Official portrait of Tifa Lockhart in Dissidia 012 [duodecim]

Final Fantasy VII

Tifa Lockhart

Mobile melee with invincible feints, reliant on assists for damage

Fastest BRV 11F (Waterkick, Elbow Smash)Fastest HP 33F (Meteor Strike, Meteor Crusher)Dash 69 (Very Fast)ATK 108DEF 1111-hit HP NoHP links Yes

Standing in the meta

Tier B 22nd of 30 — 2017 tournament tier list from dissidia.wiki (half matchup values, half expert player votes).

Tifa is ranked 22nd, in tier B, on the 2017 competitive tier list. The overview calls her a low tier character, held back by her average bravery damage and her limited vertical aerial game.

Overview

Tifa is a highly mobile close-quarters fighter (fast run, very fast dash) with the unique ability to feint her attacks. Her ground game rests on medium priority projectiles and on an HP link (Waterkick into Somersault), her aerial game on moves with vertical tracking.

Her EX generation is decent and her EX Burst is among the most devastating in the game when plenty of EX gauge is left. Her damage potential with HP attacks is high thanks to a large base bravery and to the Aerith assist in particular.

On the other hand, weak average bravery damage, feints of limited utility and below-average vertical capabilities in the air hold back her overall effectiveness. The sources describe her as a low tier character.

Strengths

  • High mobility: a fast run and a very fast dash.
  • Invincible feints on most of her attacks, one of the game's rare sources of invincibility.
  • The Somersault HP link out of Waterkick, which starts assist combos anywhere.
  • Very high HP damage potential with a high base bravery and the Aerith assist (a double assist combo of more than 3000 HP).
  • An EX Burst among the most powerful in the game with a full EX gauge.
  • A solid ground game, able to compete with most conventional melee strategies.

Weaknesses

  • Weak average bravery damage (a very low base ATK), with momentum hard to establish even on hit.
  • Limited utility on the feints: the direction cannot be controlled, there is no mixup into another attack, and she is vulnerable after the teleport.
  • Below-average vertical capabilities in the air.
  • Heavy reliance on assists and Wall Rushes to convert into significant damage.
  • Trouble approaching against persistent projectiles, traps and zoning (Garland, The Emperor, Ultimecia).

Stats & speeds

NameTifa Lockhart (ティファ・ロックハート)
Original gameFinal Fantasy VII
Base ATK (LV100)108 (Very Low)
Base DEF (LV100)111 (Average)
Run Speed4 (Fast)
Dash Speed69 (Very Fast)
Fall Speed77 (Above Average)
Fall Speed Ratio After Dodge37 (Above Average)
Fastest BRV11F (Waterkick, Elbow Smash)
Fastest HP33F (Meteor Strike, Meteor Crusher)
1-Hit HPBurning Arrow
HP LinksYes
Command BlockNo
WeaponGrappling Weapons, Parrying Weapons, Poles, Rods, Staves
ArmorBangles, Chestplates, Clothing, Gauntlets, Hairpins, Hats, Light Armor
Exclusive weaponsGodhand, Premium Heart, Seventh Heaven
UnlockDefault
AlignmentCosmos
Voice Actor (JP)Ayumi Ito
Voice Actor (ENG)Rachael Leigh Cook

Moves

Bravery attacks

Ground

Beat Rush 21FMelee Low
In-game screenshot: Beat Rush

A three-hit combo that serves as a ground punish, as a defensive option thanks to its feint (Tifa's fastest protection after a ground dodge) and as an occasional poke. Each hit can be delayed to hit confirm an assist combo, with good EX generation (90). A knockback cancel on the third hit with the assist makes the most of its 35 base damage.

Base damage35 (8, 11, 16)
Startup21F
TypePhysical
PriorityMelee Low
EX Force90
EffectsChase, Feint
CancelsDodge, Feint (First hit)
CP (mastered)30 (15)
Blizzard 31FRanged Low
In-game screenshot: Blizzard

A low-priority “low risk, low reward” projectile: it builds assist gauge on whiff and pokes at mid range, with good vertical tracking. The reward on hit is negligible (weak damage, hit stun and knockback); its short recovery does avoid reactive assist punishes, though.

