2"|Moonsault Kick (1st part) || -- || 18 (9, 9) || ?? || Air combo starter. No wall required. Can be used after approaching or doing a feint. || --
|-
|Kuja > DC (pincer the opponent) > Moonsault Kick (1st part) > DC > AC > Meteor Crusher || '''96''' (9, 9, 50, 9, 9, 10 + HP) || ?? (??, ??, 87) || Moonsault Kick (1st) works as a filler here as well. Just like with the Elbow Smash WR, dodge behind the opponent to attack the opponent from both sides, without pushing them out of Kuja assist. || video
|-
|rowspan="2"|Moonsault Kick || -- || 40 (9, 9, 2x3, 16) || 90 || Wall / corner only. High damage combo starter when ground wall rush is not available. || --
|-
|Kuja > Empty Chase (Kuja hit) > AC > Meteor Crusher || '''100 + HP''' (40, 50, 10 + HP) || '''177''' (90, 87) || Wall / corner only. Call Kuja before chase prompt and initiate chase as Kuja hits the opponent. Don't do anything during chase (also known as [[Chase_(Dissidia_012)#Empty_Chase|'''empty chase''']] and follow up as usual. || video
|-
|rowspan="2"|Falcon's Dive || -- || 26 + WR || 0 || Wall Rush. Commonly used in air-to-ground situations or otherwise fighting an opponent who is below Tifa. Note that wall rush can happen on both floors and walls. If the dodge direction keeps Tifa close and slightly above the opponent, Falcon's Dive also works after staggering with a [[Blodge|'''blodge''']]. || --
|-
|Wall Rush > Kuja > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher || '''135''' (26 + WR, 47, 26 + WR, 26 + WR, 10 + HP) || '''87''' (0, 0, 0, 87) || Wall Rush. || video
|-
|rowspan="2"|Dolphin's Blow || -- || 29 (1x5, 24) || 30 || Wall Rush. Ceiling only. Dolphin Blow overall speed and vertical tracking are only average, so this won't be used too often. As a filler, it ''is'' stronger than Falcon's Dive but only in Dolphin Blow conversions specifically.
|-
|WR > Kuja > DC (pincer the opponent) > Dolphin Blow (WR) > DC > AC > Meteor Crusher || '''118''' (29 + WR, 50, 29 + WR, 10 + HP) || '''147''' (30, 30, 87) || Wall Rush. Ceiling only. Similiar to Moonsault Kick fillers, dodge behind the opponent and attack them from both sides. Dolphin Blow's recovery can be dodge cancelled early, which makes timing the filler Dolphin Blow much easier.
|}
 
|-|Tidus=
 
|-|Aerith=
</tabber>
 
== Builds ==
<tabber>
 
|-|Side by Side (All-rounder)=
{{Build
{{Build
|hp=10904
|hp=10904
Line 339: Line 685:
|hand=Hero's Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Hero's Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Dueling Mask
|head=Dueling Mask
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Heavy Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Block Ring
|acc1={{accbas}} Block Ring
|acc2={{accbas}} Zephyr Cloak
|acc2={{accbas}} Zephyr Cloak
Line 346: Line 692:
|acc5={{accboo}} Empty EX Gauge
|acc5={{accboo}} Empty EX Gauge
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pr-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Blue Gem
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Miracle Shoes
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} Side by Side
|acc10={{accsp}} Side by Side
|summon=Rubicante
|summon=None
}}
}}
{|class="wikitable" style="display: inline-table; margin-right: 50px;
! scope="row" colspan="3" | Bravery attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|-
|Beat Rush || Moonsault Kick
|-
|Waterkick || Falcon's Dive
|-
|Blizzaga || Elbow Smash
|-
! scope="row" colspan="2" | HP attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|Rolling Blaze || Meteor Crusher
|-
|Burning Arrow || Rolling Blaze
|-
|colspan="2"|Somersault (from Waterkick)
|}
{| class="wikitable"
!scope="row" 3 colspan="3" | Basic Abilities
|-
!Actions !! Support !! Extra
|-
|Ground Evasion || Always Target Indicator || Precision Evasion
|-
|Midair Evasion || EX Core Lock On || Counterattack
|-
|Ground Block || rowspan="15"|Assist Lock On || Assist Critical Boost
|-
|Midair Block || Disable Sneak Attack
|-
|Aerial Recovery || EXP to HP
|-
|Recovery Attack || rowspan="12"|Master Guardsman
|-
|Controlled Recovery
|-
|Wall Jump
|-
|Free Air Dash
|-
|Ground Dash
|-
|Free Air Dash Boost
|-
|Assist Gauge Up Dash
|-
|Speed Boost
|-
|Jump Times Boost
|-
|Ground Evasion Boost
|-
|Midair Evasion Boost
|-
|Evasion Boost
|}


{{BuildInfo
|overview=A Side by Side build that doesn't specialise in damage, but instead focuses on a good balance of offense and defense. Most equipment come with useful effects to help with defense (Hero's Shield's Wall Rush HP defense for example), and accessories lean towards meter depletion and bravery boost on block and dodge. Side by Side synergises well with the three boosters for a consistent x2.7 multiplier throughout the match.


Equip Master Guardsman extra ability.
Tifa's bravery damage output is often average if not below average, which is where higher base bravery, her exclusive weapon and Assist Critical Boost come in. Landing any HP attack outside of assist combos will produce a chunk of assist bar which will help Tifa stay competitive with the meter.


|-|EX Core=
Kuja assist combos off of wall rushes, staggers and unfinished bravery sequences (e.g. Elbow Smash 1st hit), which is great for learning and applying basic assist combo theory. Tifa also has access to her highest damaging assist combo filler (2x Falcon's Dive) if she wall rushes with Falcon's Dive, Meteor Strike or Rolling Blaze.
 
Because Side by Side freezes Tifa's EX gauge, she cannot gain EX at all. Be sure to collect any EX Cores that appear to prevent the opponent from taking advantage of the EX Force that Tifa generates.
 
|cpuse=This build has no spare CP. If you wish to use additional CP to support your playstyle, you will have to replace an accessory with Hero's Essence {{accsp}}.
|substitutes=Substitutes here.
|atkoverview=
|staple=
{{{!}}class{{=}}"wikitable"
! scope="row" colspan="2" {{!}} Bravery attacks
{{!}}-
! scope="col" {{!}} Ground
! scope="col" {{!}} Aerial
{{!}}-
{{!}}Beat Rush {{!}}{{!}} Elbow Smash
{{!}}-
{{!}}Waterkick {{!}}{{!}} Falcon's Dive
{{!}}-
! scope="row" colspan="2" {{!}} HP attacks
{{!}}-
! scope="col" {{!}} Ground
! scope="col" {{!}} Aerial
{{!}}-
{{!}}Rolling Blaze {{!}}{{!}} Meteor Crusher
{{!}}-
{{!}}Somersault<br>(from Waterkick) {{!}}{{!}} Rolling Blaze
{{!}}-
{{!}}}
'''Waterkick''': Poke and an assist combo starter with Somersault HP link.
 
'''Beat Rush''': Poke and post-dodge defensive option. Can [https://glossary.infil.net/?t=Hit%20Confirm '''hit confirm'''] the Kuja assist reliably with the first two hits.
 
'''Elbow Smash''': Aerial close range poke, dodge punisher. An important assist combo starter either with the first hit or after wall rushing. Practice confirming this visually.
 
'''Falcon's Dive''': Relatively safe downward (air-to-ground) poke, post-dodge defense with Feint. Assist combo starter with wall rush and for Kuja assist specifically, Tifa's '''strongest assist combo filler'''.
 
'''Rolling Blaze (ground)''': Assist combo starter and an anti-air.
 
'''Somersault''': HP link from Waterkick. Assist combo starter and increases Waterkick's overall threat.
 
'''Meteor Crusher''': Air assist combo ender, block punisher and pre-emptive dodge punisher when fully charged. Can combo into Kuja when sending the opponent into a corner (the wall / corner reduces knockback distance).
 
'''Rolling Blaze (midair)''': Air assist combo ender, air-to-ground dodge punisher / clash / space occupation.
 
|flexible=
{{{!}}class{{=}}"wikitable"
! scope="row" colspan="2" {{!}} Bravery attacks
{{!}}-
! scope="col" {{!}} Ground
! scope="col" {{!}} Aerial
{{!}}-
{{!}}Blizzara {{!}}{{!}} Moonsault Kick
{{!}}-
{{!}}Blizzaga {{!}}{{!}} Dolphin Blow
{{!}}-
! scope="row" colspan="2" {{!}} HP attacks
{{!}}-
! scope="col" {{!}} Ground
! scope="col" {{!}} Aerial
{{!}}-
{{!}}Meteor Strike {{!}}{{!}} --
{{!}}-
{{!}}Burning Arrow {{!}}{{!}} --
{{!}}-
{{!}}}
 
'''Blizzara''': Ranged low projectile that becomes mid priority when it explodes at max range. It can convert to assist combo on hit after wall rushing. Occupies space in front of Tifa, but be wary of the initial low priority.
 
'''Blizzaga''': Ranged mid projectile, can convert to assist combo on hit after wall rushing. Spawns on top of opponent and has limited vertical reach, but it is mid priority all the way through, staggering regular blocks.
 
'''Moonsault Kick''': Slower close range poke with higher brv damage, post-dodge defense with Feint. Assist combo starter with a chase setup that doesn't require a wall, making this a good recommendation for '''Aerith assist specifically'''.
 
