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| Sonic Buster is one of Tidus' many multi-hit attacks that can deal more or less damage to the opponent depending how close he is at the time of performing it. This applies to the initial tackle and getting the maximum amount of hits is most reliable at point-blank range. Using Sonic Buster from further distance will cause less hits to connect and subsequently reduce the attack's overall damage output slightly. | | Sonic Buster is one of Tidus' many multi-hit attacks that can deal more or less damage to the opponent depending how close he is at the time of performing it. This applies to the initial tackle and getting the maximum amount of hits is most reliable at point-blank range. Using Sonic Buster from further distance will cause less hits to connect and subsequently reduce the attack's overall damage output slightly. |
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| The startup is slow enough to be reactable and it even has a distinct sound cue. However, this sound effect is shared with Tidus' ''blocking'' state, so adept players can mask it with [[Glossary_(Dissidia_012)#Dash_feint_/_Spot_dash|'''spot dashes''']] to opponents who rely on audio off-guard. Even so, using this move recklessly in the [https://glossary.infil.net/?t=Neutral '''neutral'''] is not advised and because Tidus commonly fights in the air, there may not be many opportunities to even apply it. | | The startup is slow enough to be reactable and it even has a distinct sound cue. However, this sound effect is shared with Tidus' ''blocking'' state, so adept players can mask it with [[Glossary_(Dissidia_012)#Dash_feint_/_Spot_dash|'''spot dashes''']] to opponents who rely on audio off-guard. Even so, using this move recklessly in the [https://glossary.infil.net/?t=Neutral '''neutral'''] is not advised and because Tidus commonly fights in the air, there may not be many opportunities to even apply it. The whiff recovery is fairly low though. |
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| Sonic Buster's vertical tracking is not stellar, but it can increase exponentially during assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=140 Sonic Buster increased tracking during assist </ref> | | Sonic Buster's vertical tracking is not stellar, but it can increase exponentially during assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=140 Sonic Buster increased tracking during assist </ref> |
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| ''[Long] Hurl ball blazingly fast. Deal more damage when close.'' | | ''[Long] Hurl ball blazingly fast. Deal more damage when close.'' |
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| A stationary blitzball throw. Sphere Shot is one of Tidus' three projectiles, but it is not very suited for frequent zoning or building assist meter. The startup is quite slow, the dodge cancel recovery window is average at best and the vertical tracking covers roughly an average ground jump's height. | | A stationary blitzball throw. Sphere Shot is one of Tidus' three projectiles, but it is not well suited for frequent zoning or building assist meter. The startup is quite slow, the dodge cancel recovery window is average and the vertical tracking covers roughly an average ground jump's height. |
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| The Ranged Mid priority means blocking Sphere Shot causes the opponent to stagger and as such, it is serviceable for calling out blocks or low priority pokes outside of Hop Step range. However, Tidus does not get enough [https://glossary.infil.net/?t=Frame%20Advantage '''frame advantage'''] and proper spacing from a dodge cancel to connect his other moves. Assists that aren't Aerith can turn this interaction into a combo and on hit, wall rush is also available depending on position. | | Sphere Shot isn't without strengths however. The animation isn't short, but it is not long enough to be reliably assist punishable by Kuja or Aerith assists who are two of the most powerful and commonly used assists in the game. Thanks to the Ranged Mid priority, it performs well against non-high speed HP attacks in a counterpoking exchange and it can disrupt {{012emp}} inside a trap when in reach. |
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| | The mid priority also means blocking Sphere Shot causes the opponent to stagger and as such, it is serviceable for calling out blocks or low priority pokes outside of Hop Step range. Tidus actually gets enough [https://glossary.infil.net/?t=Frame%20Advantage '''frame advantage'''] to guarantee a Hop Step with a dodge cancel, but the caveat here is distance; Normally Tidus moves too far from the opponent with a dodge to realistically hit the opponent, but if his back is against the wall, he can land Hop Step reliably. <ref>https://www.youtube.com/watch?v=PApmGwJaK64 Tidus Sphere Shot stagger dodge cancel Hop Step example.</ref> Assists that aren't Aerith can convert staggers into a combo and on hit, wall rush is also available for followups if close enough. |
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| Sphere Shot can do a maximum amount of 8 hits for 32 base damage which is not bad and it scales with physical damage that is already a good investment for Tidus. But getting all hits is only possible at point-blank range, much like Sonic Buster. If done at the same when the opponent blocks, this move will hit after the active guard frames have passed and it can put a dent in their bravery. If done at max range, the amount of hits can be reduced to as low as 2 which naturally decreases Sphere Shot's overall damage output. | | Sphere Shot can do a maximum amount of 8 hits for 32 base damage which is not bad and it scales with physical damage that is already a good investment for Tidus. But getting all hits is only possible at point-blank range, much like Sonic Buster. If done at the same when the opponent blocks, this move will hit after the active guard frames have passed and it can put a dent in their bravery. If done at max range, the amount of hits can be reduced to as low as 2 which naturally decreases Sphere Shot's overall damage output. |
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| This is not a very strong move overall due to unfavorable frame data, average tracking, limited conversion opportunities and fluctuating damage. However, it can support Tidus at mid range when used sparingly and hit {{012emp}}'s out of traps if he is in range.