Base damage10
Startup31F
TypeMagical
PriorityRanged Low
EX Force0
Effects--
CancelsDodge
CP (mastered)30 (15)
Blizzara 31FRanged Low Ranged Mid (Explosion)
In-game screenshot: Blizzara

An advancing projectile that Wall Rushes on the ground, then becomes a persistent Ranged Mid explosion at the end of its travel. It occupies space at mid range, punishes dodges on a read and sets up assist combos without exposing her to close-range mixups. Careful: it is Ranged Low at the start and its recovery is longer than Blizzard's.

Base damage24 (1, 2 x 10, 3)
Startup31F
TypeMagical
PriorityRanged Low Ranged Mid (Explosion)
EX Force0
EffectsWall Rush
CancelsDodge
CP (mastered)30 (15)
Blizzaga 93FRanged Mid
In-game screenshot: Blizzaga

The slowest but most rewarding ice spell (30 base, a ground Wall Rush). It appears above the opponent and strikes late enough for Tifa to become actionable again, which opens one of her rare solo combos (into Waterkick or Meteor Strike). The longest recovery of her Blizzard spells: beware of assist punishes.

Base damage30 (1, 2 x 10, 9)
Startup93F
TypeMagical
PriorityRanged Mid
EX Force0
EffectsWall Rush
CancelsDodge
CP (mastered)30 (15)
Waterkick 11FMelee Low
In-game screenshot: Waterkick

Her main ground poke and punish, very fast (11F), which leads into the Somersault HP link and therefore into assist combos. Its many active frames allow an option select by mashing Square then dodging. A feint is possible on the second hit to switch sides.

Base damage20 (8, 12)
Startup11F
TypePhysical
PriorityMelee Low
EX Force30
EffectsWall Rush, Feint
CancelsDodge, Attack (Kick) Feint (Second Hit)
CP (mastered)30 (15)

Aerial

Elbow Smash 11FMelee Low
In-game screenshot: Elbow Smash

Her main aerial poke (11F, unreactable): starting offence, building gauge, whiff punishing and punishing air dodges after a Free Air Dash. It is one of her main routes to HP conversion with an assist in the air, but its low base damage and its mere 30 EX make it an unrewarding tool that she is nonetheless obliged to use often.

Base damage20 (8, 12)
Startup11F
TypePhysical
PriorityMelee Low
EX Force30
EffectsWall Rush, Feint (both hits)
CancelsDodge, Attack (Elbow), Feint
CP (mastered)30 (15)
Falcon's Dive 23FMelee Low
In-game screenshot: Falcon's Dive

A divekick that serves as a secondary aerial poke and an air-to-ground punish, with a short recovery that can be cancelled quickly. Its 26 base damage and its near-instant Wall Rush make it one of her most damaging aerial bravery attacks, and the best combo filler with the Kuja assist.

Base damage26
Startup23F
TypePhysical
PriorityMelee Low
EX Force0
EffectsWall Rush, Feint
CancelsDodge, Feint
CP (mastered)30 (15)
Moonsault Kick 25FMelee Low
In-game screenshot: Moonsault Kick

A two-part advancing attack with a reactable startup but the highest base damage in her moveset (40), with an instant feint and 90 EX. It starts assist combos without a wall, which makes it valuable with Aerith. Two chainable feints (before each part) increase criticals through Sneak Attack.

Base damage40 (9, 9, 2 x 3, 16)
Startup25F
TypePhysical
PriorityMelee Low
EX Force90
EffectsChase, Feint
CancelsDodge, Feint (both parts)
CP (mastered)30 (15)
Dolphin Blow 23FMelee Low
In-game screenshot: Dolphin Blow

A rising multi-hit uppercut that whiff punishes opponents above Tifa, her second most damaging aerial bravery attack. It depends on ceiling Wall Rushes to really pay off, which makes it situational (unusable against Ultimecia's charged Knight's Lance at the ceiling, for instance).