'''Dolphin Blow''': Upward poke that is slightly faster than microdash Elbow Smash. Also works as a post-dodge defense tool with Feint. Assist combo starter with wall rush and it is Tifa's highest damaging bravery filler during air Kuja assist at the ceiling. Recommended vs. Sephiroth and Cecil.
 
'''Meteor Strike''': Pseudo-poke with forward movement, slight low-profile, longer active frames and bravery damage than Rolling Blaze when charged. Leads to ground Kuja brv assist combos and of course, let's Tifa add damage with Falcon's Dive.
 
'''Burning Arrow''': Single hit HP. Kuja assist can follow up after a wall rush, which increases Burning Arrow's damage potential. Because it doesn't inflict bravery damage, it also avoids EX Revenge counters with EX depletion. Good as a ground dodge punish, ground block punish or as an otherwise hard callout move.
 
|avoid=
{{{!}}class{{=}}"wikitable"
! scope="row" colspan="2" {{!}} Bravery attacks
{{!}}-
! scope="col" {{!}} Ground
! scope="col" {{!}} Aerial
{{!}}-
{{!}}Blizzard {{!}}{{!}} --
{{!}}-
! scope="row" colspan="2" {{!}} HP attacks
{{!}}-
! scope="col" {{!}} Ground
! scope="col" {{!}} Aerial
{{!}}-
{{!}}Meteodrive {{!}}{{!}} --
{{!}}-
 
{{!}}}
'''Blizzard''': Low priority projectile with longest reach out of the Blizzard type spells. With other spells already having higher priority and providing better reward on hit, Blizzard is not recommended for this build. It ''does'' have enough hit stun to combo into Kuja brv assist, but this requires calling him pre-emptively for consistency.
 
'''Meteodrive''': Low brv damaging HP with wall rush. The wall rush lets Kuja follow up, but otherwise it is not particuarly noteworthy compared to Tifa's other HP attacks. Meteodrive does have better feint than Meteor Strike and short animation overall, however.
|}}
 
 
|-|Side by Side (high base BRV)=
{{Build
{{Build
|hp=
|hp=9683
|cp=
|cp=450
|brv=
|brv=1623
|atk=
|atk=175
|def=
|def=183
|luk=
|luk=60
|booster=
|booster=x3.5
|setbonus=
|setbonus=None
|ast=
|ast=Aerith
|wpn=
|wpn=Piggy's Stick ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=
|head=Thornlet
|armor=
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1=
|acc1={{accbas}} Muscle Belt
|acc2=
|acc2={{accbas}} Sniper Eye
|acc3=
|acc3={{accbas}} Bravery Orb
|acc4=
|acc4={{accbas}} Dismay Shock
|acc5=
|acc5={{accboo}} Empty EX Gauge
|acc6=
|acc6={{accboo}} Summon Unused
|acc7=
|acc7={{accboo}} Pre-EX Mode
|acc8=
|acc8={{accboo}} Pre-EX Revenge
|acc9=
|acc9={{accsp}} Back-Breaking Straw
|acc10=
|acc10={{accsp}} Side by Side
|summon=
|summon=Rubicante
}}
}}
hmm
{|class="wikitable" style="display: inline-table; margin-right: 50px;
! scope="row" colspan="2" | Bravery attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|-
|Waterkick || Moonsault Kick
|-
|Beat Rush || Elbow Smash
|-
|Blizzara || Falcon's Dive
|-
! scope="row" colspan="2" | HP attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|Rolling Blaze || Meteor Crusher
|-
| Meteor Strike || Rolling Blaze
|-
|colspan="2"|Somersault (from Waterkick)
|}
 
{| class="wikitable"
!scope="row" 3 colspan="3" | Basic Abilities
|-
!Actions !! Support !! Extra
|-
|Ground Evasion || Always Target Indicator || Precision Evasion
|-
|Midair Evasion || EX Core Lock On || Disable Counterattack
|-
|Ground Block || rowspan="19"|Assist Lock On || EXP to Assist
|-
|Midair Block || rowspan="18"|Best Dresser
|-
|Aerial Recovery
|-
|Recovery Attack
|-
|Controlled Recovery
|-
|Wall Jump
|-
|Air Dash
|-
|Free Air Dash
|-
|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 Side by Side damage build that invests in high base bravery and HP wall rush to increase Tifa's damage output exponentially with Aerith assist specifically. The idea is simple: Land an HP, combo into [[Aerith_Gainsborough_(Dissidia_012)#Seal_Evil|'''Aerith's Seal Evil''']] and do another HP late enough for base bravery to fully recover. A single assist combo can do over 3000 HP damage.
 
In match-ups where Tifa can compete with her Somersault HP link or Rolling Blaze such as {{012clo}} and {{012fir}}, she can output a lot of HP damage without relying on high attack stat or critical hits. Any HP guarantees an Aerith followup (Meteor Crusher only at wall) and bravery hits still work well enough to secure at least one HP attack in an assist combo. Aerith is the only competitive assist that lets Tifa assist combo off of a completed Moonsault Kick without walls.
 
The infamous double assist combo is also possible and it's where this build really shines. If Tifa can wall rush again and use another assist meter during the first Seal Evil, she can do Rolling Blaze and call Aerith once more. Needless to say, this increases damage even further.
 
== CP Allocation ==
 
15 CP is available for another ground HP attack, the Auto-Assist Lock On support ability or additional action abilities. Removing Air Dash and Descent Speed Boost frees up another 10 CP for a total of 25 CP.
 
== Substitutes ==
 
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-
| Muscle Belt {{accbas}} || Zephyr Cloak {{accbas}} / BRV = 0 {{accboo}} / Hero's Essence {{accsp}} / Great Gospel {{accsp}} / Hero's Seal {{accsp}}  / Winged Boots {{accsp}} || Muscle Belt isn't crucial for damage output, so it can be replaced with one of the listed accessories for increased survivability, CP (extra abilities for increased crit rate, base HP or BRV) or bravery recovery.
|-
| Back-Breaking Straw {{accsp}} || Together as One {{accsp}} / accessory of your choice || Back-Breaking Straw negates Thornlet's bravery boost penalty on dodge and block. The damage output is still high even with the penalties, so if it doesn't feel deterring, it can be replaced with Together as One for more assist meter at the start which is good for stability. <br>Otherwise this can be exchanged to suit the player preference or match-up.
|-
| Muscle Belt {{accbas}} and Summon Unused {{accboo}} || Battle Hammer {{accbas}} and BRV = 0 {{accboo}} || This is for adding assist depletion to the build. Muscle Belt doesn't benefit from BRV = 0 booster, whereas Battle Hammer does, so the booster is swapped out for something stronger and more consistent.<br>BRV = 0 applies to wall rush damage and meter depletion.
|-
|Best Dresser (extra ability) || Master Guardsman (extra ability) || The base bravery (1623) can be reduced by 100 to raise the maximum health above 10,000 instead.
|}
 
= Attacks =
Tifa has a good selection of viable bravery and HP attacks, with a bit of room to accomodate different circumstances.
 
== Staple ==
These attacks are recommended regardless of matchup, stage or player preference.
 
{|class="wikitable"
! scope="row" colspan="2" | Bravery attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|Waterkick || Moonsault Kick
|-
|Beat Rush || Elbow Smash
|-
! scope="row" colspan="2" | HP attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|Rolling Blaze || Meteor Crusher
|-
|Somersault<br>(from Waterkick) || Rolling Blaze
|-
|}
 
'''Waterkick''': Poke and an assist combo starter with Somersault HP link.
 
'''Beat Rush''': Poke and post-dodge defensive option. Cannot combo into Aerith, but can synergise with her Planet Protector or even Holy if the situation allows Tifa to initiate chase.
 
'''Moonsault Kick''': Slower close range poke with higher brv damage, post-dodge defense with Feint. Assist combo starter with a chase setup that doesn't require a wall, making this a good recommendation for '''Aerith assist specifically'''.
 
'''Elbow Smash''': Aerial close range poke, dodge punisher. Assist combo starter with wall rush.
 
'''Rolling Blaze (ground)''': Assist combo starter, extender and an anti-air.
 
'''Somersault''': HP link from Waterkick. Assist combo starter and increases Waterkick's overall threat.
 
'''Meteor Crusher''': Air assist combo ender, block punisher and pre-emptive dodge punisher when fully charged. Can combo into Aerith at wall.
 
'''Rolling Blaze (midair)''': Air assist combo ender, double assist combo extender, air-to-ground dodge punisher / clash / space occupation.
 
== Flexible ==
These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.
 
Tifa has good contenders for the remaining BRV (1 ground, 1 midair) and HP slots (2 ground):
 
{|class="wikitable"
! scope="row" colspan="2" | Bravery attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|-
|Blizzara || Falcon's Dive
|-
|Blizzaga || Dolphin Blow
|-
! scope="row" colspan="2" | HP attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|Meteor Strike || --
|-
|Burning Arrow || --
|}


asd
'''Blizzara''': Ranged low projectile that becomes mid priority when it explodes at max range. It can convert to assist combo on hit. Occupies space in front of Tifa, but be wary of the initial low priority.
 
'''Blizzaga''': Ranged mid projectile, can convert to assist combo on hit. Spawns on top of opponent and has limited vertical reach, but it is mid priority all the way through, staggering regular blocks.
 
'''Falcon's Dive''': Downward (air-to-ground) poke, post-dodge defense with Feint. Assist combo starter with wall
 
'''Dolphin Blow''': Upward poke that is slightly faster than microdash Elbow Smash. Also works as a post-dodge defense tool with Feint. Assist combo starter with wall rush. Recommended vs. Sephiroth and Cecil.
 
