Squall Leonhart (Dissidia 012) and Tifa Lockhart (Dissidia 012): Difference between pages

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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNav
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-tifa.png
|general=[[Tifa_Lockhart_(Dissidia_012)|'''General''']]
|matchups=[[Tifa Lockhart (Dissidia 012)/Matchups|'''Matchups''']]
|resources=Resources
|starter=Starter Guide
|strategy=[[Tifa_Lockhart_(Dissidia_012)/Strategy|'''Strategy''']]
}}


<img>https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-squall.png</img>
{{CharacterInfo
{{CharacterInfo
|name=Squall Leonhart (スコール・レオンハート)
|name=Tifa Lockhart (ティファ・ロックハート)
|origin=Final Fantasy VIII
|origin=Final Fantasy VII
|weapon=Swords, Daggers, Katanas, Guns
|weapon=Grappling Weapons, Parrying Weapons,<br> Poles, Rods, Staves
|armor=Shields, Bangles, Hats, Helms, Clothing,<br>Light Armor, Large Shields, and Chestplates
|armor=Bangles, Chestplates, Clothing, Gauntlets,<br> Hairpins, Hats, Light Armor
|atk=109 (Low)
|atk=108 (Very Low)
|def=111 (Average)
|def=111 (Average)
|runspeed=5 (Above Average)
|runspeed=4 (Fast)
|dash=77 (Average / Good)
|dash=69 (Very Fast)
|fall=81 (Average)
|fall=77 (Above Average)
|fallr=38 (Average)
|fallr=37 (Above Average)
|exclusives=Revolver, Twin Lance, Punishment, Lionheart
|exclusives=Godhand, Premium Heart, Seventh Heaven
}}
}}


{{ProConTable
{{ProConTable
|pros=*'''Flexible, straightforward moveset''' helps Squall onboard new and experienced players to compete.
|pros=
*'''Defensive punishment''' is relatively easy and effective thanks to Beat Fang, Blasting Zone and Aerial Circle.
|cons=
*'''Combo potential''' is great, particularly close to the ground. A variety of solo combos and assist conversions are available and he can combo into HPs reliably on the ground as well.
*'''Assist synergy'''. Squall is great at using several assists to convert to HP damage thanks to multi-part attacks and wall rush capabilities.
*'''EX Mode''' increases Squall's gunblade's range and damage exponentially.
*'''Meter depletion''', particularly with Yuna assist is among the strongest in the game.
*'''Versatile builds''' can support Squall with a variety of different playstyles and matchups.
|cons=*'''Average post-dodge defense'''. Beat Fang clashes being his primary defensive tool to cover for his floaty air dodges make Squall more vulnerable to [[Dodge_(Dissidia_012)#Dodge_punishment|'''dodge punishes''']].
*'''Lackluster EX generation in the air''' can lead Squall to rely on EX Cores to stay competitive with EX meter.
*'''Prone to whiffing against fast characters'''. Dodge punishing fast fallers such as {{012tid}} and {{012pri}} and hitting fast runners such as {{012ok}} can put Squall at great risk for engaging first.
*'''Below average air combo extensions'''. With limited ways to extend aerial assist combos without wall rush, Squall's bravery damage output can suffer in air-centric fights.
}}
}}


= Overview =
= Overview =
Squall is a flexible close range character who can engage from further away and approach from a variety of angles. Above average running speed, fast multi-part bravery attacks, strong anti-air, strong combo & meter drain potential and Ranged Low block properties, Squall has a lot going for him.
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.
 
On the ground, he can hit people outside of their effective range to lead into combos, easily anti-air and catch their dodges as well as play the conventional close range interactions. Air combat is handled with good usage of air movement, single hit HPs and the infamous Beat Fang. Building assist meter is consistent, with fast bravery whiffs and retaliatory HPs when using Side by Side. EX generation is weak in the air, but finishing ground attacks and investing into EX Core absorption with his exclusive weapon can make up the difference. Due to his holding potential, Squall can work with a variety of assists, though HP follow-ups may suffer depending on position and assist choice.
Tifa is a low tier character.
 
Squall is versatile and relatively easy to use. But he doesn't have a way to punish opponents in the air for using low recovery melee attacks outside of his blocking range. This is felt most with his Aerial Circle HP that pulls the opponent in. He also struggles to punish air dodges effectively against fall fallers such as Kefka or Prishe. Similiarly, fast running speed can make most of his moves whiff effortlessly. On top of that, his primary way of protecting himself after a dodge is clashing with a bravery attack. Combined with his floaty air dodges, the reliance on dodge cancels can put Squall at great risk for any approach attempts.
 
Squall has been ranked as a high tier character throughout the game's competitive lifespan. In rulesets where meter depletion is not allowed, his effectiveness falls off a little. Nevertheless, his consistency and ease of use make him a good pick for new and experienced players alike, even if a few matchups can cripple him a lot.


= Bravery Attacks =
= Bravery Attacks =
During EX Mode, damage multipliers inside brackets [ ] hit twice instead of once.
== Ground ==
== Ground ==
<tabber>
<tabber>
|-|Upper Blues=
|-|Beat Rush=
{{AbilityInfo
{{AbilityInfo
|damage=[3, 3, 5],9 (20) [31]
|damage=8, 11, 16 (35)
|startup=13F
|startup=21F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Leap into the air. Quick launch, easy wall rush.''
 
A quick forward slash with combo potential. Upper Blues is commonly used as a poke, whiff punisher, in combos and to fill assist meter faster with dodge cancels. Due to the forward movement, it is more reliable in catching moving opponents than his other ground braveries. And while it's not his strongest anti-air attack, it can still serve as one against opponents who are barely hovering off the ground.
 
On hit, Upper Blues can reliably wall rush on the floor for pressure or assist combos. Delaying the second hit allows comboing into Beat Fang with a dodge cancel for a higher damaging combo with more assist meter gain.
 
 
A good bravery to have in most match-ups and builds.
 
|-|Solid Barrel=
{{AbilityInfo
|damage=[5, 6, 8, 10, 5, 5, 16] (55) (110)
|startup=13F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=90
|effect=Chase
|effect=Chase, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Repeated slashes. Short range; quick and powerful.''
''[Close~Mid] A flurry of punches. Can combo without hitting.''


Another fast bravery with shorter reach than Upper Blues, but better EX generation. Much like Upper Blues, this can be dodge cancelled quickly to generate assist meter and cancelling the third hit even enables the well known "golden combo" that capitalises on landing lag.
|-|Blizzard=
 
The knockback on the last hit does not lend well to assist combos, but because each attack can be pressed within a generous input window, assist conversions can be confirmed reliably.
 
Due to Solid Barrel's short range, it is not often used to punish whiffs or poke moving opponents. Dashing helps in applying Solid Barrel in it's effective range, but it works more consistently as a block punisher against grounded opponents and as a combo starter / extender after Thunder Barret. Having higher damage and EX Force output than Upper Blues, along with good frame data are enough to justify this attack as a staple for Squall.
 
|-|Blizzard Barret=
{{AbilityInfo
{{AbilityInfo
|damage=10 (10)
|damage=10 (10)
|startup=33F
|startup=31F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=-
|effect=--
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Fire one ice bullet. Long range, strong homing.''
''[Long] Fire ice crystals. Slow speed, but long range.''
 
A slow single hit projectile with low priority. The tracking is deceptively good and the hit stun is serviceable for combo purposes. At particular spacings, it can enable combo extensions with Thunder Barret or even act as a combo starter.
 
Overall though, Blizzard Barret is rarely prioritized in competitive play. Outside of the homing and hit stun, it is an underwhelming low priority projectile with unfavorable risk / reward ratio. Squall's other ground braveries are more competitive compared to Blizzard Barret, so it is often neglected altogether.


|-|Thunder Barret=
|-|Blizzara=
{{AbilityInfo
{{AbilityInfo
|damage=each (3)
|damage=1, 2 x 10, 3 (24)
|startup=33F (furthest bolt appears first)
|startup=31F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low, Ranged Mid (Explosion)
|ex=each 9
|ex=0
|effect=
|effect=Wall rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Lightning that draws foes. Good start for combos''
''[Mid] Fire multiple ice crystals. Strike opponent down.''
 
