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mufalmar
12-12-2009, 02:36 AM
So, i've recently decided to use Tidus as my new Secondary. After spending about 2 hours studying on videos (NeroMDs in particular) and reading up on Nero's Tidus FAQ (thnx btw ^_^) I have found the accessory and equipment sets I like best. I've also messed around with his Attack Sets with different stages n such to get a good feel for his playstyle. Now, i'm having a problem.

I haven't found a good starting list for Tidus's Basic Abilities anywhere. Like what Staples does Tidus use for basic abilities? is there only one set that's good for him?

Answers would be appreciated ^_^

(Sorry if this is answered anywhere, I just couldn't find it. If it is, kindly leading me to the post/thread would be appreciated :S)

Dave880
12-12-2009, 02:39 AM
Always have Hop Step, Stick & Move, slice and dice, and jecht shot on =p

Scott
12-12-2009, 02:43 AM
Basic abilities are pretty standard across the board for most characters, and it really comes down to personal preference. I suppose if you used "Increase Aerial Dodge", you could make a great deal of Tidus' attacks have a longer range, and I wouldn't imagine it particularity debilitates Tidus, but then again, I'm not sure what his combos are.

mufalmar
12-12-2009, 02:51 AM
Well To start off I'll tell you what my stuff is at right now.

Bravery (Ground) :

O - Hop Step
<- + O - Cut & Run --Linked to--> Quick Hit
-> + O - Stick & Move --Linked to--> Quick Hit

Bravery (Air)

O - Hop Step
^ + O - Stick & Move --Linked to--> Quick Hit
V + O - Full Slide

HP Attacks (Ground) :

[] - Spiral Cut
<- + [] - Energy Rain

HP Attacks (Air) :

[] - Jecht Shot
^ + [] - Energy Rain
V + [] - Charge & Assault

------------------------------------

Basic Abilities (Actions)

Ground Evasion
Midair Evasion
Ground Block
Midair Block
Jump Times Boost++
Controlled Recovery
Midair Evasion Boost

Basic Abilities (Support)

Always Target Indicator
EX Core Lock On
Auto Recovery
Evasion Time Boost

Basic Abilities (Extra)

Sneak Attack
Back To The Wall
EXP To Bravery
Equip Katana
Katana Adept

-----------------------

Now, see, my problem is that i'm out of CP for any other Extra Abilties, which is probably what I'm missing more than anything.

NeroMD
12-12-2009, 08:36 AM
Replace Cut and Run with Sonic Buster, Cut and Run has no vertical range whatsoever. Stick and Move is the best dodge move for several reasons

1. Haste Effect gets added up on Stick And Move, allowing more Mobility
2. If you mess up your Dodge And Throw You can still back away with it's mobilty to prevent being blocked.
3. You can punish people easier when you go with an offensive side with it.
4. You can use Tidus' Ultimate Combo with it

Remove Energy Rain from the ground and add it up in the air, Spiral cut isn't TAHT needed but Think Spiral Cut like it's Cross Slash, YOu won't use it all the time but it's good for mindgames and dodge punishers

Go for an EX setup as Tidus, You'll find it way more useful then BRV build ups

mufalmar
12-12-2009, 03:28 PM
Replace Cut and Run with Sonic Buster, Cut and Run has no vertical range whatsoever. Stick and Move is the best dodge move for several reasons

1. Haste Effect gets added up on Stick And Move, allowing more Mobility
2. If you mess up your Dodge And Throw You can still back away with it's mobilty to prevent being blocked.
3. You can punish people easier when you go with an offensive side with it.
4. You can use Tidus' Ultimate Combo with it

Remove Energy Rain from the ground and add it up in the air, Spiral cut isn't TAHT needed but Think Spiral Cut like it's Cross Slash, YOu won't use it all the time but it's good for mindgames and dodge punishers

Go for an EX setup as Tidus, You'll find it way more useful then BRV build ups

Yeah I took your accessory setup lol.

HP = 100%
Large Gap in Bravery
Ivory Choker
Ivory Choker
HP = 100%
*self* Summon Unused
*enemy* Summon Unused
Level 100
Close to You
Center of the World

I think i'm all set now, just need to get used to his combos :S

Scott
12-12-2009, 04:14 PM
I personally think the summon used accessories are better. At least you still have access to a summon, even if it is only to waste it in the first few seconds of battle.