Base damage29 (1 x 5, 24)
Startup23F
TypePhysical
PriorityMelee Low
EX Force30
EffectsWall Rush, Feint
CancelsDodge, Feint
CP (mastered)30 (15)
Blizzard 31FRanged Low
In-game screenshot: Blizzard

A low-priority “low risk, low reward” projectile: it builds assist gauge on whiff and pokes at mid range, with good vertical tracking. The reward on hit is negligible (weak damage, hit stun and knockback); its short recovery does avoid reactive assist punishes, though.

Base damage10
Startup31F
TypeMagical
PriorityRanged Low
EX Force0
Effects--
CancelsDodge
CP (mastered)30 (15)

HP attacks

Ground

Meteodrive 39FMelee High
In-game screenshot: Meteodrive

A short-range HP attack with a ground Wall Rush, usable as a block punish, with a feint that covers a good distance. Her other ground HP attacks cover more situations with better potential: rarely a priority competitively.

Base damage15
Startup39F
TypePhysical
PriorityMelee High
EX Force30
EffectsWall Rush, Feint
CancelsDodge, Feint
CP (mastered)30 (15)
Meteor Strike 7F after releaseMelee High
In-game screenshot: Meteor Strike

A chargeable advancing HP attack with the highest base damage of her ground HP attacks, excellent for opening as well as finishing assist combos (a ground Wall Rush, synergy with a high base bravery and Side by Side). Its low stance dodges certain air-to-ground attacks, and the feint during the active frames allows her to recharge, cancel a whiff or reflect high-priority projectiles.

Normal 7F after releaseMelee High
Base damage17 (1 x 2, 15)
Startup7F after release
TypePhysical
PriorityMelee High
EX Force3 per hit
EffectsWall Rush, Feint
CancelsDodge, Feint
Half Charge 42F, Hitbox 7F after releaseMelee High
Base damage22 (1 x 7, 15)
Startup42F, Hitbox 7F after release
TypePhysical
PriorityMelee High
EX Force3 per hit
EffectsWall Rush, Feint
CancelsDodge, Feint
Full Charge 58F, Hitbox 7F after releaseMelee High
Base damage28 (1 x 13, 15)
Startup58F, Hitbox 7F after release
TypePhysical
PriorityMelee High
EX Force3 per hit
EffectsWall Rush, Feint
CancelsDodge, Feint
Burning Arrow 47FMelee High
In-game screenshot: Burning Arrow

Tifa's only single-hit HP attack: a mid-range punish (mainly against ground dodges), a reliable reflection of high-priority projectiles and an answer to EX Revenge checkmates. Wall Rush on walls only, which limits its combo routes; a feint just before the hit serves as an emergency brake.

Startup47F
PriorityMelee High
EX Force0
EffectsWall Rush, Feint
CancelsDodge, Feint
CP (mastered)30 (15)
Rolling Blaze 45FMelee High
In-game screenshot: Rolling Blaze

An essential move in both its versions: her main anti-air on the ground, an air-to-ground threat in the air, with a constant high-priority hitbox and a ground Wall Rush for heavy damage with an assist. Feinting during the initial rush, followed by a second Rolling Blaze, hugely extends its range while leaving only a very short punish window. Poor lateral range; with two gauges and Aerith, it is one of her most devastating routes.

Base damage7 (1 x 7)
Startup45F
TypePhysical
PriorityMelee High
EX Force3 per hit (max 21)
EffectsWall Rush, Feint
CancelsDodge, Feint
CP (mastered)30 (15)

Aerial

Rolling Blaze 45FMelee High
In-game screenshot: Rolling Blaze

An essential move in both its versions: her main anti-air on the ground, an air-to-ground threat in the air, with a constant high-priority hitbox and a ground Wall Rush for heavy damage with an assist. Feinting during the initial rush, followed by a second Rolling Blaze, hugely extends its range while leaving only a very short punish window. Poor lateral range; with two gauges and Aerith, it is one of her most devastating routes.