A signature Squall combo starter. Four vertical lightning bolts are cast in front of Squall, which can act as a longer range disjointed poke, anti-air, dodge punisher and as a combo starter. Squall can cancel the recovery on whiff into attacks, dodges and blocks. But on hit this can be cancelled much earlier to perform solo combos, including his staple HP attacks.
 
Thunder Barret is a great move for Squall in most match-ups as it can control a decent amount of space with good reward on hit.
 
It is not without weaknesses however. The Ranged Low priority and the relatively slow startup make it easier for the opponent to react and power through bolts with a dash or an attack, creating an opening for hitting Squall when he is vulnerable. Furthermore, the lightning bolts do not have enough tracking to hit high speed lateral movement. Even though Thunder Barret's recovery can be cancelled into other actions, Squall is completely stationary and has no protection beyond the active lightning bolts. As such, using this move predictably can quickly backfire against vigilant opponents.


|-|Fusillade=
|-|Blizzaga=
{{AbilityInfo
{{AbilityInfo
|damage=6, 6, 6, 6 each 6 (24+)
|damage=1, 2 x 10, 9 (30)
|startup=33F
|startup=93F
|type=Magical
|type=Magical
|priority=Ranged Low, Mid (only thunder)
|priority=Ranged Mid
|ex=60~90
|ex=0
|effect=Chase
|effect=Wall rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Magic barrage. Can combo without hitting.''
''[Long] Drop ice crystals on foe to surprise opponent.''


A combination of magic projectiles with good EX generation. The startup, low priority and lack of dodge cancel windows do not lend to fighting at a range. However, the first two projectiles can be reasonably safe to throw out at a distance and they can be confirmed into an assist combo on hit. Each projectile can be input with a bit of delay to help with this. In addition, the mid priority thunder bolt can be used as an effective -albeit predictable- method to force a dodge from the opponent. Depending on the opponent, punishing a dodge or what comes after it is possible with an assist, creating a more favorable situation for Squall if he performs this move uninterrupted.
|-|Waterkick=
 
{{AbilityInfo
Fusillade can also work in situations where Solid Barrel would normally be used. That is, after staggering with a block or starting a combo with Thunder Barret. Much like Solid Barrel, the holding potential is great for assist conversions and the EX generation can be exceeded depending on the assist.
|damage=8, 12 (20)
|startup=11F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall rush, Feint (both hits)
|cp=30 (15)
}}
''[Close] A low-to-high kick combo. Can combo without hitting.''


Due to functional overlap with Solid Barrel with few standout traits elsewhere, Fusillade is not often prioritized in competitive play.
</tabber>
</tabber>


== Aerial ==
== Aerial ==
<tabber>
<tabber>
|-|Heel Crush=
|-|Elbow Smash=
{{AbilityInfo
{{AbilityInfo
|damage=20 (20)
|damage=8, 12 (20)
|startup=41F
|startup=11F
|type=Physical
|type=Physical
|priority=Melee Mid
|priority=Melee Low
|ex=30
|effect=Wall rush, Feint (both hits)
|cp=30 (15)
}}
''[Close] Elbow smash combo. Can combo without hitting.''
 
|-|Falcon's Dive=
{{AbilityInfo
|damage=26
|startup=23F
|type=Physical
|priority=Melee Low
|ex=0
|ex=0
|effect=Block Low (Ranged), Wall Rush
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Unleash heel drop. Slow start, fast movement.''
''[Dive] Descend quickly from above.''
 
An advancing mid priority attack. Squall can block Ranged Low priority attacks during the startup animation such as {{012lig}}'s Thunder or {{012yuna}}'s Heavenly Strike. Heel Crush works as a callout against these kinds of attacks and because of the mid priority, it will also stagger opponents looking to block Beat Fang. This move can be dodge cancelled somewhat early during the recovery animation, but the lengthy startup gives the opponent time to prepare for a counter attack.
 
Heel Crush is often used in conjunction with Beat Fang and Fire Barret to create mixups and otherwise create meaningful interactions at close range. It is not mandatory for all matchups.


|-|Beat Fang=
|-|Moonsault Kick=
{{AbilityInfo
{{AbilityInfo
|damage=[3, 5], 7, [2 x 6, 13] (40) [73]
|damage=9, 9, 2 x 3, 16 (40)
|startup=15F
|startup=25F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=90
|effect=Wall Rush
|effect=Chase, Feint (both parts)
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Float, then strike down foe. Short reach, but fast.''
''[Mid] Graceful kicks. Can combo without hitting.''
 
The defacto Squall bravery. A poke, a great whiff punisher, a flexible combo starter with an occasional guard crossup. Beat Fang shares many characteristics with his ground braveries, such as it's speed, multi-hit attacks with lenient input window and combo potential. But because this is Squall's only quick melee bravery, it is at the heart of his aerial combat.
 
Beat Fang has a lot of utility. It's fast startup and early dodge cancel window make it great for building assist meter on whiff. The homing movement during startup lets him punish missed attacks with ease. It even has a hitbox that can  hit behind a blocking opponent in close range seemingly at random, ignoring the guard attempt altogether.
 
Once Beat Fang connects, the second upward slash can evade incoming attacks, namely {{012emp}}'s Dreary Cell or assists that were called in an attempt to interrupt Beat Fang. Wall rushing near the ground not only enables a variety of assist followups, but also allows Squall to impose defensive decision making on the opponent and potentially repeat the situation, akin to the [https://glossary.infil.net/?t=Okizeme '''okizeme'''] concept in other fighting games. Because of the way camera works, the knocked down opponent may also have to deal with crossed up directional attack inputs 1-2 times depending on how Squall moves afterwards, further confusing his prey.
 
There are a few things Squall players should be wary of, however. For one, Squall can only cancel Beat Fang's recovery into an air dodge which reduces ambiguity for the opponent. Despite the tracking during startup, Beat Fang has no hitbox below Squall. This means it can and will miss against dashes, air dodges with fast fall speed and fast runners on the ground such as {{012tid}} and {{012tifa}}. And if Squall commits to the finishing series of blows, he can be easily staggered with a LV2 Assist Change for a punish. Given how much Squall relies on this move, these factors can greatly reduce his hit rate and bravery damage output. Since critical hits are not distributed in a binary "all or nothing" fashion, the damage increase from critical hits can fluctuate greatly.
 
Regardless, Beat Fang is one of Squall's most important and effective moves. Anything Solid Barrel and Upper Blues could achieve is relegated to it in the air and much of his success hinges on how he can leverage Beat Fang to his advantage.


|-|Mystic Flurry=
|-|Dolphin Blow=
{{AbilityInfo
{{AbilityInfo
|damage=each 1 x 8, 7 (15)
|damage=1 x 5, 24 (29)
|startup=33F
|startup=23F
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Melee Low
|ex=each 30
|ex=30
|effect=Wall Rush
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Magic barrage. Can combo without hitting.''
''[Rise] Uppercut in the form of a dolphin. Useful from below.''
 
A barrage of multi hitting low priority projectiles that stay in place after traversing a short distance. Mystic Flurry is not commonly prioritized in competitive play.


On paper, it has good potential for damage and generating EX Force. However, each projectile is fired somewhat erratically in front of Squall and they do not combo into each other consistently at the end of their duration. Because of this, the projectiles are often positioned unfavorably and not necessarily right in front of Squall. And if one projectile wall rushes on the ground, the remaining projectiles cannot inflict damage without assist.
|-|Blizzard=
 
All that creates complications for punishes and combos alike, but Squall's safety is also at risk - He is completely stationary for Mystic Flurry's duration whether he fires all projectiles or not. Dodge cancelling the recovery is the same speed as Mystic Flurry's natural recovery, further cementing Squall's commitment when using this move. Coupled with the fact that Ranged Low projectiles lose to attacks, blocks and dashes, Mystic Flurry provides very little reward in proportion to the risk it presents for using it.
 
Mystic Flurry's projectiles stay on the field even if Squall gets hit. This isn't often useful, but any projectile that does connect on the opponent causes downward knockback on their last hit, which can wall rush. That can be used to combo into assists or reassess the situation, but setting up Mystic Flurry can be just as worthwhile for daring players - Squall can pick up opponents stuck in a barrage of hits with Beat Fang or Aerial Circle, but due to Mystic Flurry's inconsistent behavior and required spacing, this can be difficult to perform or justify.
 
|-|Fire Barret=
{{AbilityInfo
{{AbilityInfo
|damage=each (5)
|damage=10 (10)
|startup=33F
|startup=31F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=-
|effect=--
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Launch multiple fireballs. Normal speed, strong homing.''
''[Long] Fire ice crystals. Slow speed, but long range.''
 