'''Meteor Strike''': Pseudo-poke with forward movement, slight low-profile, longer active frames and bravery damage than Rolling Blaze.<br>Great to have.
 
'''Burning Arrow''': Single hit HP. Doesn't combo into Aerith, but avoids EX Revenge counters with EX depletion.
 
== Avoid ==
Generally not recommended due to being outclassed by other attacks or having little to no distinct utility.
 
{|class="wikitable"
! scope="row" colspan="2" | Bravery attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|-
|Blizzard || --
|-
! scope="row" colspan="2" | HP attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
| Meteodrive || --
|-
|}
 
'''Blizzard''': Low priority projectile with longest reach out of the Blizzard type spells. With other spells already having higher priority and providing better reward on hit, Blizzard is not recommended for this build.
 
'''Meteodrive''': Low brv damaging HP with wall rush. Doesn't combo into Aerith, but has better feint than Meteor Strike and short animation overall.


|-|BRV Boost on Dodge=
|-|BRV Boost on Dodge=
{{Build
{{Build
|hp=
|hp=9972
|cp=
|cp=450
|brv=
|brv=997
|atk=
|atk=174
|def=
|def=185
|luk=
|luk=60
|booster=
|booster=x5.5
|setbonus=
|setbonus=Adamant Chains
|ast=
|ast=Aerith / Tidus
|wpn=
|wpn=Adamant Knife ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=
|hand=Adamant Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=
|head=Dueling Mask
|armor=
|armor=Adamant Vest ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1=
|acc1={{accbas}} Zephyr Cloak
|acc2=
|acc2={{accbas}} Dismay Shock
|acc3=
|acc3={{accbas}} Battle Hammer
|acc4=
|acc4={{accboo}} BRV > Base Value
|acc5=
|acc5={{accboo}} Summon Unused
|acc6=
|acc6={{accboo}} Pre-EX Mode
|acc7=
|acc7={{accboo}} Pre-EX Revenge
|acc8=
|acc8={{accboo}} Aerial
|acc9=
|acc9={{accboo}} After 30 Seconds
|acc10=
|acc10={{accsp}} Tenacious Attacker
|summon=
|summon=Rubicante
}}
}}
CP glitch?
{|class="wikitable" style="display: inline-table; margin-right: 50px;
! scope="row" colspan="2" | Bravery attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|-
|Waterkick || Moonsault Kick
|-
|Beat Rush || Elbow Smash
|-
|Blizzaga || Dolphin Blow
|-
! scope="row" colspan="2" | HP attacks
|-
! scope="col" | Ground
! scope="col" | Aerial
|-
|Rolling Blaze || Meteor Crusher
|-
|Meteor Strike || Rolling Blaze
|-
|colspan="2"|Somersault (from Waterkick)
|}
 
{| class="wikitable"
!scope="row" 3 colspan="3" | Basic Abilities
|-
!Actions !! Support !! Extra
|-
|Ground Evasion || Always Target Indicator || Precision Evasion
|-
|Midair Evasion || EX Core Lock On || Disable Counterattack
|-
|Ground Block || rowspan="17"|Assist Lock On || EXP to HP
|-
|Midair Block || rowspan="16"|Best Dresser
|-
|Aerial Recovery
|-
|Recovery Attack
|-
|Controlled Recovery
|-
|Wall Jump
|-
|Air Dash
|-
|Free Air Dash
|-
|Ground Dash
|-
|Multi Air Slide
|-
|Free Air Dash Boost
|-
|Assist Gauge Up Dash
|-
|Jump Boost
|-
|Jump Times Boost+
|-
|Ground Evasion Boost
|-
|Midair Evasion Boost
|-
|Evasion Boost
|-
|}


Adamant Chains
A build that provides bravery every time an attack is evaded with a [[Dodge_(Dissidia_012)|'''dodge''']]. This style of build is often reserved for specific match-ups where a character may struggle to land hits and are dealing with projectiles often. Against {{012seph}} this is good for discouraging Shadow Flare use. {{012emp}} and {{012ulti}} also create situations with projectiles frequently, but all three are difficult match-ups for Tifa even with this build. Landing an HP is challenging and often carries a lot of risk, so having more bravery can justify taking the plunge.
 
The boosters don't depend on the opponent as much (no summon unused for example), but are weaker than a fully optimized set with boosters reliant on the other player's build. At maximum booster multiplier, a single dodge generates 146 bravery.
 
25 CP is available for Auto Assist Lock On support ability, another ground HP attack, additional basic actions or extra abilities.
 
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-
| {{accboo}} After 30 Seconds || {{accboo}} Opponent Summon Unused || 1.2 booster to 1.3 booster, a slight increase. The opponent does not have to equip a summon, so if they don't have a summon for the fight, this booster is useless.
|-
|{{accbas}} Dismay Shock || {{accboo}} Opponent Empty EX Gauge || If the opponent has Side by Side {{accsp}} equipped, this is another good 1.3 booster with consistent uptime.
|-
|{{accsp}} Tenacious Attacker || Free choice || --
|}


</tabber>
</tabber>


= Assist =
== Assist ==




== Tifa's assist data ==
=== Tifa's Assist Data ===


{{012Assist
{{012Assist
Line 456: Line 1,254:
}}
}}


== Assists ==
=== Synergies ===
<tabber>
<tabber>
|-|Kuja=
|-|Kuja=
Line 468: Line 1,266:


</tabber>
</tabber>
== References ==
<references />
{{navbox012}}
{{roadmap012tifa}}

Latest revision as of 09:07, 22 November 2025


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




Info
Name Tifa Lockhart (ティファ・ロックハート)
Original game Final Fantasy VII
Base ATK (LV100) 108 (Very Low)
Base DEF (LV100) 111 (Average)
Run Speed 4 (Fast)
Dash Speed 69 (Very Fast)
Fall Speed 77 (Above Average)
Fall Speed Ratio After Dodge 37 (Above Average)
Fastest BRV 11F (Waterkick, Elbow Smash)
Fastest HP 33F (Meteor Strike, Meteor Crusher)
1-Hit HP Burning Arrow
HP Links Yes
Command Block No
Weapon Grappling Weapons, Parrying Weapons,
Poles, Rods, Staves
Armor Bangles, Chestplates, Clothing, Gauntlets,
Hairpins, Hats, Light Armor
Exclusive weapons Godhand, Premium Heart, Seventh Heaven
Unlock Default
Alignment Cosmos
Voice Actor (JP) Ayumi Ito
Voice Actor (ENG) Rachael Leigh Cook


Overview

Tifa is a close range character with fast movement speed and the ability to feint attacks. Ground combat is bolstered by mid priority projectiles and an HP link, while aerial combat is supported by moves with vertical tracking. Decent EX gain and one of the highest damaging EX Bursts in the game the more EX meter she has remaining. Damage potential is high with HP attacks thanks to high base bravery and Aerith assist specifically. Low average bravery damage, limited utility on feints and below average vertical prowess while airborne limit her overall effectiveness, however.

Tifa is a low tier character.

Strengths Weaknesses


Bravery Attacks

Ground

Base Damage 35 (8, 11, 16)
Startup Frame 21F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, Feint
Cancels Dodge, Feint (First hit)
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close~Mid] A flurry of punches.
Can combo without hitting.
Unlocked at
level 1
Mastered at
80 AP


Beat Rush is a 3-hit combo that is used as a grounded punish tool, a defensive option with its feint and to poke occasionally. Each hit can be delayed, which can be used to hit confirm assist combos. It has good EX generation at 90 EX, and it hits higher than her main ground poke Waterkick.

Tifa can feint during the startup by pressing Cross ddff-icon-button-cross.png, which lets Tifa evade any incoming blows and strike back. This is useful in the context of dodge punishment, because Beat Rush feint is Tifa's fastest way to protect herself after a ground dodge. Tifa can go behind opponents with the feint, which also works as an offensive approach.

In terms of damage potential, Beat Rush isn't quite as potent as Waterkick's HP link. It requires assist for HP damage, and doing so is often more practical with the first two punches. It's reliable, but the bravery damage is a bit low. Tifa can optimize this by going for a knockback cancel with the third hit. This can be pretty difficult to do, but it is also rewarding due to its high 35 base damage. If Tifa can utilize the evasive feint, she can get a decent amount of bravery this way, especially with Sneak Attack extra ability.

Base Damage 10
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects --
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Fire ice crystals.
Slow speed, but long range.
Unlocked at
level 20
Mastered at
80 AP


Blizzard is a low priority projectile. Its main applications are building assist gauge on whiff and using it as a midrange poke. The startup is reactable, but the projectile moves at a decent speed. Blizzard has fairly good vertical tracking while it's moving, and Tifa can fire it at sharp vertical angles. That lets Tifa poke at opponents who are above her without always committing to Rolling Blaze.

The reward on hit is often negligible due to its low damage, short hit stun and knockback, so Tifa won't benefit much even if it hits. If opponent is against a wall, Kuja assist can convert the moment Blizzard hits, though this is situational and difficult to do. The Ranged Low priority means it can lose to dashes and leave Tifa vulnerable afterwards. Therefore it is recommended to be used sparingly to interrupt opponents who aren't immediately going on the offense. Blizzard's recovery is short enough for Tifa to avoid reactive assist punishes, though. As a result, Blizzard is a projectile with low risk and low reward when used appropriately.

Tifa is considered airborne when using Blizzard.