Base damage7 (1 x 7)
Startup45F
TypePhysical
PriorityMelee High
EX Force3 per hit (max 21)
EffectsWall Rush, Feint
CP (mastered)30 (15)
Meteor Crusher 17F after releaseMelee High
In-game screenshot: Meteor Crusher

A chargeable aerial HP attack, a block punisher and a common finishing HP attack for assist combos thanks to its speed and its range once charged (equal in startup to an uncharged Meteor Strike). Charging noticeably increases the range and allows a feint during the approach. No Wall Rush (a lesser reward mid-screen) and multi-hit, so unusable against EX Revenge checkmates.

Base damage10 (1 x 8, 2)
Startup17F after release
TypePhysical
PriorityMelee High
EX Force87
EffectsFeint
CancelsDodge, Feint (During Charge)
CP (mastered)30 (15)

HP links (Bravery → HP)

HP attacks that fire as an extension of a specific Bravery attack — the “HP link”. They are equipped like any other HP attack.

Somersault ?Melee High
In-game screenshot: Somersault

Her only HP link (from Waterkick), very fast, which starts assist combos anywhere and fills the gauge with Side by Side. Unpunishable even if the opponent escapes with LV1 Assist Change: it is this move that makes Waterkick so threatening.

Base damage- (+Waterkick, 8 Total)
Startup?
PriorityMelee High
EX Force60 / 90
CancelsDodge
CP (mastered)30 (15)

EX Mode: Equipped Premium Heart! & EX Burst

The “Equipped Premium Heart!” EX Mode: Tifa gains Regen, Critical Boost and the permanently active Premium Heart effect, which increases the damage she deals the fuller the EX gauge is.

EX Burst : Final Heaven is an EX Burst with seven reels to stop on the “Yeah!” symbol (a steady rhythm of about 1 to 1.5 s between presses, or Auto EX Command Ω for 20 CP). Since its damage depends on the EX gauge remaining, it has to be used as soon as EX Mode is activated: at full gauge, it is one of the most powerful EX Bursts in the game.

Unique mechanic

Tifa can cancel most of her attacks into a feint: an invincible dash that passes through opponents, triggered by pressing Cross during the startup (e.g. Beat Rush > Cross > Beat Rush). She can then continue the previous attack or wait for the feint to end, with about a second of possible delay before being locked into recovery.

The feint extends an attack's range and makes its timing ambiguous (Rolling Blaze is the most famous example), notably by waiting for the opponent's block to expire. Tifa always moves forwards and only passes behind the opponent if she is close enough: the direction cannot be controlled, and there is no mixup into another attack after the feint.

The invincibility makes it an excellent defensive option against dodge punish attempts, but Tifa remains vulnerable after the teleport and during the recovery. Keeping assist gauge to cover that moment helps; using feints sparingly early in a match lets her gauge the opponent's reaction.

  • Feint windows: Beat Rush (before the 1st hit), Waterkick (before the 2nd hit), Moonsault Kick (before each part), Falcon's Dive, Dolphin Blow, Meteodrive and Burning Arrow (before the 1st hit), Meteor Strike (before or during the 1st hit, rechargeable after a feint), ground and aerial Rolling Blaze (during the first part), Meteor Crusher (before the impact, not rechargeable after a feint).
  • Documented counter-strategies: getting out of range by running or jumping, interrupting with fast attacks (Squall's Beat Fang, Yuna's Diamond Dust), following up with a homing attack (Cloud's Braver, Vaan's Inferno), or reacting with an assist to catch her in a pincer.
Attacks with feints
AttackFeint windowPost-feint action
Beat RushBefore first hitBeat Rush
WaterkickBefore second hitSecond bravery hit of Waterkick
Moonsault KickBefore either hitFirst part or second part depending on feint timing
Falcon's DiveBefore first hitFalcon's Dive
Dolphin BlowBefore first hitDolphin Blow
MeteodriveBefore first hitMeteodrive
Meteor StrikeBefore / during first hitMeteor Strike (can be charged)
Burning ArrowBefore first hitBurning Arrow
Rolling Blaze (both)During first partRolling Blaze
Meteor CrusherBefore attack connectsMeteor Crusher (cannot be charged)