Three homing fireballs pursue the opponent for a period of time. Fire Barret is often used in conjunction with Beat Fang to build assist meter more efficiently in the air. The range is good for occupying space and creating a potential combo conversion later. Each projectile inflicts a decent amount of hit stun which is difficult to spontaneously react to, but it does allow Squall to combo into other attacks if the player has a good read on the situation. And even if Fire Barret is used up close, the recovery can be cancelled into an attack -usually Beat Fang- for additional damage on hit.
 
Squall remains stationary for a moment after firing and cannot dodge cancel until the split projectiles begin pursuing in earnest. This can make Squall vulnerable to whiff punishes with an assist when done with a precise timing even if he has Auto Assist Lock On extra ability equipped.
 
Fire Barret is a staple air bravery for Squall due to it's consistency and relatively low commitment in many situations. It complements his ability to interact in close and mid ranges and can provide opportunities for additional damage from time to time. In a way, it's usage could be likened to a conventional projectile in a traditional 2D fighting game.


</tabber>
</tabber>
Line 217: Line 165:
= HP Attacks =
= HP Attacks =
== Ground ==
== Ground ==
<tabber>
<tabber>
|-|Fated Circle=
|-|Meteodrive=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=15
|startup=43F
|startup=39F
|type=-
|type=Physical
|priority=Ranged High
|priority=Melee High
|ex=0
|ex=30
|effect=Block Low (Ranged), wall rush, absorb
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Surround self with explosions. Block foe's spells.''
''[Close] Kick upwards, then strike down. Vertically limited.''
 
A circular explosion surrounds Squall, pulling in nearby opponents and blowing them away. Fated Circle is a good secondary ground HP for Squall thanks to it's utility. The Ranged High priority cannot be staggered with blocks or LV2 Assist Change. It can wall rush for additional HP damage, bypass EX Revenge checkmates thanks to the lack of bravery damage, it can even block Ranged Low attacks similiar to Heel Crush! The animation is fairly quick with a slightly above average recovery for an HP, making it harder to whiff punish after escaping with an assist change. The absorb effect works well against guarding opponents from a short distance. Each explosion has it's own hitbox which won't necessarily hit often due to surrounding Squall. But they do contribute to the overall active duration when an opponent can be damaged.
 
If Fated Circle hits a grounded opponent, the knockback often causes a wall rush even on the floor which can be used to follow up with an assist. Your mileage may vary depending on positioning and assist, however.
 
Squall's grounded HP attacks are great for the most part and that may be Fated Circle's greatest shortcoming. While great in it's own right, two of his other HPs are often stronger or more applicable in practical situations. In any build that has 3 grounded HP attacks however, Fated Circle rounds out Squall's repertoire really well.


|-|Revolver Drive=
|-|Meteor Strike=
{{AbilityInfo
{{AbilityInfo
|damage=1 x N (max 50)
|damage=1x (2/7/13), 15 (17/22/28)
|startup=43F
|startup=33F, 42F (half charge), 58F (full charge), hitbox 7F after release
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=each 3
|ex=3 per hit
|effect=Wall rush
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Rage-filled charge. Can aim with the analog stick.''
''[Close~Long] Charge at foe. Hold button to change distance.''


Squall starts revolver driving. A staple HP, this is an advancing multi hitting attack that can be freely steered with no regard for lock on. The HP attack button must be held to extend this attack's duration, or Squall will transition to the ending of the move immediately upon button release and inflict HP damage.
Meteor Strike for brv damage + wall rush and as a pseudo-poke for relatively short end lag and minor evasion against nearby aerial opponents.


Revolver Drive is often used as a block punisher, an assist combo starter / ender or stalling briefly. Landing this attack can be very beneficial - Squall can generate up to 50 hits worth of 3 EX Force (total 150) and freely manipulate his trajectory to best facilitate wall rush or advantegous positioning with EX Cores. Squall's ability to collect the EX by himself is somewhat unreliable however - Without increasing EX intake range he tends to only get roughly half (40~50 %) of the generated EX.
|-|Burning Arrow=
{{AbilityInfo
|damage=-
|startup=47F
|type=-
|priority=Melee High
|ex=0
|effect=Wall rush, Feint
|cp=30 (15)
}}
''[Mid] Ultra high-speed kick. Extremely quick.''


If done against a ledge, Squall will simply remain stationary while continuing to inflict bravery damage. This is far from ideal against characters who have Glutton {{accsp}} equipped as both characters remain close to the generated EX Force, but it is a good alternative for racking up damage in stages like [[Lunar_Subterrane_(Dissidia_012)|'''Lunar Subterrane''']].
|-|Rolling Blaze=
 
While Revolver Drive performs well once it hits, using it by itself in [https://glossary.infil.net/?t=Neutral '''neutral'''] situations is less effective overall. Aside from the startup and lack of absorb effect, Revolver Drive has little anti air capability despite having a hitbox above him. It can only move along solid surface and the traversal speed is only good, if not average. Sharp turns will greatly slow down momentum and it takes a good second to reach top speed again.
 
Even though Revolver Drive can be stopped at almost any time, it does have a maximum duration. Opponents can stay airborne ''and'' close to Squall, preparing for a counter attack once Squall stops moving. This is where players must remain wary of their timing and releasing earlier than what the opponent anticipates can go a long way in avoiding punishment. Furthermore, moves with unblockable priority such as {{012emp}}'s Thunder Crest and {{012exd}}'s Black Hole can pierce through Revolver Drive. This is on par with how the [[Attack_Priority_(Dissidia_012)|'''attack priority''']] system behaves, but Revolver Drive suffers from it more on average compared to other attacks.
 
Revolver Drive also exhibits notably altered behavior during assist call / change slowdowns - Whenever an assist is called or when assist change is used, Revolver Drive's movement speed '''increases drastically'''. This can help Squall close a distance for a surprise attack or create distance while the opponent is escaping from it. Steering is also influenced by this and could be used to convert into an assist without a wall by moving past the opponent and letting the assist pick up from that spot.
 
If a [[Bravery_(Dissidia_012)#Bravery_Break|'''bravery break''']] is inflicted during Revolver Drive, releasing the HP button causes the HP damage to be inflicted immediately before the additional bravery is added.
 
|-|Blasting Zone=
{{AbilityInfo
{{AbilityInfo
|damage=6, 1 x 4 (10)
|damage=1 x 7 (7)
|startup=41F
|startup=45F
|type=Magical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=90
|ex=3 per hit (max 21)
|effect=-
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Chop with massive blade of light that flies forward.''
''[Rise] Grab foe and throw to ground. Short horizontal range.''
 
One of Squall's strongest and fastest HP attacks. Great reach and horizontal tracking make Blasting Zone effective for controlling space against dodges and missed attacks. Assists can follow up on hit without a wall and good EX Force output ensure consistent reward.
 
Blasting Zone's range cannot be understated. It is long and tall enough to hit airborne characters outside of Thunder Barret's reach. What really complements it is the tracking - Blasting Zone will home in the opponent right until the blade is slammed to the ground and it's very fast.
 
The recovery is quite short for a move as potent as this. It's vulnerable to [[Abilities_(Dissidia_012)|'''Omni Ground Dash''']] and [[Dodge_(Dissidia_012)#Air_Dodge|'''air dodge''']] invincibility, but it's borderline unpunishable without them or assist.
 
Whenever a player thinks an opponent will dodge, Blasting Zone is fantastic and easy to use to capitalise on that opportunity. The hitboxes are active from the 41 frame startup until the HP damage portion. That can be used to disrupt opponents inside traps such as {{012emp}} and reflect lingering high priority projectiles like {{012vaan}}'s Windburst.


Overall, Blasting Zone is a staple in competitive Squall gameplay. It can be used effectively with ease to retaliate and chip away health. Great for calling out predictable behavior.
|-|Somersault=
 
|-|Rough Divide=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=59F
|startup= / +Waterkick (8)
|type=-
|type=-
|priority=Melee High
|priority=Melee High
|ex=0
|ex=60 / 90
|effect=Wall rush
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Leap into a charge. Slow start, but very fast charge.''
''Branching from Waterkick. [Combo] Kick opponent upwards.''
 