Base Damage 24 (1, 2 x 10, 3)
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
Ranged Mid (Explosion)
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Fire multiple ice crystals.
Strike opponent down.
Unlocked at
level 2
Mastered at
80 AP


Blizzara is an advancing projectile that wall rushes on the ground. Compared to Blizzard, Blizzara's maximum distance is shorter and it can only travel at lower diagonal angles at most. It won't be able to reach aerial opponents as consistently in close-range, but the move is more potent in other aspects. After Blizzara hits, or has traveled its maximum amount of distance, it turns into a lingering Ranged Mid projectile. It can occupy space from midrange and call out whiffs from that distance. Blizzara travels fast enough to punish dodges as well with a good read. And because it wall rushes on the ground, it can set up assist combos as well. This is good for Tifa, as she can keep her distance from opponent and create some momentum without committing to close-range mixups.

Blizzara remains active while it's exploding as a mid priority move. It will go through its multi-hits even if it misses. The projectile can hit late and wall rush immediately as a result. This is can be harder for Tifa to react to, but it's still a good source of HP damage for her with assist.

Some caution is still advised; Blizzara is still Ranged Low priority at first, so it can lose to dashes and melee attacks. Blizzara also has longer recovery than Blizzard, which makes Tifa vulnerable to assist punishes on reaction. Tifa is considered airborne when using Blizzara, so fast air BRV assists can catch her if she is not careful.

Base Damage 30 (1, 2 x 10, 9)
Startup Frame 93F
Damage Type Magical
Priority Ranged Mid
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Drop ice crystals on foe
to surprise opponent.
Unlocked at
level 27
Mastered at
80 AP


Blizzaga is the slowest Blizzard-type spell for Tifa, but also the most rewarding on hit. It has respectable 30 base damage (same as Garland's Bardiche) and wall rushes on the ground. That means assist combos are still possible, much like with Blizzara. It is too slow to be used reliably after blocking a melee attack. However, if the opponent is expecting a different Blizzard spell when a match starts, Tifa can catch them with this as a one-time trick.

There are few key differences compared to Blizzara. It is not used to occupy space in front of Tifa, because it always spawns above the opponent. The spawn has a maximum height limit, but it can catch unaware opponents who may be air dodging towards Tifa. Blizzaga also hits late enough for Tifa to be actionable at the same time, which lets her combo into Waterkick or Meteor Strike if she's near the opponent. This isn't as common in the neutral as it may sound, but it is one of the only solo combo routes Tifa has. Rolling Blaze can also technically combo after Blizzaga, but it is more reliable when done during assist.

Blizzaga has the longest recovery out of all Blizzard spells. That means Tifa is even more vulnerable to assist punishes on reaction. Tifa is considered airborne when using Blizzaga, so fast air BRV assists can catch her if she is not careful.

Base Damage 20 (8, 12)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush, Feint
Cancels Dodge, Attack (Kick)
Feint (Second Hit)
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] A low-to-high kick combo.
Can combo without hitting.
Unlocked at
level 1
Mastered at
170 AP


Waterkick is Tifa's main close-range poke and punish tool. It's very fast at 11 frames and leads to her Somersault HP link on hit, which can start assist combos. It's an important move in all ground combat scenarios, including punishing ground dodges. Somersault assist combos can do considerable damage anywhere with high base bravery, so Tifa can encourage opponents to become airborne just to avoid it.

Waterkick's range is short, but it has plenty of active frames. Tifa can use that to option select Somersault by repeatedly pressing Square ddff-icon-button-square.png and then dodging when the first kick is recovering. Tifa can dodge quickly after the first kick, so she won't get whiff punished very easily on reaction.

Feint can be done while Tifa is doing the second hit. If the first hit connected, Tifa can use feint to move behind her opponent and hit them in a different direction instead. This can be useful for switching sides if Tifa has her back against a wall.

If Tifa blocks an airborne opponent and staggers them, Waterkick will usually miss. Tifa can do the second hit even if Waterkick misses, but it needs to wall rush to do meaningful damage with assist. Tifa can only feint the second hit, so it's done more as a defensive-offensive mixup, instead of protecting her after a ground dodge. Regardless, finishing Waterkick once in a while can disorient opponents, and Tifa needs every bit of advantage she can get.

Aerial

Base Damage 20 (8, 12)
Startup Frame 11F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush, Feint (both hits)
Cancels Dodge, Attack (Elbow), Feint
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Elbow smash combo.
Can combo without hitting.
Unlocked at
level 1
Mastered at
80 AP


Elbow Smash is Tifa's main air poke. It's a multi-purpose move that can start offense, build assist gauge, whiff punish attacks with short recovery and fend off nearby opponents. She moves slightly forward with both hits, moreso with the first. Elbow Smash's fast startup is unreactable, and it's her main tool for punishing air dodges after a Free Air Dash. Tifa can also lock the opponent's assist after Assist Change with this move, while only being briefly vulnerable.

Elbow Smash is one of the primary ways to safely convert to HP damage with assist in the air. This can be done with the first hit, but there isn't much time to react due to short hit stun. The assist combos are great for Tifa, but the low base damage and limited combo routes heavily affect the total damage. Since Tifa is expected to use Elbow Smash often, she can sometimes struggle to establish good momentum even when this move hits. The low damage and melee priority can skew the risk / reward ratio in opponent's favor, as her other mixups are more committal. Other similar pokes such as Cloud's Double Cut and Warrior of Light's Dayflash generate 90 EX, in addition to having other useful traits. Elbow Smash only generates 30 EX, and has situational utility for its feint.

Despite Elbow Smash's lackluster damage, Tifa has to rely on this move. Having a poke with short recovery is essential in competitive play, so it's very valuable regardless. Just like Waterkick, Tifa can finish Elbow Smash even if it misses. Similarly, it can wall rush for assist combos, though the damage is still not especially high.

Feint can be done while Tifa is doing the second hit. If the first hit connected, Tifa can use feint to move behind her opponent and hit them in a different direction instead. This can be useful for switching sides if Tifa has her back against a wall.

Base Damage 26
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 0
Effects Wall Rush, Feint
Cancels Dodge, Feint
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Dive] Descend quickly from above. Unlocked at
level 8
Mastered at
100 AP


Tifa's divekick acts as a secondary aerial poke and a punish move against grounded opponents. It is also her strongest combo move in EX Revenge, and strongest combo filler during Kuja assist, who is one of her better assists.

Falcon's Dive has short recovery, which can be cancelled quickly. It's fairly safe to throw out, but it can be hard to hit if she's not above her opponent. Tifa doesn't move forward much before descending, so she has to make sure she is at a good angle before using Falcon's Dive. Once it connects, Falcon's Dive can wall rush in a blink of an eye, and go for an assist combo.

The 26 base damage and wall rush make this one of Tifa's more damaging air braveries overall. And because Tifa has more use for downward attacks than rising attacks, Falcon's Dive is also equipped often. It's a good move for its relative safety, even if it requires wall rush and assist to really shine.

Base Damage 40 (9, 9, 2 x 3, 16)
Startup Frame 25F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, Feint
Cancels Dodge, Feint (both parts)
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Graceful kicks.
Can combo without hitting.
Unlocked at
level 32
Mastered at
100 AP


Moonsault Kick is an advancing two-stage attack that ends with a quick forward dive. The startup is slow enough to be reactable, but its other strengths can offset this. For one, Tifa can feint instantly (similar to Beat Rush) to protect herself or hit behind blocks. It has the highest base damage out of Tifa's entire move list, which scales well with critical hits. It can start assist combos reliably without walls and it has decent lateral range as well.

In some ways, Moonsault Kick can be considered an aerial version of Beat Rush in its application. It's a relatively high damaging bravery with instant feint and good EX generation. It's more rewarding when used as a punish, and it supports Tifa's Elbow Smash as a mixup tool. As such, Moonsault Kick is a staple in competitive play.

Tifa has two feints with Moonsault Kick. She can feint before the first part or the second part. Both feints can be done in a row, but the opponent can dodge in between feints if Tifa is slow and / or predictable with this. The main draw with this technique is to get more critical hits from Sneak Attack extra ability. It also works as a callout against opponents who are expecting Tifa to lunge into a block from a distance.

If Tifa uses Moonsault Kick while locked off, she can move in any direction she is facing. This is useful for building assist gauge safely in large stages, because Tifa creates distance from opponent, and she cannot be blocked.

Moonsault Kick's finishing lunge is a multi-hit attack. If Tifa calls assist at a very specific time during this lunge, Moonsault Kick's knockback is negated.

Base Damage 29 (1 x 5, 24)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush, Feint
Cancels Dodge, Feint
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Rise] Uppercut in the form of a dolphin.
Useful from below.
Unlocked at
level 16
Mastered at
100 AP


Tifa ascends with a multi-hit uppercut. It may have the same startup as Falcon's Dive, but Tifa moves slightly slower during the attack. Dolphin Blow can whiff punish opponents who are above Tifa. Similar to Falcon's Dive, it needs wall rush to deal the most damage with assists. Dolphin Blow has the second highest base damage out of Tifa's air braveries. So if Tifa gets a ceiling wall rush, Dolphin Blow is Tifa's go-to assist combo filler for bravery damage.

Dolphin Blow takes longer to finish than Falcon's Dive, but it can be cancelled very early during its recovery. In that sense, it also works as a relatively safe secondary poke in the neutral. What makes this move a bit more situational is the reliance on ceiling wall rushes; Many stages are vertically tall, and Tifa doesn't get much reward on hit without ceilings. There aren't many matchups where she could use this reliably even when ceiling is available. Ultimecia is a good example of this with her charged Knight's Lance strategies. She may fight at the ceiling, but Tifa cannot use Dolphin Blow to get past Ultimecia's high priority trap. Dolphin Blow won't wall rush immediately like Falcon's Dive, so it won't necessarily trade in Tifa's favor either.