Gameplan & advanced tech

The heart of Tifa's game is on the ground: Waterkick as her main poke leading into the Somersault HP link, Beat Rush as a punish and as post-dodge defence, Rolling Blaze to threaten the nearby aerial space and punish dodges. Somersault combos with an assist deal considerable damage with a high base bravery, to the point of pushing the opponent to abandon the ground.

In the air, Elbow Smash is the reference poke for starting offence and building gauge, complemented by Moonsault Kick as a more damaging mixup and Falcon's Dive as a safe downward angle. The Blizzard spells let her keep her distance, build assist gauge and interrupt the opponent without committing to close-range mixups.

Almost all HP conversion goes through Wall Rushes and the assist: Rolling Blaze, Meteor Strike and Falcon's Dive to open, Meteor Crusher and aerial Rolling Blaze to finish. With Kuja, a doubled Falcon's Dive is her most damaging filler; with Aerith, an HP attack guarantees a Seal Evil follow-up and the double assist combo can exceed 3000 HP of damage.

The feints serve first and foremost defensively (invincibility after a ground dodge) and to reposition behind the opponent, but they have to be rationed: once read, they are interrupted with fast attacks or an assist. In a Side by Side build, the EX gauge is frozen: the EX Cores have to be picked up so as not to leave the generated EX Force to the opponent.

Character-specific tech

Waterkick option select

By mashing Square during Waterkick's active frames then dodging during the recovery of the first kick, Tifa covers both the hit (Somersault) and the whiff, which makes her hard to whiff punish on reaction.

Rolling Blaze feint extension

Feinting Rolling Blaze during the initial rush then chaining a second Rolling Blaze hugely extends its maximum range, with a vulnerability window so brief that punishing it demands precise timing.

Double assist combo (Aerith)

With two assist gauges: an HP attack with a Wall Rush, Aerith's Seal Evil, another Wall Rush during the Seal Evil, a second Aerith call then Rolling Blaze. A single combo can exceed 3000 HP of damage with a high base bravery build.

Knockback cancel (Beat Rush)

Cancelling the knockback of Beat Rush's third hit with an assist call keeps the opponent in place and makes the most of its 35 base damage; hard to execute but very rewarding, especially with the Sneak Attack extra ability.

Blizzaga hit glitch (Meteor Strike)

Blizzaga can cause a hit glitch on Meteor Strike, sending inattentive opponents into a damaging assist combo.

Moonsault Kick lock-off / knockback negation

Used with lock off, Moonsault Kick can be steered freely to build gauge safely in large arenas. An assist call at a very precise moment during the final rush also negates its knockback.

Documented solo combo routes

Three routes, all starting from Blizzaga, and nothing else: Blizzaga > Waterkick; Blizzaga (a hit close to the ground) > Meteodrive or Meteor Strike; Blizzaga (a hit close to the ground) > a dash to push the opponent out of the last hit > Meteor Strike.

Sources: pastebin.com/8FWDXjvJ

Universal techniques (blodge, dash feint, lock off, dodge punishment): see the Techniques & glitches page.

Matchups

Generally speaking, Tifa competes with characters using conventional melee strategies close to the ground. She struggles, on the other hand, to approach persistent projectiles (Garland) and traps (The Emperor); Ultimecia combines both with good zoning. Against Garland, she has no simple way around the Cyclone HP attack, but Aerith's Seal Evil BRV assist gets around it easily.