A long distance aerial charging attack. While good for whiff punishing long recovery attacks from a great distance, Rough Divide is usually outclassed by his other ground HP attacks. As such, it's midair version is often used instead.


</tabber>
</tabber>
Line 303: Line 232:
== Aerial ==
== Aerial ==
<tabber>
<tabber>
|-|Aerial Circle=
|-|Rolling Blaze=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=1 x 7 (7)
|startup=43F
|startup=45F
|type=-
|type=Physical
|priority=Ranged High
|priority=Melee High
|ex=0
|ex=3 per hit (max 21)
|effect=Block Low (Ranged), wall rush, absorb
|effect=Wall rush, Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Surround self with explosions. Blocks foe's spells.''
''[Dive] Grab foe and throw to ground. Short horizontal range.''


Midair variant of Fated Circle, Aerial Circle is Squall's go-to HP attack while airborne. The surrounding explosions are formed vertically instead of horizontally, which leaves Squall vulnerable to attacks from his sides. This isn't as much of a weakness as it may seem at first, because Aerial Circle shares many traits with the grounded Fated Circle. The startup, absorb effect, Ranged Low block, single hit Ranged High priority and wall rush are all here.
|-|Meteor Crusher=
 
Aerial Circle thrives partly due to lack of Revolver Drive and Blasting Zone. Because of how prominent aerial combat is in Dissidia 012, Squall has many opportunities to use Aerial Circle during assist combos and pre-emptively as a high risk approach against regular blocks and neutral air dodges. The absorb effect pulls in stationary opponents within it's range, letting Squall inflict HP damage consistently after [[Blodge|'''blodging''']] or using LV2 Assist Change.
 
A notable strength that Aerial Circle has is meter depletion. Due to the active frames provided by the surrounding explosions, Aerial Circle can hit multiple times with the help of {{012yuna}} assist, which requires no wall. The additional hits inflict no HP damage, but meter depletion will activate for each successful hit. This is more difficult to replicate with other assists or Fated Circle, as they require wall rush to go along with the subsequent hits.
 
One thing to look out for when using Aerial Circle in the neutral is the opponent's assist - If they call an assist right before Aerial Circle hits, Squall will be hit during the recovery and suffer a bravery break.
 
|-|Rough Divide=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=1 x 8, 2 (10)
|startup=59F
|startup=33F, 32F (half charge), 46F (full charge), hitbox 17F after release
|type=-
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=0
|ex=87
|effect=Wall rush
|effect=Feint
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Leap into a charge. Slow start, but very fast charge.''
''[Close~Mid] Unleash a flurry of attacks. Increase charge speed with button hold.''
 
Aerial version of Rough Divide. A common, albeit secondary HP attack for Squall. Rough Divide starts with a minor jump before charging towards the opponent at high speed. This is a single hit HP attack that will travel a set distance unless it hits the ground. Rough Divide does not have freeform vertical homing, but it can connect after confirming a Kuja air bravery assist for example.
 
Rough Divide can be used as a long range whiff punisher (after LV1 Assist Change or otherwise) or to pre-emptively call out dodges and Fire Barret hits from a distance. It can also wall rush, though the knockback isn't particularly large. If the opponent is positioned in the middle of Rough Divide's maximum distance, using assist to interrupt it is often ill-advised. It is Melee High priority however, so high priority blocks such as {{012exd}}'s Omni Block and {{012jec}}'s Jecht Block can stagger Squall.
 
Compared to Aerial Circle, Rough Divide sees much less use overall. It is useful for the aforementioned cases as well as squeezing in HP damage after whiff punishing with an assist from afar. Generally it is outclassed by Aerial Circle, whether it's reward on hit, assist combo conversions or just plain frame data. The distance Squall can create when used near an opponent who escaped with Assist Change is far superior to Aerial Circle however, and thus can be significantly harder to punish afterwards.


</tabber>
</tabber>


= EX Mode: Lionheart equipped! =
= EX Mode: Equipped Premium Heart! =
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Lionheart (RANGE)
* Premium Heart
* Lionheart (HIT)


== Lionheart (RANGE) ==
== Premium Heart ==
''[Always active while in EX Mode] Transfers the heart of a lion to the weapon, increasing it's range.''
''[Always active while in EX Mode]
The fuller the EX Gauge, the more damage dealt.''


== Lionheart (HIT) ==
== EX Burst: Final Heaven ==
''[Always active while in EX Mode] Pushes the weapon's specs to the limit, increasing the force of each blast.''
''A flurry of attacks ending in one ferocious tackle. Watch your timiing and stop the reels. The better the combo, the more damage dealt.''


== EX Burst: Renzokuken ==
The damage multipliers scale with remaining EX gauge. More EX left, higher damage.
''A flurry of attacks ending in one shattering blow. Watch your timing and press R when the cursor is in the frame.''


Maximum EX
{{burst
{{burst
|damage1=2,2 (4)
|damage1=15, 25 (40)
|damage2=9x7, 13, 20 (96) (100 total)
|damage2=13 x 7 (91) (131 total)
|type=Physical
|type=??
}}
}}


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


Squall has several solo combos on the ground and is one of the best characters at taking advantage of landing lag.
= Tifa's mechanics (Feints) =
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).


DC = Dodge cancel
{|class=wikitable
<br>LL = Landing lag
 
{| class="wikitable sortable"
|-
|-
! scope=col | Combo
! scope="row" colspan="3" | Attacks with feints
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
|Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''65 + WR''' (5, 6, 8, 3, 3, 40 + WR) || ?? || The notorious "golden combo". Highest assist gain. Solid Barrel DC into Upper Blues is particularly difficult to time. The landing lag link is prone to escape outside of EX Mode (1-2 frame timing), but if the opponent's dodge timing is off at any point, the combo becomes far more consistent.<br>Solid Barrel's 2nd and 4th hits can be more reliable, but will require having back against the wall. || video
! scope="col"| Attack
! scope="col"| Feint window
! scope="col"| Post-feint action
|-
|-
|Beat Fang (1st hit) > DC > LL > Beat Fang (1st hit) > repeat || 6+ (3, 3, 3...) || ?? || Infinite combo. Reliant on landing lag and difficult to time, but it is inescapable if the opponent cannot use assist or EX. Can be easier during EX Mode due to the added hit. On average this is a very low damaging infinite, but even with one repetition the added assist generation on attack is a great asset to Squall. This can be used to the player's advantage in tournaments where infinites are banned. || video
|Beat Rush || Before first hit || Beat Rush
|-
|Mystic Flurry > DC > Beat Fang / Aerial Circle || ?? || ?? || Very inconsistent due to Mystic Flurry's projectile positioning and reliance on connecting another attack during one of the projectiles. || video
|-
|Fire Barret > Beat Fang || '''45~55 +WR (5~15, 40 + WR) || ?? || A single Fire Barret projectile has enough hit stun to combo into Beat Fang or even Aerial Circle if it hit moments after firing it. Can be difficult to visually confirm in the heat of the moment. || video
|}
 
=== Thunder Barret ===
 
Squall's Thunder Barret inherently allows cancelling into another attack and causes enough hitstun to even chain into HP attacks with precise timing. In short, Thunder Barret can combo into any grounded attack except Rough Divide.
 
Each Thunder Barret bolt has a damage multiplier of 3 and further bolts can miss if performed close to the opponent. Therefore, the overall damage and meter generation depend largely on the initial distance and followup(s).
 
Note that the bolts do not hit at once - Each bolt hits consecutively, with the furthest bolt hitting first and the closest bolt hitting last. That means Thunder Barret inflicts more hit stun when used from longer range. This is important for comboing into Revolver Drive, Squall's most rewarding link.
 