As such, Dolphin Blow is usually a secondary consideration for Tifa.

Base Damage 10
Startup Frame 31F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects --
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Fire ice crystals.
Slow speed, but long range.
Unlocked at
level 1
Mastered at
80 AP


Midair Blizzard is very similar to ground Blizzard. Low damage, short hit stun and good vertical tracking. The short recovery lets Tifa avoid assist punishes that aren't predicted as well. Just like ground Blizzard, the midair version can barely combo into Kuja assist if Tifa is sure it will hit against a cornered opponent.

Blizzard's aerial version is not often prioritized, because it provides very few benefits compared to Tifa's essential melee moves. However, it still remains a "low risk, low reward" midrange poke that lets Tifa keep her distance from opponents. Tifa can build assist gauge with Blizzard and occasionally try to interrupt her opponent's flow. With enough patience, Tifa could potentially invite opponent to approach her.

HP Attacks

Ground

Base Damage 15
Startup Frame 39F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush, Feint
Cancels Dodge, Feint
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Kick upwards, then strike down.
Vertically limited.
Unlocked at
level 1
Mastered at
130 AP


Meteodrive is a close-range HP that wall rushes on the ground. The range is short, but it can be used as a block punisher. The feint covers a decent amount of distance, which can help move behind opponents. Tifa will complete the attack even if it misses, but the animation isn't the longest out of her ground HPs.

Tifa's other ground HPs cover more situations while having higher damage potential. As a result, Meteodrive is not often prioritized in competitive play.

Normal Half Charge Full Charge
Base Damage 17 (1 x 2, 15) 22 (1 x 7, 15) 28 (1 x 13, 15)
Startup Frame 33F, Hitbox 7F after release 42F, Hitbox 7F after release 58F, Hitbox 7F after release
Damage Type Physical Physical Physical
Priority Melee High Melee High Melee High
EX Force 3 per hit 3 per hit 3 per hit
Effects Wall Rush, Feint Wall Rush, Feint Wall Rush, Feint
Cancels Dodge, Feint Dodge, Feint Dodge, Feint
Assist Gain (Hit)
CP (Mastered)
[Close~Long] Charge at foe.
Hold button to change distance.
Unlocked at
level 36
Mastered at
130 AP


Meteor Strike is an advancing combo HP that's used for high damage potential. It has the highest base damage out of Tifa's ground HPs and works well as follow-up to Blizzaga or assists. Tifa can charge Meteor Strike by holding Square ddff-icon-button-square.png, which increases bravery damage and travel distance. When charged, Tifa will pursue the opponent on the ground with good tracking and long active frames.

Meteor Strike is effective in assist combos, both as a starter and ender. It can wall rush on the ground in most stages, which synergizes very well with high base bravery and Side by Side accessory_special.png builds. If Tifa started a combo with an HP, the charged versions also give more time for base bravery to recover. In those cases, Meteor Strike is good as a general assist combo ender on the ground.

Tifa can use Meteor Strike defensively as well. She takes a low crouching stance during startup. She can evade some air-to-ground attacks this way, and then immediately strike back. Tifa cannot feint during startup, but she can feint while the move is active. After a feint, Tifa can start charging Meteor Strike again. That makes Meteor Strike a relatively safe move to whiff, as Tifa can prevent herself from becoming vulnerable right in front of her opponent. Reflecting high priority projectiles is also possible in this manner.

If Meteor Strike connects, but the opponent escapes with Assist Change, Tifa will attempt to move behind opponent and hit them. This is not guaranteed damage against dodges, and Tifa has a relatively low maximum height limit. Blizzaga can cause a hit glitch for Meteor Strike, which can put unaware opponents into a damaging assist combo.

Base Damage -
Startup Frame 47F
Damage Type -
Priority Melee High
EX Force 0
Effects Wall Rush, Feint
Cancels Dodge, Feint
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Ultra high-speed kick.
Extremely quick.
Unlocked at
level 4
Mastered at
130 AP


Burning Arrow is Tifa's only 1-hit HP. Tifa advances forward in a straight line, and the attack is active during its entire movement. Burning Arrow works as a midrange punish tool, usually against ground dodges. It can reflect high priority projectiles reliably. As a 1-hit HP, it is also important for resolving EX Revenge checkmates.

Most of Tifa's ground HPs wall rush on the ground, but Burning Arrow wall rushes on walls specifically. That limits her combo routes and the move's overall power, but it's still effective with Kuja or Tidus assists. Tifa can feint right before the kick, and then kick afterwards. That can be useful as a reactive emergency brake, in case Tifa did not make a good read on her opponent.

Base Damage 7 (1 x 7)
Startup Frame 45F
Damage Type Physical
Priority Melee High
EX Force 3 per hit (max 21)
Effects Wall Rush, Feint
Cancels Dodge, Feint
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Rise] Grab foe and throw to ground.
Short horizontal range.
Unlocked at
level 23
Mastered at
130 AP


Rolling Blaze, as seen before it connects.

Rolling Blaze is Tifa's primary anti-air attack. Tifa moves quickly at a diagonal angle while going up, while having a constant high priority hitbox. Tifa uses Rolling Blaze to threaten air space, challenge whiffs and punish dodges (forward ground dodge and air dodges). If it hits, Tifa can wall rush on the ground for big damage with assist. As such, Rolling Blaze is a very important move for Tifa.

Tifa can feint Rolling Blaze during the initial lunge to cancel it early. She can follow up with another Rolling Blaze after the feint, which greatly extends Rolling Blaze's maximum range. This is great for Tifa, as she is only vulnerable for a very brief period during the feint. Punishing her feint requires precise timing, so Tifa can get away with using Rolling Blaze out of respect for the danger she presents.

Rolling Blaze is quite powerful in close-range, but it also has weak lateral range. It cannot reliably hit opponents who move away with directional dashes and backward dodges. Tifa also cannot travel across large stages with Rolling Blaze, so it only has presence in close-range near the ground. If Rolling Blaze clashes with a lower priority move, Tifa staggers the opponent, but won't drag them down with her. Assists can convert off of that, but it impacts her ability to get reward against clashes specifically.

This is considered a staple move for Tifa. It has good neutral applications and it yields good reward for Tifa if it connects. Similar to Burning Arrow, Rolling Blaze can also reflect higher priority projectiles.

Base Damage - (+Waterkick, 8 Total)
Startup Frame ?
Damage Type -
Priority Melee High
EX Force 60 / 90
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Waterkick.
[Combo] Kick opponent upwards.
Unlocked at
level
Mastered at
130 AP


Somersault is Tifa's only HP link, and it's pretty powerful at that. It has very fast startup and leads to assist combos anywhere. As an HP link, it also fills assist gauge with Side by Side accessory_special.png and leads to lots of damage with high base bravery builds.

This move is the reason Waterkick is as strong as it is; It encourages opponents to block or give up their grounded position altogether. Even if the opponent escapes with LV1 Assist Change, Tifa cannot be punished afterwards, which is a boon for an HP link. The overall safety and effectiveness of Somersault make it another staple move for Tifa.

Aerial

Base Damage 7 (1 x 7)
Startup Frame 45F
Damage Type Physical
Priority Melee High
EX Force 3 per hit (max 21)
Effects Wall Rush, Feint
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Dive] Grab foe and throw to ground.
Short horizontal range.
Unlocked at
level 12
Mastered at
130 AP


Rolling Blaze, as seen before it connects.

Aerial Rolling Blaze is similar to grounded version in many aspects. The main difference is Tifa moves at a downward angle instead of upward. It's equally important for Tifa as a threatening air-to-ground move and an assist combo tool. It still wall rushes on the ground, so Tifa can deal great damage with assist. And thanks to the generous active frames, it can threaten space below Tifa as well.

Since Rolling Blaze is used from above, Tifa can damage the opponent even when it clashes with a lower priority move. Feints still increase Rolling Blaze's range a lot, so it's effective at controlling space and shutting down opponents frantically whiffing and dodging.

The weaknesses are also similar to the ground version. Midair Rolling Blaze has strong downward tracking, but weak lateral range. If Tifa staggers an opponent by blocking, she can miss at equal height if she is not in point blank range. Opponents can move away from Tifa with directional dashes and dodges. The lack of upward movement means Tifa cannot catch opponents jumping above her, either. And though Tifa is briefly vulnerable during the feint, she can still be hit out of it.

Rolling Blaze is capable of extraordinary damage output with high base bravery builds and Aerith assist. If Tifa has two assist gauges, she can call Aerith for a second time before following through with another Rolling Blaze. This is one of Tifa's most rewarding combo routes, though the conditions for it cannot always be met in the air.

Base Damage 10 (1 x 8, 2)
Startup Frame 33F
32F (half charge)
46F (full charge)
Hitbox 17F after release
Damage Type Physical
Priority Melee High
EX Force 87
Effects Feint
Cancels Dodge, Feint (During Charge)
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close~Mid] Unleash a flurry of attacks.
Increase charge speed with button hold.
Unlocked at
level 1
Mastered at
130 AP


Meteor Crusher is a chargeable HP attack that transitions into a combo on hit. It's a common block punisher and assist combo ender in the air due to its speed and range when charged. Meteor Crusher is tied for fastest startup with uncharged Meteor Strike, and the recovery is relatively short for an HP attack.