Aerial matchups can be difficult too (Sephiroth, for instance), between average pokes and a disappointing reward on hit. Tifa does not have many winning matchups, but she fights well on the ground: when she can lean on it or alternate ground and air, as against Firion, Jecht and Cecil, she is well placed to make big plays.

Match videos: Replay Theater — Tifa Lockhart matches.

Builds

Three builds are documented, all at 450 CP assuming the Equip Glitch. The first, an “all-rounder” Side by Side (Kuja assist, Seventh Heaven, a constant x2.7 booster), aims for an attack/defence balance: defensive equipment (Hero's Shield against HP Wall Rush damage), accessories geared towards gauge depletion and bravery boosts on block/dodge, a high base bravery and Assist Critical Boost to make up for her average damage. Kuja converts Wall Rushes, staggers and unfinished bravery sequences.

The second, a high base bravery Side by Side (1623 BRV, Aerith assist, x3.5 booster), maximises damage: an HP attack, Aerith's Seal Evil, then a second HP attack once base bravery has been recovered, for more than 3000 HP in a single combo. Aerith is the only competitive assist that converts a full Moonsault Kick without a wall, and the double assist combo is the build's signature. Side by Side freezes the EX gauge: the EX Cores have to be picked up.

The third, BRV Boost on Dodge (the Adamant Chains set, an x5.5 booster, 146 BRV per dodge at full tilt), is reserved for matchups where Tifa takes a lot of projectiles: it discourages Sephiroth's Shadow Flare and helps against The Emperor and Ultimecia, three matchups that remain difficult even so. The extra bravery justifies taking the risk to land an HP attack.

Stats
HP10904
CP450
BRV1215
ATK176
DEF184
LUK61
Max Boosterx2.7
Special Effect: None
Equipment
AssistKuja
WeaponSeventh Heaven
HandHero's Shield
HeadDueling Mask
BodyHeavy Armor
Accessory 1Block Ring
Accessory 2Zephyr Cloak
Accessory 3Dismay Shock
Accessory 4Battle Hammer
Accessory 5Empty EX Gauge
Accessory 6Pre-EX Mode
Accessory 7Pre-EX Revenge
Accessory 8Blue Gem
Accessory 9Miracle Shoes
Accessory 10Side by Side
SummonNone
Building your moveset: CP cost of each move — 450 CP available depending on the build
MoveTypeEquip slotCP
Beat RushBraveryGround30
BlizzagaBraveryGround30
BlizzaraBraveryGround30
BlizzardBraveryGround30
BlizzardBraveryAerial30
Burning ArrowHPGround30
Dolphin BlowBraveryAerial30
Elbow SmashBraveryAerial30
Falcon's DiveBraveryAerial30
MeteodriveHPGround30
Meteor CrusherHPAerial30
Moonsault KickBraveryAerial30
Rolling BlazeHPGround30
Rolling BlazeHPAerial30
SomersaultHPGround30
WaterkickBraveryGround30

The wiki leaves the equipped-moves table empty for this build (or these builds): that moveset is not documented. Instead, here is the CP cost of every move, to weigh against the build's total. The most expensive moves are at the top.

Equipped Bravery attacks
GroundAerial
Beat RushMoonsault Kick
WaterkickFalcon's Dive
BlizzagaElbow Smash
Equipped HP attacks
GroundAerial
Rolling BlazeMeteor Crusher
Burning ArrowRolling Blaze
Somersault (from Waterkick)
Basic Abilities
ActionsSupportExtra
Ground EvasionAlways Target IndicatorPrecision Evasion
Midair EvasionEX Core Lock OnCounterattack
Ground BlockAssist Lock OnAssist Critical Boost
Midair BlockDisable Sneak Attack
Aerial RecoveryEXP to HP
Recovery AttackMaster Guardsman
Controlled Recovery
Wall Jump
Free Air Dash
Ground Dash
Free Air Dash Boost
Assist Gauge Up Dash
Speed Boost
Jump Times Boost
Ground Evasion Boost
Midair Evasion Boost
Evasion Boost