{| class="wikitable sortable"
|-
|-
! scope=col | Combo
|Waterkick || Before second hit || Second bravery hit of Waterkick
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|-
|Thunder Barret > Solid Barrel || '''58~67''' (3~12, 55) || 99~126 (9~36, 90) || Easy to do, high EX gain. || video
|Moonsault Kick || Before either hit || First part or second part depending on feint timing
|-
|-
|Thunder Barret > Upper Blues || '''23~32 + WR''' (3~12, 20 +  WR) || 39~66 (9~36, 30) || Wall rush and dodge cancel Beat Fang help facilitate ground assist followups. || video
|Falcon's Dive || Before first hit || Falcon's Dive
|-
|-
|Thunder Barret > Blizzard Barret || '''13~22''' (3~12, 10) || 9~36 (9~36, 0) || No known utility to prioritise this over other followups. || video
|Dolphin Blow || Before first hit || Dolphin Blow
|-
|-
|Thunder Barret > Fusillade || 33~42+ || 69~96+ || Not often prioritised due to other braveries, but this cannot be staggered by LV2 Assist Change. Can be used in conjunction with assists with downward knockback for added EX Force. || video
|Meteodrive || Before first hit || Meteodrive
|-
|-
|Thunder Barret > Fated Circle || '''3~12 + HP WR''' || 9~36 || Same timing requirement as Revolver Drive, does not inflict additional bravery damage or generate EX. Similiar to Fusillade, LV2 Assist Change cannot stagger Squall. Overall the weakest HP option of the three in terms of reward, but can still wall rush. || video
|Meteor Strike || Before / during first hit || Meteor Strike (can be charged)
|-
|-
|Thunder Barret > Blasting Zone || '''13~22''' (3~12, 10) || 99~126 (9~36, 90) || Easiest HP attack timing due to faster start-up. Good EX gain and can still combo into air assists. || video
|Burning Arrow || Before first hit || Burning Arrow
|-
|-
|Thunder Barret > Revolver Drive || '''4~86 + HP WR''' (3~12, 1xN, max 50) || 12~186 || Highest EX gain, great wall rush potential and stage position manipulation. One of Squall's strongest solo combos. Repeatedly pressing Revolver Drive will not register a held input once the HP attack begins, which can cause issues when practicing the timing. || video
|Rolling Blaze (both) || During first part || Rolling Blaze
|-
|-
|Thunder Barret > Solid Barrel (3 hits) > DC > LL > Upper Blues (2 hits, delay the 2nd hit) > DC > LL > Beat Fang || '''68~77 + WR''' (3xN, 5, 6, 8, 3, 3, 40 + WR) || ?? || The most extensive solo ground combo. Comboing into Solid Barrel also enables the golden combo, increasing bravery damage and assist meter gain even further. || video
|Meteor Crusher || Before attack connects || Meteor Crusher (cannot be charged)
|}
|}


== Assist ==
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.
 
Because Tifa is invincible when initiating a feint, it is also possible to use it as a post-dodge defensive option.
Tifa can be hit after the feint teleport and during 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.
 
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 =


* AC = Assist Chase
== Solo ==
* DC = Dodge Cancel
* LL = Landing Lag
* WR = [[Wall_Rush_(Dissidia_012_Final_Fantasy)|'''Wall Rush''']]


Any attack that can be chained from Thunder Barret adds 3~12 extra damage and 9~36 EX Force depending on how many bolts hit.
== Assist ==
All assists use their designated bravery attack unless stated otherwise.


<tabber>
<tabber>
|-|Kuja=
|-|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 ==
== 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"
{| class="wikitable sortable"
Line 446: Line 357:
! scope="col"| Video
! scope="col"| Video
|-
|-
|rowspan="3"|Solid Barrel (4th hit) || -- || 29 (5, 6, 8, 10) || 24 (6, 6, 6, 6) || -- || --
|rowspan="2"|Waterkick > Somersault || -- || 8 + HP || 90 (30, 60) || -- || --
|-
|Kuja > AC > Aerial Circle ||  '''79 + HP''' (29 + 50, HP) || '''24''' || Basic. HP ender.|| video
|-
|Kuja > AC > Beat Fang || '''119''' (29, 50, 40) || '''54''' (29, 30) || Basic. BRV ender. || video
|-
|rowspan="2"|Solid Barrel (last hit) || -- || 55 (5, 6, 8, 10, 5, 5, 16) || 90 || Knockback cancel or wall. <ref group="footnotes">'''Solid Barrel (last hit):''' Call Kuja as you press the last part of Solid Barrel. The assist should hit the opponent as Squall blows the opponent away. It's still technically more damage even with an early timing where the last hit misses.</ref>|| --
|-
|-
|Solid Barrel 4th > Call Kuja > Solid Barrel (last) > Kuja (hit) > Aerial Circle || '''105 + HP''' (55, 50, HP) || '''90''' (90, 0) || -- || video
|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="4"|Upper Blues (3rd hit) || -- || 11 (3, 3, 5) || 24 (9, 9, 6) || -- || --
|rowspan="2"|Beat Rush (2nd hit) || -- || 19 (8, 11) || ?? || BRV starter, either after approaching or defending with feint after a dodge. || video
|-
|-
|Kuja > DC > AC > Aerial Circle || '''61 + HP''' (11, 50, HP) || '''24''' || Basic. || video
|Kuja > AC > Meteor Crusher || '''79''' (8, 11, 50, 10 + HP) || ?? || -- || video
|-
|-
|Kuja > DC > AC > Beat Fang || '''101''' (11, 50, 40) || '''54''' (24, 30) || Basic. || video
|rowspan="2"|Blizzara || -- || 24 (1, 2 x 10, 3) || 0 || Wall Rush. || --
|-
|-
|Kuja > DC (back) Fire Barret > DC > AC > Beat Fang (1st hit) > DC > Fire (hit) > Beat Fang || '''109''' (11, 50, 3, 5, 40) || '''63''' (24, 9, 30) || Advanced. Fire Barret tracking is finicky, but adds a bit of extra damage. || video
|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"|Upper Blues || -- || 20 + WR || 30 || Wall Rush || --
|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.
|-
|-
|Kuja > DC > Aerial Circle (+WR) > AC > Beat Fang || '''107 + HP & WR''' (20 + WR, 47 + HP (WR) 40)  || '''60''' (30, 30) || Staple. Aerial Circle enables crits during brv recovery for Beat Fang, increasing damage output. Use the HP from far enough to knock towards floor again. <ref group="footnotes">'''Upper Blues WR > Kuja > Aerial Circle:''' You have to dodge upwards a little bit to not pull the opponent out of Kuja assist, and to not push the opponent away from floor with the HP. This idea of hovering over the opponent applies to a Beat Fang Kuja combo as well.</ref> || video
|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"|Blasting Zone || -- || 10 || 90 || -- || --
|rowspan="2"|Burning Arrow || -- || 0 + HP WR || 0 || Wall Rush. Dodge punishment combo starter. || --
|-
|-
|Kuja > AC > Beat Fang || '''100 + HP''' (10 + HP, 50, 40) || '''120''' || Call assist when opponent's knockback is slowing down. || video
|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"|Fated Circle || -- || 0 || 0 || Wall Rush || --
|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 > Beat Fang || '''87 + HP & WR''' (0 + HP WR, 47, 40 + WR) || '''30''' (0, 30) || Against a grounded opponent, Fated Circle can wall rush on the floor without the extra damage for a combo. || video
|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
|-
|rowspan="2"| Fusillade || -- || 30+ (6,6,6,6 each 6) || 60~90 || Dodge cancel for an assist combo. || video
|-
|DC > Kuja > Aerial Circle || '''80+''' (30+, 50, HP) || '''60~90''' || -- || video
|-
|rowspan="2"|Revolver Drive || -- || 1xN (max 50) || each 3 (max 150) || Wall Rush || --
|-
|WR > Kuja > Beat Fang || '''91~140 + HP WR''' (1~50, 50, 40) || '''31~80''' (1~50, 30) || Basic. || video
|}
|}