Tifa can charge Meteor Crusher by holding Square ddff-icon-button-square.png, which has some benefits in the neutral. Meteor Crusher gets a considerable range increase with a charge. When Tifa releases the charge, she moves quickly towards opponent before attacking. The charge can be held for a couple seconds after reaching max charge, and Tifa can feint while moving towards opponent. These make raw Meteor Crusher safer to use, and its effective for punishing air dodges on reaction. If Tifa feints, she cannot charge again and must instead do Meteor Crusher in place.

The initial hitbox is a bit small and the range is very short without a charge. A charged Meteor Crusher does not move Tifa high up if she is far from opponent. And if she chooses to charge, she is vulnerable when moving towards opponent. Meteor Crusher does not have strong downward tracking, though it can pick up opponents after clashing with a lower priority move. As a multi-hit, Tifa cannot use this to circumvent EX Revenge checkmates, which is relevant, since air combat is very common. Tifa is vulnerable to attacks after LV1 Assist Change, but her movement and dodge cancel window make it hard for opponents to punish her

Overall, Meteor Crusher is an important move for Tifa. It covers angles that aerial Rolling Blaze cannot, while providing some midscreen utility. It's lower reward due to lack of wall rush, but assists can still combo if opponent is against a wall.

EX Mode: Equipped Premium Heart!

Effects:

  • Regen
  • Critical Boost
  • Premium Heart

Premium Heart

[Always active while in EX Mode] The fuller the EX Gauge, the more damage dealt.

EX Burst: Final Heaven

A flurry of attacks ending in one ferocious tackle. Watch your timing and stop the reels. The better the combo, the more damage dealt.

Maximum EX Minimum EX
Base Damage (Initial) 15, 25 (40) 8, 13 (21)
Base Damage (Rest) 13 x 7 (91) (131 total) 7 x 7 (49) (70 total)
Type ??

Final Heaven requires stopping all seven slots on a "Yeah!" symbol for a perfect version. A slot stops when Cross ddff-icon-button-cross.png is pressed. When all slots have been stopped, Tifa will follow through with seven attacks. The damage for each hit depends on the symbol; Yeah is a full damage attack, hit is a lower damage attack, and miss will do no damage at all. Tifa can do any combination of yeahs, hits and misses.

Contrary to their appearance, the symbols aren't that random. Several yeah symbols scroll down in one go, so it is possible to react to them and stop the reel there. Once the first yeah has been confirmed, the remaining yeahs can be aligned with a relatively steady rhythm of one button press per ~1-1.5 seconds. Getting this timing may require a bit of practice. Auto EX Command Ω won't require any player input at all, but costs 20 capacity points.

The base damage scales with remaining EX gauge. More EX means higher damage. As such, Final Heaven is best used as soon as EX mode has been activated. Missing out on bravery critical hits during assist combos may sound bad, but it's worth noting that Final Heaven with max EX gauge is one of the strongest EX Bursts in the game.

Unique Mechanics - Feints


Tifa can cancel most of her attacks into a feint. This is an invincible dash that can go through opponents. Press Cross ddff-icon-button-cross.png during an attack's startup to feint it. For example, Beat Rush > Cross ddff-icon-button-cross.png > Beat Rush (hits). After feint happens, Tifa can continue with the preceding attack or wait until the feint ends.

Attacks with feints
Attack Feint window Post-feint action
Beat Rush Before first hit Beat Rush
Waterkick Before second hit Second bravery hit of Waterkick
Moonsault Kick Before either hit First part or second part depending on feint timing
Falcon's Dive Before first hit Falcon's Dive
Dolphin Blow Before first hit Dolphin Blow
Meteodrive Before first hit Meteodrive
Meteor Strike Before / during first hit Meteor Strike (can be charged)
Burning Arrow Before first hit Burning Arrow
Rolling Blaze (both) During first part Rolling Blaze
Meteor Crusher Before attack connects Meteor Crusher (cannot be charged)

Feints allow Tifa to delay her attack for about one (1) full second before being locked into unactionable recovery frames. This can be used to extend an attack's range and increase ambiguity on the attack timing. Rolling Blaze is notorious for this, but braveries also benefit from the delayed timing. This is because Tifa can wait until opponent's block won't guard attacks anymore, and then strike hard.

Tifa will move forward whenever she feints. She will only move behind opponent if she is close enough to them. The direction cannot be altered manually. Tifa cannot mixup with a different attack after feinting, either. However, feints are good as a defensive option, since Tifa is invincible during it. This is great for staying safe against dodge punish attempts, and it's one of the few options in the game with invincibility.

Tifa can be hit after the feint teleport and during its recovery period, which make her vulnerable to attacks. One way to cover this is to have assist gauge ready for opponent’s interaction. Escaping damage or intercepting the opponent’s approach can work out well, but there will inevitably be a little bit of guessing involved depending on the matchup.

Feints are better used sparingly early in the match to see how the opponent reacts to them. Once you get a good idea of how they respond, you can adjust your strategy accordingly.

Common counterstrategies to feints include;

  • Running or jumping out of range
  • Interrupting with fast attacks (e.g. Squall’s Beat Fang, Yuna’s Diamond Dust)
  • Chasing with a homing attack (e.g. Cloud's Braver, Vaan's Inferno)
  • Reacting with assist and using it in tandem to pincer her.

Combos

Solo

Assist

All assists use their designated bravery attack unless stated otherwise.

Tifa's easiest air assist combo enders are Moonsault Kick (bravery damage and EX) and Meteor Crusher (HP). Meteor Crusher has very short range if it's uncharged, so it is recommended to finish an assist combo by charging Meteor Crusher for roughly 0.6 seconds. This is enough time for the Assist Chase teleport slowdown to end without sacrificing much hit stun in the process.

Ground

Tifa combos well with wall rush and her damage output increases exponentially with ground wall rushes thanks to Kuja bravery assist's holding potential.

Starter Combo Damage EX Force Notes Video
Waterkick > Somersault -- 8 + HP 90 (30, 60) -- --
Kuja > AC > Meteor Crusher 68 + HP x2 (8, HP, 50, 10) 177 (30, 60, 87) Basic HP link combo that leaves Tifa airborne. Charge Meteor Crusher for roughly 0.6 seconds to increase tracking and hit the opponent consistently. video
Beat Rush (2nd hit) -- 19 (8, 11) ?? BRV starter, either after approaching or defending with feint after a dodge. video
Kuja > AC > Meteor Crusher 79 (8, 11, 50, 10 + HP) ?? -- video
Blizzara -- 24 (1, 2 x 10, 3) 0 Wall Rush. --
WR > Kuja > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > AC > Meteor Crusher 133 + HP & WR (24 + WR, 47, 26 + WR, 26 + WR, 10 + HP) 87 (0, 0, 0, 87) The later Blizzara hits, the more time Tifa has to fit in two Falcon's Dives during ground Kuja BRV assist. video
Blizzaga -- 30 (1, 2 x 10, 9) 0 Wall Rush. Blizzaga is Tifa's highest damaging ground BRV combo starter, but due to it's slow startup it is difficult to land it in practical situations.
WR > Kuja > DC (up or towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher 139 (30 + WR, 47, 26 + WR, 26 + WR, 10 + HP) 87 (0, 0, 0, 87) Tifa is actionable before Blizzaga wall rushes with a dodge cancel. Use that to add Falcon's Dives during the ground Kuja BRV assist.
Burning Arrow -- 0 + HP WR 0 Wall Rush. Dodge punishment combo starter. --
WR > Kuja > AC > Meteor Crusher 60 + HP x2 & WR (0 + HP WR, 50, 10 + HP) 87 (0, 87) Base bravery HP damage is usually enough for base bravery to mostly recover during Meteor Crusher. video
Rolling Blaze -- 1x7 + HP WR 3 per hit (max 21) Wall Rush. Works after staggering with a block or anti-airing. --
WR > Kuja > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher 116 (7 + HP WR, 47, 26 + WR, 26 + WR, 10) 108 (21, 87) Wall Rush. Falcon's Dive is Tifa's highest damaging assist combo filler, but it can be easy to miss the opponent or dodge cancel the dive slightly late. video

Aerial

Tifa doesn't have access strong assist combo fillers and her aerial combo starters aren't particularly stronger compared to the ground combo starters. She can still get ground Kuja assist with Falcon's Dive and Rolling Blaze, but they're not easy to land against airborne opponents. Nevertheless, even though the combo routes are basic, they're all functional.