Build overview

CP allocation

Substitutes

Staple

Equipped Bravery attacks
GroundAerial
Beat RushElbow Smash
WaterkickFalcon's Dive
Equipped HP attacks
GroundAerial
Rolling BlazeMeteor Crusher
Somersault
(from Waterkick)
Rolling Blaze

Flexible

Equipped Bravery attacks
GroundAerial
BlizzaraMoonsault Kick
BlizzagaDolphin Blow
Equipped HP attacks
GroundAerial
Meteor Strike--
Burning Arrow--

Avoid

Equipped Bravery attacks
GroundAerial
Blizzard--
Equipped HP attacks
GroundAerial
Meteodrive--
Stats
HP9683
CP450
BRV1623
ATK175
DEF183
LUK60
Max Boosterx3.5
Special Effect: None
Equipment
AssistAerith
WeaponPiggy's Stick
HandChainsaw
HeadThornlet
BodyMaximillian
Accessory 1Muscle Belt
Accessory 2Sniper Eye
Accessory 3Bravery Orb
Accessory 4Dismay Shock
Accessory 5Empty EX Gauge
Accessory 6Summon Unused
Accessory 7Pre-EX Mode
Accessory 8Pre-EX Revenge
Accessory 9Back-Breaking Straw
Accessory 10Side by Side
SummonRubicante
Equipped Bravery attacks
GroundAerial
WaterkickMoonsault Kick
Beat RushElbow Smash
BlizzaraFalcon's Dive
Equipped HP attacks
GroundAerial
Rolling BlazeMeteor Crusher
Meteor StrikeRolling Blaze
Somersault (from Waterkick)
Basic Abilities
ActionsSupportExtra
Ground EvasionAlways Target IndicatorPrecision Evasion
Midair EvasionEX Core Lock OnDisable Counterattack
Ground BlockAssist Lock OnEXP to Assist
Midair BlockBest Dresser
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Air Dash
Free Air Dash
Ground Dash
Multi Air Slide
Free Air Dash Boost
Assist Gauge Up Dash
Speed Boost
Jump Boost
Jump Times Boost+
Ground Evasion Boost
Midair Evasion Boost
Evasion Boost
Descent Speed Boost

Build Overview

Point Allocation

Substitutes

Substitutes
EquipmentReplacement
Muscle BeltZephyr Cloak / BRV = 0 / Hero's Essence / Great Gospel / Hero's Seal / Winged Boots
Back-Breaking StrawTogether as One / accessory of your choice
Muscle Belt and Summon UnusedBattle Hammer and BRV = 0
Best Dresser (extra ability)Master Guardsman (extra ability)

Attacks

Staple

Equipped Bravery attacks
GroundAerial
WaterkickMoonsault Kick
Beat RushElbow Smash
Equipped HP attacks
GroundAerial
Rolling BlazeMeteor Crusher
Somersault
(from Waterkick)
Rolling Blaze

Flexible

Equipped Bravery attacks
GroundAerial
BlizzaraFalcon's Dive
BlizzagaDolphin Blow
Equipped HP attacks
GroundAerial
Meteor Strike--
Burning Arrow--