| | Sphere Shot occupies a fairly unique spot in Tidus' repertoire. It won't necessarily see much use in aerial fights or as a dedicated anti-air, but when used as a counterpoke or to call out blocks sparingly, it can support his mid range play. When used in conjunction with Sonic Buster, it can occasionally mix up the opponent as they require different responses and can be used from similiar ranges. |
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| |-|Stick & Move (ground)= | | |-|Stick & Move (ground)= |
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| ''[Dodge] Turn, then throw sword. Evade foe's attack on start.'' | | ''[Dodge] Turn, then throw sword. Evade foe's attack on start.'' |
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| A dodge attack with horizontal movement. The direction can be controlled during startup, but Tidus can only move left or right when locked on. Tidus is briefly invincible when the attack begins (20 frames at 60 FPS) and will throw a disjointed sword hitbox forward once the startup is over. The sword throw generates as much EX on hit as Hop Step, it has enough hit stun for assist combos and it can be followed up with the Quick Hit HP link. | | A dodge attack with horizontal movement. The direction can be controlled during startup, but Tidus can only move left or right when locked on. Tidus is briefly invincible when the attack begins (20 frames at 60 FPS) and will throw a disjointed sword hitbox forward once the startup is over. The sword throw generates as much EX on hit as Hop Step, it has enough hit stun for assist combos and the Quick Hit HP link. |
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| | Stick & Move is something of a matchup specific attack, but it can be quite strong. Turning around the opponent can be effective, since there are a lot of attacks in the game that hit in a straight line from the front, including HP attacks. Tidus doesn't create much distance between the opponent and tries to maintain a fixed distance if possible even when they approach him. The relatively long lateral range of the sword can work against neutral dodges, upward dodges from beneath Tidus (the elevation is matched) and side dodges if Tidus moves in the correct direction. |
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| Stick & Move doesn't create much distance, so it can retaliate against attacks that stop tracking Tidus at the time of evasion. But the long startup and recovery also make it susceptible to blocks and [[Glossary_(Dissidia_012)#Assist_punish|'''Assist punishes''']]. Because the sword is not considered a separate projectile, Stick & Move can also poke through solid objects like walls and stage props. <ref>https://www.youtube.com/watch?v=n7pLWp2p6D8 Stick & Move disjoint through wall.</ref> This does mean that Tidus can be staggered by mid priority attacks and regular blocks in places where this move can make contact, but
| | The long startup and recovery make it susceptible to blocks and [[Glossary_(Dissidia_012)#Assist_punish|'''Assist punishes''']]. Because the sword is not considered a separate projectile, Stick & Move can also poke through solid objects like walls and stage props. <ref>https://www.youtube.com/watch?v=n7pLWp2p6D8 Stick & Move disjoint through wall.</ref> This does mean that Tidus can be staggered by mid priority attacks and regular blocks in places where this move can make contact, but the severity of a punish can vary depending on position. |
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| Stick & Move's dodge cancel window on hit is quite late into the animation. However, the sword is capable of damaging the opponent even when it returns back to Tidus which provides just enough time to dodge cancel and combo into Hop Step. <ref>https://www.youtube.com/watch?v=oDOs-TVaqYg&t=18 Stick & Move return hit combo.</ref> This can be difficult to replicate against another human opponent, but it is worth noting as a solo dodge cancel combo starter regardless; It still generates additional meter and combos into commonly used assists. | | Stick & Move's dodge cancel window on hit is quite late into the animation. However, the sword is capable of damaging the opponent even when it returns back to Tidus which provides just enough time to dodge cancel and combo into Hop Step. <ref>https://www.youtube.com/watch?v=oDOs-TVaqYg&t=18 Stick & Move return hit combo.</ref> This can be difficult to replicate against another human opponent, but it is worth noting as a solo dodge cancel combo starter regardless; It still generates additional meter and combos into commonly used assists. |
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| Similiar to Full Slide, Stick & Move's vertical tracking is heavily influenced by assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=101 Stick & Move vertical tracking during assist call.</ref> Stick & Move's increased tracking during assist call.</ref> That improves the attack's utility as a mid range whiff punisher against long recovery moves. | | Similiar to Full Slide, Stick & Move's vertical tracking is heavily influenced by assist calls. <ref>https://www.youtube.com/watch?v=KowbxKm8-DQ&t=101 Stick & Move vertical tracking during assist call.</ref> Stick & Move's increased tracking during assist call.</ref> That improves the attack's utility as a mid range whiff punisher against long recovery moves. |
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| Overall, Stick & Move is more of a matchup specific dodge attack than a general use double dodge. Using it on the ground can be a good way to defend against {{012fc}}'s Via Dolorosa HP or {{012squ}}'s Blasting Zone, but be wary of the opponent's assist. The base damage can vary slightly depending on when it hits, but the damage output is not particularly high either way. | | Overall, Stick & Move has a lot going for it even if it is not a one-size-fits-all dodge attack. Using it on the ground can be a good way to defend against {{012fc}}'s Via Dolorosa HP or {{012squ}}'s Blasting Zone, but be wary of the opponent's assist. The base damage can vary slightly depending on when it hits, but the damage output is not particularly high either way. |