Starter Combo Damage EX Force Notes Video
Elbow Smash (1st hit) -- 8 ?? Quick air poke combo starter. --
Kuja > AC > Meteor Crusher 68 (8, 50, 10 + HP) ?? + 87 Basic. video
Elbow Smash -- 20 (8, 12) 30 Wall Rush. --
WR > Kuja > DC (pincer the opponent) > Moonsault Kick (1st part) > DC > AC > Meteor Crusher 98 + HP (8, 12, 50, 9, 9, 10 + HP) ?? (30, ??, 87) Wall Rush. Moonsault Kick is an easy filler during Kuja's air brv assist. Dodge behind the opponent so that Tifa and Kuja are attacking from both sides. video
Moonsault Kick (1st part) -- 18 (9, 9) ?? Air combo starter. No wall required. Can be used after approaching or doing a feint. --
Kuja > DC (pincer the opponent) > Moonsault Kick (1st part) > DC > AC > Meteor Crusher 96 (9, 9, 50, 9, 9, 10 + HP) ?? (??, ??, 87) Moonsault Kick (1st) works as a filler here as well. Just like with the Elbow Smash WR, dodge behind the opponent to attack the opponent from both sides, without pushing them out of Kuja assist. video
Moonsault Kick -- 40 (9, 9, 2x3, 16) 90 Wall / corner only. High damage combo starter when ground wall rush is not available. --
Kuja > Empty Chase (Kuja hit) > AC > Meteor Crusher 100 + HP (40, 50, 10 + HP) 177 (90, 87) Wall / corner only. Call Kuja before chase prompt and initiate chase as Kuja hits the opponent. Don't do anything during chase (also known as empty chase and follow up as usual. video
Falcon's Dive -- 26 + WR 0 Wall Rush. Commonly used in air-to-ground situations or otherwise fighting an opponent who is below Tifa. Note that wall rush can happen on both floors and walls. If the dodge direction keeps Tifa close and slightly above the opponent, Falcon's Dive also works after staggering with a blodge. --
Wall Rush > Kuja > DC (towards Kuja) > Falcon's Dive > DC (towards Kuja) > Falcon's Dive > DC > AC > Meteor Crusher 135 (26 + WR, 47, 26 + WR, 26 + WR, 10 + HP) 87 (0, 0, 0, 87) Wall Rush. video
Dolphin's Blow -- 29 (1x5, 24) 30 Wall Rush. Ceiling only. Dolphin Blow overall speed and vertical tracking are only average, so this won't be used too often. As a filler, it is stronger than Falcon's Dive but only in Dolphin Blow conversions specifically.
WR > Kuja > DC (pincer the opponent) > Dolphin Blow (WR) > DC > AC > Meteor Crusher 118 (29 + WR, 50, 29 + WR, 10 + HP) 147 (30, 30, 87) Wall Rush. Ceiling only. Similiar to Moonsault Kick fillers, dodge behind the opponent and attack them from both sides. Dolphin Blow's recovery can be dodge cancelled early, which makes timing the filler Dolphin Blow much easier.

Builds

Stats
HP 10904
CP 450
BRV 1215
ATK 176
DEF 184
LUK 61
Max Booster x2.7
Special Effect: None
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Seventh Heaven
Hand ddff-icon-equip-hand.png Hero's Shield (CP Glitch)
Head ddff-icon-equip-head.png Dueling Mask
Body ddff-icon-equip-body.png Heavy Armor (CP Glitch)
Accessory 1 accessory_basic.png Block Ring
Accessory 2 accessory_basic.png Zephyr Cloak
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Blue Gem
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png None
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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.


Bravery attacks
Ground Aerial
Beat Rush Moonsault Kick
Waterkick Falcon's Dive
Blizzaga Elbow Smash
HP attacks
Ground Aerial
Rolling Blaze Meteor Crusher
Burning Arrow Rolling Blaze
Somersault (from Waterkick)
Basic Abilities
Actions Support Extra
Ground Evasion Always Target Indicator Precision Evasion
Midair Evasion EX Core Lock On Counterattack
Ground Block Assist Lock On Assist Critical Boost
Midair Block Disable Sneak Attack
Aerial Recovery EXP to HP
Recovery Attack Master Guardsman
Controlled Recovery
Wall Jump
Free Air Dash
Ground Dash
Free Air Dash Boost
Assist Gauge Up Dash
Speed Boost
Jump Times Boost
Ground Evasion Boost
Midair Evasion Boost
Evasion Boost

Build overview

A Side by Side build that doesn't specialise in damage, but instead focuses on a good balance of offense and defense. Most equipment come with useful effects to help with defense (Hero's Shield's Wall Rush HP defense for example), and accessories lean towards meter depletion and bravery boost on block and dodge. Side by Side synergises well with the three boosters for a consistent x2.7 multiplier throughout the match.

Tifa's bravery damage output is often average if not below average, which is where higher base bravery, her exclusive weapon and Assist Critical Boost come in. Landing any HP attack outside of assist combos will produce a chunk of assist bar which will help Tifa stay competitive with the meter.

Kuja assist combos off of wall rushes, staggers and unfinished bravery sequences (e.g. Elbow Smash 1st hit), which is great for learning and applying basic assist combo theory. Tifa also has access to her highest damaging assist combo filler (2x Falcon's Dive) if she wall rushes with Falcon's Dive, Meteor Strike or Rolling Blaze.

Because Side by Side freezes Tifa's EX gauge, she cannot gain EX at all. Be sure to collect any EX Cores that appear to prevent the opponent from taking advantage of the EX Force that Tifa generates.

CP allocation

This build has no spare CP. If you wish to use additional CP to support your playstyle, you will have to replace an accessory with Hero's Essence accessory_special.png.

Substitutes

Substitutes here.

Attacks

Staple

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

Bravery attacks
Ground Aerial
Beat Rush Elbow Smash
Waterkick Falcon's Dive
HP attacks
Ground Aerial
Rolling Blaze Meteor Crusher
Somersault
(from Waterkick)
Rolling Blaze

Waterkick: Poke and an assist combo starter with Somersault HP link.

Beat Rush: Poke and post-dodge defensive option. Can hit confirm the Kuja assist reliably with the first two hits.

Elbow Smash: Aerial close range poke, dodge punisher. An important assist combo starter either with the first hit or after wall rushing. Practice confirming this visually.

Falcon's Dive: Relatively safe downward (air-to-ground) poke, post-dodge defense with Feint. Assist combo starter with wall rush and for Kuja assist specifically, Tifa's strongest assist combo filler.

Rolling Blaze (ground): Assist combo starter and an anti-air.

Somersault: HP link from Waterkick. Assist combo starter and increases Waterkick's overall threat.

Meteor Crusher: Air assist combo ender, block punisher and pre-emptive dodge punisher when fully charged. Can combo into Kuja when sending the opponent into a corner (the wall / corner reduces knockback distance).

Rolling Blaze (midair): Air assist combo ender, air-to-ground dodge punisher / clash / space occupation.

Flexible

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

Bravery attacks
Ground Aerial
Blizzara Moonsault Kick
Blizzaga Dolphin Blow
HP attacks
Ground Aerial
Meteor Strike --
Burning Arrow --

Blizzara: Ranged low projectile that becomes mid priority when it explodes at max range. It can convert to assist combo on hit after wall rushing. Occupies space in front of Tifa, but be wary of the initial low priority.

Blizzaga: Ranged mid projectile, can convert to assist combo on hit after wall rushing. Spawns on top of opponent and has limited vertical reach, but it is mid priority all the way through, staggering regular blocks.

Moonsault Kick: Slower close range poke with higher brv damage, post-dodge defense with Feint. Assist combo starter with a chase setup that doesn't require a wall, making this a good recommendation for Aerith assist specifically.

Dolphin Blow: Upward poke that is slightly faster than microdash Elbow Smash. Also works as a post-dodge defense tool with Feint. Assist combo starter with wall rush and it is Tifa's highest damaging bravery filler during air Kuja assist at the ceiling. Recommended vs. Sephiroth and Cecil.

Meteor Strike: Pseudo-poke with forward movement, slight low-profile, longer active frames and bravery damage than Rolling Blaze when charged. Leads to ground Kuja brv assist combos and of course, let's Tifa add damage with Falcon's Dive.

Burning Arrow: Single hit HP. Kuja assist can follow up after a wall rush, which increases Burning Arrow's damage potential. Because it doesn't inflict bravery damage, it also avoids EX Revenge counters with EX depletion. Good as a ground dodge punish, ground block punish or as an otherwise hard callout move.

Avoid

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

Bravery attacks
Ground Aerial
Blizzard --
HP attacks
Ground Aerial
Meteodrive --

Blizzard: Low priority projectile with longest reach out of the Blizzard type spells. With other spells already having higher priority and providing better reward on hit, Blizzard is not recommended for this build. It does have enough hit stun to combo into Kuja brv assist, but this requires calling him pre-emptively for consistency.

Meteodrive: Low brv damaging HP with wall rush. The wall rush lets Kuja follow up, but otherwise it is not particuarly noteworthy compared to Tifa's other HP attacks. Meteodrive does have better feint than Meteor Strike and short animation overall, however.

Stats
HP 9683
CP 450
BRV 1623
ATK 175
DEF 183
LUK 60
Max Booster x3.5
Special Effect: None
Equipment
Assist Aerith
Weapon ddff-icon-equip-weapon.png Piggy's Stick (CP Glitch)
Hand ddff-icon-equip-hand.png Chainsaw (CP Glitch)
Head ddff-icon-equip-head.png Thornlet
Body ddff-icon-equip-body.png Maximillian (CP Glitch)
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Bravery Orb
Accessory 4 accessory_basic.png Dismay Shock
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_special.png Back-Breaking Straw
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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.


Bravery attacks
Ground Aerial
Waterkick Moonsault Kick
Beat Rush Elbow Smash
Blizzara Falcon's Dive
HP attacks
Ground Aerial
Rolling Blaze Meteor Crusher
Meteor Strike Rolling Blaze
Somersault (from Waterkick)
Basic Abilities
Actions Support Extra
Ground Evasion Always Target Indicator Precision Evasion
Midair Evasion EX Core Lock On Disable Counterattack
Ground Block Assist Lock On EXP to Assist
Midair Block Best Dresser
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Air Dash
Free Air Dash
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 Side by Side damage build that invests in high base bravery and HP wall rush to increase Tifa's damage output exponentially with Aerith assist specifically. The idea is simple: Land an HP, combo into Aerith's Seal Evil and do another HP late enough for base bravery to fully recover. A single assist combo can do over 3000 HP damage.

In match-ups where Tifa can compete with her Somersault HP link or Rolling Blaze such as Cloud and Firion, she can output a lot of HP damage without relying on high attack stat or critical hits. Any HP guarantees an Aerith followup (Meteor Crusher only at wall) and bravery hits still work well enough to secure at least one HP attack in an assist combo. Aerith is the only competitive assist that lets Tifa assist combo off of a completed Moonsault Kick without walls.