Avoid

Equipped Bravery attacks
GroundAerial
Blizzard--
Equipped HP attacks
GroundAerial
Meteodrive--
Stats
HP9972
CP450
BRV997
ATK174
DEF185
LUK60
Max Boosterx5.5
Special Effect: Adamant Chains
Equipment
AssistAerith / Tidus
WeaponAdamant Knife
HandAdamant Shield
HeadDueling Mask
BodyAdamant Vest
Accessory 1Zephyr Cloak
Accessory 2Dismay Shock
Accessory 3Battle Hammer
Accessory 4BRV > Base Value
Accessory 5Summon Unused
Accessory 6Pre-EX Mode
Accessory 7Pre-EX Revenge
Accessory 8Aerial
Accessory 9After 30 Seconds
Accessory 10Tenacious Attacker
SummonRubicante
Equipped Bravery attacks
GroundAerial
WaterkickMoonsault Kick
Beat RushElbow Smash
BlizzagaDolphin Blow
Equipped HP attacks
GroundAerial
Rolling BlazeMeteor Crusher
Meteor StrikeRolling Blaze
Somersault (from Waterkick)
Basic Abilities
ActionsSupportExtra
Ground EvasionAlways Target IndicatorPrecision Evasion
Midair EvasionEX Core Lock OnDisable Counterattack
Ground BlockAssist Lock OnEXP to HP
Midair BlockBest 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
EquipmentReplacement
After 30 SecondsOpponent Summon Unused
Dismay ShockOpponent Empty EX Gauge
Tenacious AttackerFree choice

The all-rounder build has no free CP (replace an accessory with Hero's Essence if needed); the high bravery build leaves 15 to 25 free CP depending on the abilities removed; the BRV Boost on Dodge build leaves 25 free CP. Substitute tables are documented (Muscle Belt, Back-Breaking Straw, Best Dresser/Master Guardsman, and so on).

Build and check a Tifa Lockhart loadout slot by slot: build creator (CP gauge, ability exclusions and tournament rules applied).

Assist synergies

Tifa Lockhart as an assist

As an assist, Tifa has Beat Rush (ground BRV, 21F, Chase), Falcon's Dive (air BRV, 23F, Wall Rush), Meteodrive (ground HP, 39F, Wall Rush) and Rolling Blaze (air HP, 45F, Wall Rush), all appearing on the opponent.

She is ranked Low on Muggshotter's assist tier list.

Recommended assists

  • Kuja — Conversions off pokes and Wall Rushes with heavy bravery damage, at the cost of a high risk of seeing him locked when he is used.
  • Tidus — The same conversions as Kuja with less damage, but a faster startup and a shorter aerial BRV assist animation, which makes him safer even if the opponent escapes with LV1 Assist Change.
  • Aerith — She boosts damage close to the ground with triple HP combos and reliably converts the Moonsault Kick chase; recommended for Side by Side and/or high base bravery builds.

Community tech

Tifa. (tips, tricks, whatnot) — GameFAQs thread 2011

A period thread from the Duodecim board (6 pages): mindgames around the feints (feinting then waiting for the opponent's block to expire before striking), exclusive equipment with figures (Godhand, Premium Heart, Seventh Heaven) and a Kuja assist follow-up with the first two hits of Moonsault Kick after a Wall Rush.

https://gamefaqs.gamespot.com/boards/605802-dissidia-012-duodecim-final-fantasy/58951399

Dissidia 012 duodecim tifa how to play the best by feint 2011

A period video (seventhheven131311) on the offensive use of feints: dashing at the opponent's guard then feinting or jumping to fool the block.

https://www.youtube.com/watch?v=oQxuNM1kg0c

Dissidia 012 - Tifa's Feints 2014

A video demonstration (Orlando) going through Tifa's feints move by move.

https://www.youtube.com/watch?v=kG8GgmUi808

Cast-wide solo combo list (Eddiegames) 2022

A community record of solo combo routes for all 31 characters, compiled by Eddiegames on the Discord DISSIDIA and published on pastebin (last updated December 2022). Tifa is credited there with three routes, all starting from Blizzaga.

https://pastebin.com/8FWDXjvJ

Sources

Known limits

  • The wiki's Combos section is empty (documented: false): no detailed, quantified combo is provided, and only the indications in the move and build notes were used.
  • No external reference (the References section is empty): no attributable communityTech.
  • The overview's Strengths/Weaknesses table is empty in the data; strengths and weaknesses were deduced from the overview text, the move notes and the matchups.
  • The assist gauge gains (assistGain) are not filled in for any move.
  • Somersault's startup is unknown in the data (“?”), and the EX Burst's damage type is marked “??”.