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| |-|Dart & Weave (ground)= | | |-|Dart & Weave (ground)= |
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| A forward overhead leap into a downward multi-hit spin. The direction cannot be controlled during startup, making the traversed distance fixed and linear. Just like Stick & Move, Tidus is briefly invincible when the attack begins (20 frames at 60 FPS). | | A forward overhead leap into a downward multi-hit spin. The direction cannot be controlled during startup, making the traversed distance fixed and linear. Just like Stick & Move, Tidus is briefly invincible when the attack begins (20 frames at 60 FPS). |
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| Dart & Weave always moves Tidus towards the opponent when locked on, to the point where he can [https://glossary.infil.net/?t=Cross-up '''cross-up'''] blocking opponents and hit behind their back. This also works against attacks with low upward tracking and short active frames (which is fairly common), but not necessarily against attacks that recover quickly. Bypassing a block with this is also risky as Dart & Weave's startup is 51 frames while a regular block ends after 52 frames. | | Dart & Weave's main strength is two-fold: It is the fastest out of his dodge attacks that always moves Tidus towards the opponent when locked on, to the point where he can [https://glossary.infil.net/?t=Cross-up '''cross-up'''] blocking opponents and hit behind their back. Defending against Tidus in this way requires a delayed block, which punishes trigger happy reflexes. The movement also helps avoid concurrent attacks and works against moves with low upward tracking and short active frames, which is fairly common. |
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| On hit, Tidus can dodge cancel combo into Hop Step for respectable 165 EX and a chunk of assist meter. Aerith assist can combo with Chase and Jecht assist can combo after an early dodge cancel. Quick Hit HP is also available, so there are few avenues for routing combos. | | On hit, Tidus can dodge cancel combo into Hop Step for respectable 165 EX and a chunk of assist meter. Aerith assist can combo with Chase and Jecht assist can combo after an early dodge cancel. Quick Hit HP is also available, so there are few avenues for routing combos. |
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| Even though Dart & Weave does not have distinct flaws unique to it, the strengths are also not well pronounced enough to make it a consistent dodge attack for general use.
| | With all that being said, Dart & Weave does not work well against attacks that recover quickly. Bypassing a simultaneous block with this is also risky as startup is 51 frames while a regular block ends after 52 frames. The defensive traits are mostly nullified at the ceiling due to it cutting off movement and the move covering least distance overall. Dart & Weave is not affected by assist call tracking and to top it off, it is arguably most vulnerable on whiff out of Tidus' dodge attacks. |
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| |-|Cut & Run (ground)= | | |-|Cut & Run (ground)= |
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| A backward dodge followed up a forward mutli-hit charge. The direction cannot be controlled during startup, making the traversed distance fixed. Just like other dodge braveries, Tidus is briefly invincible when the attack begins (20 frames at 60 FPS). | | A backward dodge followed up a forward mutli-hit charge. The direction cannot be controlled during startup, making the traversed distance fixed. Just like other dodge braveries, Tidus is briefly invincible when the attack begins (20 frames at 60 FPS). |
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| Cut & Run has the highest base damage out of all dodge braveries and the backwards evasion is fast enough to avoid a lot of moves with forward tracking. On hit, Tidus can link the Quick Hit HP or go for a difficult dodge cancel followup with Hop Step for extra bravery damage and meter. | | Cut & Run has the highest base damage out of all dodge braveries, along with shortest whiff recovery and the backwards evasion is fast enough to avoid a lot of moves with a bit of forward tracking. On hit, Tidus can link the Quick Hit HP or go for a difficult dodge cancel followup with Hop Step for extra bravery damage and meter. The combos are perhaps a bit more situational than Dart & Weave's in this way, but they can provide slightly more damage. As far as three-slot bravery dilemmas go, the aerial Cut & Run version has an edge due to an increased base damage multiplier. |
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| In a sense, Cut & Run shares many traits with Dart & Weave. Both have the same startup, allow dodge cancel combos and avoid attacks with below average tracking. Cut & Run's assist combos are more situational than Dart & Weave's, but they can provide slightly more damage and both lose to low recovery pokes due to long startup. As far as three-slot bravery dilemmas go, the aerial version has an edge due to increased base damage multipliers, but the ground version does not have that and so is more interchangeable. | | In a sense, Cut & Run shares many traits with Dart & Weave. Both have the same startup, allow dodge cancel combos and avoid attacks with below average tracking. Both also lose to low recovery pokes due to long startup. It is worth noting that Cut & Run becomes active after the initial retreat, which technically makes it slower to hit in practice. That makes it more vulnerable to blocks, moreso than his other dodge attacks. It does not cross up or go through walls. But it ''can'' go through {{012cod}}'s Ranged Mid projectile. <ref>https://www.youtube.com/watch?v=khLwUm7sG-s&t=31 Cut & Run goes through Cloud of Darkness projectile.</ref> |
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| </tabber> | | </tabber> |