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 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.
''A flurry of attacks ending in one ferocious tackle. Watch your timing and stop the reels. The better the combo, the more damage dealt.''
''A flurry of attacks ending in one ferocious tackle. Watch your timing and stop the reels. The better the combo, the more damage dealt.''
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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.
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.
= Tifa's mechanics (Feints) =
== Unique Mechanics - Feints ==
Many of Tifa's bravery and HP attacks can be cancelled into an invincible dash that can go through opponents. Press Cross {{pspcro}} during an attack's {{keyword|startup|startup=1}} to feint it. After a feint, Tifa can continue with the preceding attack or wait until the feint state ends. For example, Beat Rush > Cross {{pspcro}} > Beat Rush (hits).
Many of Tifa's bravery and HP attacks can be cancelled into an invincible dash that can go through opponents. Press Cross {{pspcro}} during an attack's {{keyword|startup|startup=1}} to feint it. After a feint, Tifa can continue with the preceding attack or wait until the feint state ends. For example, Beat Rush > Cross {{pspcro}} > Beat Rush (hits).
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* Reacting with assist and using it in tandem to pincer her.
* Reacting with assist and using it in tandem to pincer her.
= Combos =
== Combos ==
== Solo ==
=== Solo ===
== Assist ==
=== Assist ===
All assists use their designated bravery attack unless stated otherwise.
All assists use their designated bravery attack unless stated otherwise.
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.
[Close~Mid] Unleash a flurry of attacks. Increase charge speed with button hold.
Unlocked at level 1
Mastered at 130 AP
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 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
Many of Tifa's bravery and HP attacks can be cancelled into an invincible dash that can go through opponents. Press Cross during an attack's startup to feint it. After a feint, Tifa can continue with the preceding attack or wait until the feint state ends. For example, Beat Rush > Cross > Beat Rush (hits).
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, most notably with Rolling Blaze.
Because Tifa is invincible during a feint, it is possible to use it as a post-dodge defensive option. This is great for staying safe against dodge punish attempts.
Tifa can be hit after the feint teleport and during its recovery period, which make her vulnerable to interruptions. 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
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.
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.
indicates 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 .
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.
indicates 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
Zephyr Cloak / BRV = 0 / Hero's Essence / Great Gospel / Hero's Seal / Winged Boots
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
Together as One / 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 and Summon Unused
Battle Hammer and BRV = 0
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.
indicates 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
After 30 Seconds
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.
Dismay Shock
Opponent Empty EX Gauge
If the opponent has Side by Side equipped, this is another good 1.3 booster with consistent uptime.
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.