== Aerial ==
== 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"
{| class="wikitable sortable"
Line 495: Line 394:
! scope="col"| Video
! scope="col"| Video
|-
|-
|rowspan="2"|Beat Fang || -- || 27 (3, 5, 7, 2x6) || 30 || No wall. Call Kuja during last part.<ref group="footnotes">'''Beat Fang > Kuja:''' Similiar to Solid Barrel knockback cancel, call Kuja as you input the last part of Beat Fang. Kuja will pick up the opponent. If that's too difficult, Kuja can also combo off of Beat Fang's third hit for less damage.</ref> || --
|rowspan="2"|Elbow Smash (1st hit) || -- || 8 || ?? || Quick air poke combo starter. || --
|-
|-
|Kuja > AC > Aerial Circle || '''77''' (27, 50, HP) || 30 (30, 0) || -- || video
|Kuja > AC > Meteor Crusher || '''68''' (8, 50, 10 + HP) || ?? + 87 || Basic. || video
|-
|-
|rowspan="2"|Beat Fang || -- || 40 (3, 5, 7, 2x6) || 30 || Wall Rush. || --
|rowspan="2"|Elbow Smash || -- || 20 (8, 12) || 30 || Wall Rush. || --
|-
|-
|WR > Kuja > DC > Aerial Circle > DC > AC > Beat Fang || '''127 + HP & WR''' (40 + WR, 47, HP + WR, 40 + WR) || '''60''' (30, 0, 30) || Same idea as with Upper Blues > Aerial Circle. HP during assist for extra crits. || video
|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"|Aerial Circle || -- || HP + WR || 0 || Wall Rush. || --
|rowspan="2"|Moonsault Kick (1st part) || -- || 18 (9, 9) || ?? || Air combo starter. No wall required. Can be used after approaching or doing a feint. || --
|-
|-
|WR > Kuja > AC > Beat Fang || '''90 + HP WR''' (HP+ WR, 50, 40) || '''30''' (0, 30) || Basic. || video
|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.
|}
|}
==Notes==
<references group="footnotes" />
|-|Yuna=
* Solid Barrel (4th hit) > Yuna > DC (neutral) > Thunder Barret > Solid Barrel (damage) / Revolver Drive (EX)
* Upper Blues (3rd hit) > Yuna > DC > Aerial Circle when second assist hit connects
* Upper Blues (3rd hit) > Yuna > DC > Thunder Barret > BRV / HP
* Upper Blues or Beat Fang (wall rush) > Yuna > WR > Thunder Barret / Rough Divide (depending on distance)
* Beat Fang (3 hits) > Yuna > DC > Aerial Circle when second assist hit connects
* Yuna > DC > Thunder Barret > BRV / HP (requires ground)
* Blasting Zone > Yuna > Ground Dash > Thunder Barret > BRV / HP <ref group="notesyuna">'''Blasting Zone:''' Call Yuna as late as possible. She doesn't have much horizontal reach. Easier at a wall.</ref>
* Fated Circle > WR > Yuna > Thunder Barret > BRV / HP
==Notes==
<references group="notesyuna" />
|-|Jecht=
* Solid Barrel (4th hit) > Jecht > Thunder Barret > DC > move backwards > Thunder Barret > BRV / HP
* Upper Blues (3rd hit) > Jecht > DC > Thunder Barret > BRV / HP
* Upper Blues or Beat Fang (wall rush) > DC > Jecht > Thunder Barret > BRV / HP
* Beat Fang (3 hits) > DC > Thunder Barret > BRV / HP (requires ground)
* Beat Fang (3 hits) > Jecht > DC (diagonally forward) > Rough Divide
* Blasting Zone > Jecht > Ground Dash > Thunder Barret > BRV / HP <ref group="notes">Similiar to Kuja assist, call Jecht when the opponent's momentum has slowed down. Without wall, only the second kick will hit and follow through with the air combo.
* Fated Circle (floor WR) > Jecht > Ground Dash > Thunder Barret > BRV / HP
* Aerial Circle / Rough Divide (WR) > Jecht > Thunder Barret > BRV / HP
==Notes==
<references group="notes" />


|-|Tidus=
|-|Tidus=
* Solid Barrel (4th hit) > Tidus >  Beat Fang / Aerial Circle
* Upper Blues (3rd hit) > Tidus > Beat Fang / Aerial Circle
* Upper Blues / Beat Fang (WR) > Tidus > DC > Thunder Barret > BRV / HP
* Beat Fang (3 hits) > Tidus > DC > Aerial Circle
* Blasting Zone > Tidus <ref group="notestidus"> Much like Yuna assist, timing must be delayed more than usual to make up for short reach.</ref>
* Fated Circle (floor WR) > Tidus > Ground Dash x2 > Upper Blues (delayed 2nd hit) > DC > LL > Beat Fang
==Notes==
<references group="notestidus" />
|-|Sephiroth=
* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Rough Divide
* Solid Barrel (4th hit) > Sephiroth > DC (forward) > Beat Fang (1st hit) > DC > teleport > Beat Fang
* Upper Blues (3rd hit) > Sephiroth > DC (diagonally forward) > Rough Divide <ref group="notessephi">'''Upper Blues (3rd hit):'''Do Rough Divide when Sephiroth transitions to second part of his attack.</ref>
* Upper Blues / Beat Fang (WR) > Sephiroth > DC > Aerial Circle > AC > Beat Fang <ref group="notessephi">Same idea as with Kuja ground assist. HP during the assist and leverage the increased critical hit rate afterwards with Beat Fang.</ref>
* Beat Fang (3 hits)
* Blasting Zone
* Fated Circle (floor WR)
|-|Onion Knight=
* Upper Blues (3rd hit) >
* Upper Blues / Beat Fang (WR)
* Beat Fang (3 hits)
* Blasting Zone
* Fated Circle (floor WR)
|-|The Emperor=
* Upper Blues (3rd hit) >
* Upper Blues / Beat Fang (WR)
* Beat Fang (3 hits)
* Blasting Zone
* Fated Circle (floor WR)
|-|Terra=
* Upper Blues (3rd hit) >
* Upper Blues / Beat Fang (WR)
* Beat Fang (3 hits)
* Blasting Zone
* Fated Circle (floor WR)


|-|Aerith=
</tabber>
</tabber>


= Builds =
= Builds =
<tabber>
<tabber>
|-|Hybrid=
 
|-|Side by Side (All-rounder)=
{{Build
{{Build
|hp=10299
|hp=10904
|cp=450
|cp=450
|brv=996
|brv=1215
|atk=177
|atk=176
|def=185
|def=184
|luk=--
|luk=61
|booster=x3.5
|booster=x2.7
|setbonus=Judgment of Lufenia
|setbonus=None
|ast=Kuja
|ast=Kuja
|wpn=Lionheart
|wpn=Seventh Heaven
|hand=Lufenian Shield
|hand=Hero's Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Helm
|head=Dueling Mask
|armor=Lufenian Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Heavy Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Block Ring
|acc2={{accbas}} Zephyr Cloak
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Dismay Shock
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Large Gap in HP
|acc4={{accbas}} Battle Hammer
|acc5={{accboo}} Summon Unused
|acc5={{accboo}} Empty EX Gauge
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Tenacious Attacker
|acc8={{accsp}} Blue Gem
|acc9={{accsp}} Glutton
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} First to Victory
|acc10={{accsp}} Side by Side
|summon=Rubicante
|summon=None
}}
}}


A Side by Side build that doesn't specialise in damage, but instead focuses on a good balance of offense and defense. 10,000 HP, solid defense and meter depletion. 30 % wall rush HP defense, 10 % of which scales with booster accessories that have consistent uptime. Similiarly the build has 5 % BRV Boost on Dodge, where 2 % scales with boosters as well.


A general all-rounder build.
Tifa's bravery damage output is often average if not below it, which is where higher base bravery, her exclusive weapon and Assist Critical Boost come in.


|-|Adamant Chains=
 
{| 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
|}
 
|-|Side by Side (high base BRV)=
{{Build
{{Build
|hp=9972
|hp=9683
|cp=450
|cp=450
|brv=877 (1052 with First to Victory)
|brv=1623
|atk=178
|atk=175
|def=185
|def=183
|luk=--
|luk=60
|booster=x3.5
|booster=x3.5
|setbonus=Adamant Chains
|setbonus=None
|ast=Kuja
|ast=Aerith
|wpn=Earthbreaker ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|wpn=Piggy's Stick ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Adamant Shield
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Adamant Helm
|head=Thornlet
|armor=Adamant Vest
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Muscle Belt
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Dismay Shock
|acc2={{accbas}} Sniper Eye
|acc3={{accbas}} Battle Hammer
|acc3={{accbas}} Bravery Orb
|acc4={{accboo}} Summon Unused
|acc4={{accbas}} Dismay Shock
|acc5={{accboo}} Pre-EX Mode
|acc5={{accboo}} Empty EX Gauge
|acc6={{accboo}}Pre-EX Revenge
|acc6={{accboo}} Summon Unused
|acc7={{accboo}} Aerial
|acc7={{accboo}} Pre-EX Mode
|acc8={{accsp}} Tenacious Attacker
|acc8={{accboo}} Pre-EX Revenge
|acc9={{accsp}} First to Victory
|acc9={{accsp}} Back-Breaking Straw
|acc10={{accsp}} Back-Breaking Straw
|acc10={{accsp}} Side by Side
|summon=Rubicante
|summon=Rubicante
}}
}}
Weapon can be changed according to match-up or player preference.
{|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)
|}


This set primarily takes advantage of the added air dodge distance that the set bonus provides. Squall's air dodges leave him vulnerable with no strong options to cover them, so the additional dodge distance helps him stay safe and whiff punish.
{| 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
|}
 
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.