The infamous double assist combo is also possible and it's where this build really shines. If Tifa can wall rush again and use another assist meter during the first Seal Evil, she can do Rolling Blaze and call Aerith once more. Needless to say, this increases damage even further.

CP Allocation

15 CP is available for another ground HP attack, the Auto-Assist Lock On support ability or additional action abilities. Removing Air Dash and Descent Speed Boost frees up another 10 CP for a total of 25 CP.

Substitutes

Substitutes
Equipment Replacement Notes
Muscle Belt accessory_basic.png Zephyr Cloak accessory_basic.png / BRV = 0 accessory_booster.png / Hero's Essence accessory_special.png / Great Gospel accessory_special.png / Hero's Seal accessory_special.png / Winged Boots accessory_special.png Muscle Belt isn't crucial for damage output, so it can be replaced with one of the listed accessories for increased survivability, CP (extra abilities for increased crit rate, base HP or BRV) or bravery recovery.
Back-Breaking Straw accessory_special.png Together as One accessory_special.png / accessory of your choice Back-Breaking Straw negates Thornlet's bravery boost penalty on dodge and block. The damage output is still high even with the penalties, so if it doesn't feel deterring, it can be replaced with Together as One for more assist meter at the start which is good for stability.
Otherwise this can be exchanged to suit the player preference or match-up.
Muscle Belt accessory_basic.png and Summon Unused accessory_booster.png Battle Hammer accessory_basic.png and BRV = 0 accessory_booster.png This is for adding assist depletion to the build. Muscle Belt doesn't benefit from BRV = 0 booster, whereas Battle Hammer does, so the booster is swapped out for something stronger and more consistent.
BRV = 0 applies to wall rush damage and meter depletion.
Best Dresser (extra ability) Master Guardsman (extra ability) The base bravery (1623) can be reduced by 100 to raise the maximum health above 10,000 instead.

Attacks

Tifa has a good selection of viable bravery and HP attacks, with a bit of room to accomodate different circumstances.

Staple

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

Bravery attacks
Ground Aerial
Waterkick Moonsault Kick
Beat Rush Elbow Smash
HP attacks
Ground Aerial
Rolling Blaze Meteor Crusher
Somersault
(from Waterkick)
Rolling Blaze

Waterkick: Poke and an assist combo starter with Somersault HP link.

Beat Rush: Poke and post-dodge defensive option. Cannot combo into Aerith, but can synergise with her Planet Protector or even Holy if the situation allows Tifa to initiate chase.

Moonsault Kick: Slower close range poke with higher brv damage, post-dodge defense with Feint. Assist combo starter with a chase setup that doesn't require a wall, making this a good recommendation for Aerith assist specifically.

Elbow Smash: Aerial close range poke, dodge punisher. Assist combo starter with wall rush.

Rolling Blaze (ground): Assist combo starter, extender and an anti-air.

Somersault: HP link from Waterkick. Assist combo starter and increases Waterkick's overall threat.

Meteor Crusher: Air assist combo ender, block punisher and pre-emptive dodge punisher when fully charged. Can combo into Aerith at wall.

Rolling Blaze (midair): Air assist combo ender, double assist combo extender, air-to-ground dodge punisher / clash / space occupation.

Flexible

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

Tifa has good contenders for the remaining BRV (1 ground, 1 midair) and HP slots (2 ground):

Bravery attacks
Ground Aerial
Blizzara Falcon's Dive
Blizzaga Dolphin Blow
HP attacks
Ground Aerial
Meteor Strike --
Burning Arrow --

Blizzara: Ranged low projectile that becomes mid priority when it explodes at max range. It can convert to assist combo on hit. Occupies space in front of Tifa, but be wary of the initial low priority.

Blizzaga: Ranged mid projectile, can convert to assist combo on hit. Spawns on top of opponent and has limited vertical reach, but it is mid priority all the way through, staggering regular blocks.

Falcon's Dive: Downward (air-to-ground) poke, post-dodge defense with Feint. Assist combo starter with wall

Dolphin Blow: Upward poke that is slightly faster than microdash Elbow Smash. Also works as a post-dodge defense tool with Feint. Assist combo starter with wall rush. Recommended vs. Sephiroth and Cecil.

Meteor Strike: Pseudo-poke with forward movement, slight low-profile, longer active frames and bravery damage than Rolling Blaze.
Great to have.

Burning Arrow: Single hit HP. Doesn't combo into Aerith, but avoids EX Revenge counters with EX depletion.

Avoid

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

Bravery attacks
Ground Aerial
Blizzard --
HP attacks
Ground Aerial
Meteodrive --

Blizzard: Low priority projectile with longest reach out of the Blizzard type spells. With other spells already having higher priority and providing better reward on hit, Blizzard is not recommended for this build.

Meteodrive: Low brv damaging HP with wall rush. Doesn't combo into Aerith, but has better feint than Meteor Strike and short animation overall.

Stats
HP 9972
CP 450
BRV 997
ATK 174
DEF 185
LUK 60
Max Booster x5.5
Special Effect: Adamant Chains
Equipment
Assist Aerith / Tidus
Weapon ddff-icon-equip-weapon.png Adamant Knife (CP Glitch)
Hand ddff-icon-equip-hand.png Adamant Shield (CP Glitch)
Head ddff-icon-equip-head.png Dueling Mask
Body ddff-icon-equip-body.png Adamant Vest (CP Glitch)
Accessory 1 accessory_basic.png Zephyr Cloak
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV > Base Value
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_special.png Tenacious Attacker
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

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.


Bravery attacks
Ground Aerial
Waterkick Moonsault Kick
Beat Rush Elbow Smash
Blizzaga Dolphin Blow
HP attacks
Ground Aerial
Rolling Blaze Meteor Crusher
Meteor Strike Rolling Blaze
Somersault (from Waterkick)
Basic Abilities
Actions Support Extra
Ground Evasion Always Target Indicator Precision Evasion
Midair Evasion EX Core Lock On Disable Counterattack
Ground Block Assist Lock On EXP to HP
Midair Block Best Dresser
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Air Dash
Free Air Dash
Ground Dash
Multi Air Slide
Free Air Dash Boost
Assist Gauge Up Dash
Jump Boost
Jump Times Boost+
Ground Evasion Boost
Midair Evasion Boost
Evasion Boost

A build that provides bravery every time an attack is evaded with a dodge. This style of build is often reserved for specific match-ups where a character may struggle to land hits and are dealing with projectiles often. Against Sephiroth this is good for discouraging Shadow Flare use. The Emperor and Ultimecia also create situations with projectiles frequently, but all three are difficult match-ups for Tifa even with this build. Landing an HP is challenging and often carries a lot of risk, so having more bravery can justify taking the plunge.

The boosters don't depend on the opponent as much (no summon unused for example), but are weaker than a fully optimized set with boosters reliant on the other player's build. At maximum booster multiplier, a single dodge generates 146 bravery.

25 CP is available for Auto Assist Lock On support ability, another ground HP attack, additional basic actions or extra abilities.

Substitutes
Equipment Replacement Notes
accessory_booster.png After 30 Seconds accessory_booster.png Opponent Summon Unused 1.2 booster to 1.3 booster, a slight increase. The opponent does not have to equip a summon, so if they don't have a summon for the fight, this booster is useless.
accessory_basic.png Dismay Shock accessory_booster.png Opponent Empty EX Gauge If the opponent has Side by Side accessory_special.png equipped, this is another good 1.3 booster with consistent uptime.
accessory_special.png Tenacious Attacker Free choice --

Assist

Tifa's Assist Data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Beat Rush 21F Ground Opponent 8, 11, 16 (35) Chase
BRV Falcon's Dive 23F Air Opponent 26 Wall Rush
HP Meteodrive 39F Ground Opponent 15 Wall Rush
HP Rolling Blaze 45F Air Opponent 1 x 7 Wall Rush


Synergies

Poke and wall rush conversions, high brv damage, high risk of being locked when used.

Poke and wall rush conversions, lower damage, but faster startup and shorter animation on air BRV assist, making Tidus safer to use even if the opponent escapes it with LV1 Assist Change.

If you don't need Kuja or Tidus for whiff punishments or conversions, Aerith can boost your damage near the ground with triple HP combos or reliably set up HP damage off of Moonsault Kick's chase. Recommended for Side by Side and / or high base bravery builds.

References


Navigation


Wiki Roadmap (012 Tifa Lockhart)

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 Tifa's feints. 20 / 86
Pros / Cons Strengths and weaknesses. ? / ?
Overview / Character Data Old overview. Rewrite overview and move the old one to starter guide? 1 / 2
Bravery Attacks Ability info overviews, images. 1 / 5
HP Attacks Ability info overviews, images. 1 / 5
EX Mode Basic info, EX burst overview, EX burst image. EX mode overview? 2 / 3
Combos Kuja assist combos (no video examples). Add solo combos and more assist combos with video examples. 1 / 7
Builds 3 builds. Add formatting (attacks, headers) from high base brv build to brv boost on dodge build. Add more builds in the same style as shown on her page. 10 / 10
Assist Assist data. Elaborate on common assists. 1 / 3
Matchups Page created. Introduction is written. Matchup analysis and tips. 0 / 32
Frame Data Create page. Helpful links related to character. 0 / 1
Starter Guide Create page. Concise pvp guide with core concepts and essentials. 0 / 8
Strategy Basic strategies and counterplays. Add more if possible. 3 / 10