Against Onion Knight, Jecht or Cloud, you may need to adjust the accessories to suit Side by Side special accessory for assist meter. Tenacious Attacker is not a necessity, but good to have. Hero's Essence for more CP, Winged Boots for banish traps, Glutton for characters with strong EX generation (e.g. Lightning, Shantotto).
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.


|-|EX Core=
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.
{{Build
|hp=10299
|cp=450
|brv=996
|atk=177
|def=185
|luk=--
|booster=x5.3
|setbonus=Soul of Yamato
|ast=Kuja
|wpn=Lionheart
|hand=Genji Shield
|head=Genji Helm
|armor=Genji Armor ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Sniper Eye
|acc2={{accbas}} Dragonfly Orb
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} EX Core Present
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Aerial
|acc9={{accsp}} Tenacious Attacker
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}


Enhanced EX intake through EX cores.
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-


Substitutes: Sniper Eye, Dragonfly Orb, Aerial and special accessories can be substituted according to player preference. First to Victory can be replaced with Dismay Shock. Previously mentioned substitutes are decent picks, such as Muscle Belt. With EX cores being your primary source for the meter, Together as One and Platinum Hourglass are not completely unviable.
| 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.
|}


|-|Side by Side=
|-|BRV Boost on Dodge=
{{Build
{{Build
|hp=9971
|hp=9972
|cp=450
|cp=450
|brv=1453 (2179 with Hero's Seal)
|brv=997
|atk=176
|atk=174
|def=182
|def=185
|luk=--
|luk=60
|booster=x3.8
|booster=x5.5
|setbonus=None
|setbonus=Adamant Chains
|ast=Kuja
|ast=Aerith / Tidus
|wpn=Piggy's Stick
|wpn=Adamant Knife ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Hero's Shield
|hand=Adamant Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Royal Crown ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Dueling Mask
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Adamant Vest ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Sniper Eye
|acc1={{accbas}} Zephyr Cloak
|acc2={{accbas}} Dismay Shock
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} BRV = 0
|acc4={{accboo}} BRV > Base Value
|acc5={{accboo}} Empty EX Gauge
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Hero's Seal
|acc8={{accboo}} Aerial
|acc9={{accsp}} Together as One
|acc9={{accboo}} After 30 Seconds
|acc10={{accsp}} Side by Side
|acc10={{accsp}} Tenacious Attacker
|summon=Rubicante
|summon=Rubicante
}}
}}
{|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)
|}


Recommended for small stages or even / favorable match-ups. With Together as One, Squall can whiff twice and already have one assist bar ready. Every time you stagger the opponent with LV2 Assist Change and hit them with Aerial Circle, you are also couple whiffs away from an assist bar. Meter lead can be easy to maintain to an extent.
{| 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
|-
|}


Substitutes:
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.
* Basic - Hyper Ring, Muscle Belt, Bravery Orb
* Booster - Large Gap in HP, Summon Unused, Grounded, Aerial, Assist
* Special - Blue Gem, Growth Egg, Great Gospel, Winged Boots, Hero's Essence, Badge of Trust.


|-|Meter Depletion=
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.
{{Build
|hp=10298
|cp=450
|brv=996
|atk=179
|def=182
|luk=--
|booster=x6.9
|setbonus=Seal of Lufenia
|ast=Yuna
|wpn=Lufenian Lance ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Headband ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|acc1={{accbas}} Dismay Shock
|acc2={{accbas}} Battle Hammer
|acc3={{accboo}} BRV = 0
|acc4={{accboo}} Assist
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Aerial
|acc9=Free choice
|acc10=Free choice
|summon=
}}


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


Yuna's air bravery assist with Aerial Circle for maximum effect. Press Aerial Circle as the second brv hit lands to ensure a maximum amount of hits from Aerial Circle. Even though no additional damage occurs (aside from wall rush), each HP hit depletes meter.
{| 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>


= Assists =
= Assist =


== Squall's assist data ==
 
== Tifa's assist data ==


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Solid Barrel
|attack1=Beat Rush
|startup1=13F
|startup1=21F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=5, 6, 8, 10, 5, 5, 16 (55)
|damage1=8, 11, 16 (35)
|effect1=Chase
|effect1=Chase
|type2=BRV
|type2=BRV
|attack2=Heel Crush
|attack2=Falcon's Dive
|startup2=41F
|startup2=23F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=20
|damage2=26
|effect2=Wall Rush, Block (Ranged Low)
|effect2=Wall Rush
|type3=HP
|type3=HP
|attack3=Blasting Zone
|attack3=Meteodrive
|startup3=41F
|startup3=39F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Opponent
|damage3=6, 1 x 4, (10)
|damage3=15
|effect3=Chase
|effect3=Wall Rush
|type4=HP
|type4=HP
|attack4=Aerial Circle
|attack4=Rolling Blaze
|startup4=43F
|startup4=45F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=-
|damage4=1 x 7
|effect4=Wall Rush, Absorb, Block (Ranged Low)
|effect4=Wall Rush
}}
}}
As an assist, Squall has niche strengths in exchange for overall viability in most practical situations. Solid Barrel is a fast grounded combo with Assist Chase at the end, but the range is short so it must be timed late into a grounded wall rush.
Heel Crush being Squall's air bravery assist hurts his viability a lot. It is not good at whiff punishing or providing the player character with easy or consistent followups, which are all important aspects for a typical assist to succeed. If an opponent opts to dodge the mid priority attack however, it can provide a dodge punish opportunity if it doesn't activate [[Abilities_(Dissidia_012)#Extra_Abilities-0|'''Precision Evasion''']].
The Blasting Zone HP is good for interruptions with an Assist Chase at the end for easier followups. Aerial Circle can become inescapable during [[Chase_(Dissidia_012)|'''chase''']]. Outside of these contexts, Squall assist provides diminishing returns compared to the more powerful assists like {{012kuja}}, {{012jec}} and {{012aer}}.


== Assists ==
== Assists ==
All meta assists can work, with Kuja being the strongest. Because of Squall's holding potential, conversion ability during a combo and wall rush potential on Upper Blues and Beat Fang, he synergises with a myriad of assists.
<tabber>
<tabber>
|-|Kuja=
|-|Kuja=
High damage and reliable conversions, but also quite vulnerable if the opponent escapes with Assist Change. Converts off of wall rushes and bravery attacks with ease. When using air BRV assist, delaying the teleport for a moment before using Aerial Circle will make it much more reliable.
Poke and wall rush conversions, high brv damage, high risk of being locked when used.
 
This assist also has safety against LV2 Change thanks to the Flare Star HP's Ranged High priority, which works well off of Beat Fang and Upper Blues.
 
|-|Yuna=
Strongest meter depletion anywhere on the stage with air BRV assist. By timing Aerial Circle to hit simultaneously with Yuna air BRV's third hit, the knockback will be cancelled briefly by the assist and enable the HP to hit multiple times, applying depletion each time.
 
Other assist moves have far more limited application and diminishing returns on investment. Ranged Low priority on air BRV assist means LV2 Assist Change will not stagger Yuna, making this very applicable.
 
Be careful however - If the opponent Assist Changes after Yuna has connected the second hit, you will not be able to protect her during Aerial Circle...
 
|-|Jecht=
A good all-rounder assist. Fast start-up can convert off of any (traded) hit with relative ease and holding potential ensures an HP at varying positions.
 
Both bravery assists allow Thunder Barret follow-ups as long as ground is available. This means an abundance of Revolver Drive enders for a lot of EX, but it also means you may have to protect Jecht sometimes to avoid being locked out of using him.


|-|Tidus=
|-|Tidus=
Fast air bravery assist for whiff punishes and low damage output, slower ground bravery assist for trades and higher damage via Thunder Barret.
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.
 
A serviceable assist, but he doesn't provide Squall any distinct advantages beyond air assist start-up and it's relative safety.
 
|-|Sephiroth=
Faster ground BRV assist than Kuja with similiar holding potential for Aerial Circle or Thunder Barret. However, the knockback on both BRV assists restricts combo structure. Not a terrible assist, but practical follow-ups often commit to all BRV or an early HP.
 
Sephiroth also stays on the field for a fairly long time, so protecting him can result in diminishing returns.


|-|Aerith=
|-|Aerith=
Squall's holding potential lets him convert to the relatively slow Seal Evil attack even without ground. With wall rush on the ground however, Squall can generate some of the spent assist meter back thanks to Ground Dash + Assist Gauge Up Dash abilities while the opponent is stuck in Seal Evil.
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.
 
All ground conversions are compromised due to Aerith's Cure not having any hitstun. Coupled with the weakest meter depletion overall, Aerith assist can be difficult to justify for Squall specifically.
 
A viable assist, but arguably one of the weaker meta options for Squall.
 
|-|The Emperor=
Niche, empowered ground play and very damaging mines through Beat Fang wall rushes. With Squall's liberal combo sequences on the ground, he can also combo into the Thunder Crest assist with ease.
 
LV2 Assist Change does not stagger The Emperor and the opponent's assist will be locked upon use thanks to the trap's Unblockable priority. Thunder Crest's holding potential allows an HP of your choice and of course, you can cover yourself by being inside the trap itself.
 
In addition, if The Emperor is called just as the Beat Fang wall rushes, the Ranged Low air BRV assist Mine can connect for a lot of bravery damage.
 
Other wall rush conversions and whiff punishment are weakened or compromised, but this assist is definitely not without merit!
 
 
|-|Onion Knight=
A serviceable assist. Similiar to The Emperor, grounded wall rushes provide utility in the form of Blizzard's Ranged Low priority and holding potential. Turbo-Hit does not require a wall for an HP, but converting off of an opponent's whiffed attack can be difficult if you're far away. Blizzard can also intercept attacks from further away, which may prove to be helpful during grounded interactions.
 
|-|Gilgamesh=
Functionally similiar to Yuna assist. Longer range compared to Yuna, but no Ranged Low priority, meaning he will lose to LV2 Assist Change. Does exhibit highest raw bravery damage with Excalibur however, worth considering if you're going for extended combos.
 
|-|Cecil=
Cecil assist can be likened to a slower version of Yuna / Gilgamesh assist with middle-of-the-pack damage and longer holding potential. If you have ground available, Cecil works off of most combo starters just fine.
 
Outside of this combo-centric appeal, Cecil does not provide any distinct advantages over other assists.
 
|-|Terra=
Limited air conversions and punish opportunities, but more extravagant ground combos with Graviga assist and Fusillade. As Fusillade is not an essential move for Squall, this is something of a flamboyant combination. With two assist bars, it's possible to combo into Fusillade twice in a row for a minimum of 60 base damage multiplier and 120 ex!
 
Graviga could act as an instigator due to it's tracking, but do note it can still be dodged and that Terra is vulnerable while casting.


</tabber>
</tabber>

Revision as of 16:49, 14 May 2024

ddff-icon-tifa.png

General Matchups Resources Starter Guide Strategy
Info
Name Tifa Lockhart (ティファ・ロックハート)
Original game Final Fantasy VII
Weapon Grappling Weapons, Parrying Weapons,
Poles, Rods, Staves
Armor Bangles, Chestplates, Clothing, Gauntlets,
Hairpins, Hats, Light Armor
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)
Exclusive weapons Godhand, Premium Heart, Seventh Heaven
Strengths Weaknesses

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.

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 11, 16 (35) 21F Physical Melee Low 90 Chase, Feint 30 (15)
[Close~Mid] A flurry of punches. Can combo without hitting.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 31F Magical Ranged Low 0 -- 30 (15)
[Long] Fire ice crystals. Slow speed, but long range.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1, 2 x 10, 3 (24) 31F Magical Ranged Low, Ranged Mid (Explosion) 0 Wall rush 30 (15)
[Mid] Fire multiple ice crystals. Strike opponent down.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1, 2 x 10, 9 (30) 93F Magical Ranged Mid 0 Wall rush 30 (15)
[Long] Drop ice crystals on foe to surprise opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 12 (20) 11F Physical Melee Low 30 Wall rush, Feint (both hits) 30 (15)
[Close] A low-to-high kick combo. Can combo without hitting.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 12 (20) 11F Physical Melee Low 30 Wall rush, Feint (both hits) 30 (15)
[Close] Elbow smash combo. Can combo without hitting.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
26 23F Physical Melee Low 0 Wall rush, Feint 30 (15)
[Dive] Descend quickly from above.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
9, 9, 2 x 3, 16 (40) 25F Physical Melee Low 90 Chase, Feint (both parts) 30 (15)
[Mid] Graceful kicks. Can combo without hitting.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 5, 24 (29) 23F Physical Melee Low 30 Wall rush, Feint 30 (15)
[Rise] Uppercut in the form of a dolphin. Useful from below.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 31F Magical Ranged Low 0 -- 30 (15)
[Long] Fire ice crystals. Slow speed, but long range.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 39F Physical Melee High 30 Wall rush, Feint 30 (15)
[Close] Kick upwards, then strike down. Vertically limited.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x (2/7/13), 15 (17/22/28) 33F, 42F (half charge), 58F (full charge), hitbox 7F after release Physical Melee High 3 per hit Wall rush, Feint 30 (15)

[Close~Long] Charge at foe. Hold button to change distance.

Meteor Strike for brv damage + wall rush and as a pseudo-poke for relatively short end lag and minor evasion against nearby aerial opponents.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 47F - Melee High 0 Wall rush, Feint 30 (15)
[Mid] Ultra high-speed kick. Extremely quick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 7 (7) 45F Physical Melee High 3 per hit (max 21) Wall rush, Feint 30 (15)
[Rise] Grab foe and throw to ground. Short horizontal range.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- / +Waterkick (8) - Melee High 60 / 90 - 30 (15)
Branching from Waterkick. [Combo] Kick opponent upwards.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 7 (7) 45F Physical Melee High 3 per hit (max 21) Wall rush, Feint 30 (15)
[Dive] Grab foe and throw to ground. Short horizontal range.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 8, 2 (10) 33F, 32F (half charge), 46F (full charge), hitbox 17F after release Physical Melee High 87 Feint 30 (15)
[Close~Mid] Unleash a flurry of attacks. Increase charge speed with button hold.

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 timiing and stop the reels. The better the combo, the more damage dealt.

The damage multipliers scale with remaining EX gauge. More EX left, higher damage.

Maximum EX

Damage multiplier (initial) Damage multiplier (rest) Type
15, 25 (40) 13 x 7 (91) (131 total) ??

Minimum EX

Damage multiplier (initial) Damage multiplier (rest) Type
8, 13 (21) 7 x 7 (49) (70 total) ??

Tifa's mechanics (Feints)

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).

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)

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.

Because Tifa is invincible when initiating a feint, it is also possible to use it as a post-dodge defensive option.

Tifa can be hit after the feint teleport and during 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.

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 Seventh Heaven
Hand Hero's Shield (CP Glitch)
Head Dueling Mask
Body 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 None

A Side by Side build that doesn't specialise in damage, but instead focuses on a good balance of offense and defense. 10,000 HP, solid defense and meter depletion. 30 % wall rush HP defense, 10 % of which scales with booster accessories that have consistent uptime. Similiarly the build has 5 % BRV Boost on Dodge, where 2 % scales with boosters as well.

Tifa's bravery damage output is often average if not below it, which is where higher base bravery, her exclusive weapon and Assist Critical Boost come in.


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

Stats
HP 9683
CP 450
BRV 1623
ATK 175
DEF 183
LUK 60
Max Booster x3.5
Special Effect: None
Equipment
Assist Aerith
Weapon Piggy's Stick (CP Glitch)
Hand Chainsaw (CP Glitch)
Head Thornlet
Body 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 Rubicante
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

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.

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
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.

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 Adamant Knife (CP Glitch)
Hand Adamant Shield (CP Glitch)
Head Dueling Mask
Body 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 Rubicante
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

Assists

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.