NeroMD
12-12-2009, 04:21 PM
Depends which Summon you'll use. If it's Bahamut, or some other Summon that you can use at the start then yeah, But if it's Magus Sisters or something then Summon Unused would be better.

mufalmar
12-12-2009, 04:24 PM
I tend not to use Summons unless my opponent says we're going to anyways =/

Haruhiist
12-12-2009, 04:28 PM
Well, since this thread is here I wanna ask one or two things.

Is it possible to connect Stick and Throw after a block? It seems to take too long and the enemy has time to dodge away. Energy Rain also seems to be the only other HP attack that works after a block, Jecht Shot and Slice & Dice are dodgeable.

Should I ever bother using Dodge and Weave? I remember reading somewhere that his dodge moves have no invincibility frames, so I can't do anything like go through vertical HP attacks (Blasting Zone) with it.

NeroMD
12-12-2009, 05:08 PM
It's possible to counter after a block with Stick and Move, even Jecht shot and Slice& Dice works, But those Two HP attacks require no hesitation unlike Energy Rain.

Just Stick with Stick & Move, I gave Several reasons why Stick & Move is 10x better then the other dodge moves. Cut & Run can be better probably against characters like OK since it protects you from His Thunder easier.

Scott
12-13-2009, 12:08 AM
Depends which Summon you'll use. If it's Bahamut, or some other Summon that you can use at the start then yeah, But if it's Magus Sisters or something then Summon Unused would be better.

Not really. A wasted Magus Sisters is still twice as useful as not summoning them at all.

Setsitaru
12-13-2009, 03:38 AM
Spiral Cut works well after a block and as for blocking then using Stick and Move, yes, it does work but make sure you perform the move DIRECTLY after the block or the enemy can evade the throw. If your looking for decent damage after a block, use Full Slide or Sonic Buster. If you want HP damage after a block use Stick and Move so you can chain into Quick Hit.

NeroMD
12-13-2009, 10:38 AM
Not really. A wasted Magus Sisters is still twice as useful as not summoning them at all.

You don't expect to use Magus Sisters straight off the bat. It's a safety summon incase the opponent has blocked you and enough brave to kill you. That's when you use it. Alternatively you can use it before you unleash a HP attack to burst to finish them off.

DIX
12-13-2009, 12:28 PM
If I really need both of the summon multipliers, I just equip summon used / enemy summon used and use Asura.

Worst case I block their summon and I get the 1.5.

FF7Cloud
01-18-2010, 01:55 AM
Well To start off I'll tell you what my stuff is at right now.

Bravery (Ground) :

O - Hop Step
<- + O - Cut & Run --Linked to--> Quick Hit
-> + O - Stick & Move --Linked to--> Quick Hit

Bravery (Air)

O - Hop Step
^ + O - Stick & Move --Linked to--> Quick Hit
V + O - Full Slide

HP Attacks (Ground) :

[] - Spiral Cut
<- + [] - Energy Rain

HP Attacks (Air) :

[] - Jecht Shot
^ + [] - Energy Rain
V + [] - Charge & Assault

------------------------------------

Basic Abilities (Actions)

Ground Evasion
Midair Evasion
Ground Block
Midair Block
Jump Times Boost++
Controlled Recovery
Midair Evasion Boost

Basic Abilities (Support)

Always Target Indicator
EX Core Lock On
Auto Recovery
Evasion Time Boost

Basic Abilities (Extra)

Sneak Attack
Back To The Wall
EXP To Bravery
Equip Katana
Katana Adept

-----------------------

Now, see, my problem is that i'm out of CP for any other Extra Abilties, which is probably what I'm missing more than anything.
No air dash??

533787655464
03-09-2010, 06:47 AM
Probably forgot lol

Spike
03-09-2010, 07:09 AM
I don't use midair evasion boost. I can't seem to do his DC combos when I use it. Also, the thing that you really would want is Evasion time boost since it can make his dodge moves have additional invincibility frames. So it is good (good thign you have it TC). For accessories, I agree with Dave by having an ex build since you'll want it more that a damage or BRV based build. Having also his ex mode will give you more than you'll ever need damage (if you have ull HP, he deals tons of damage with hopstep. Combine that with his combo Full Slidex2->hopstep, then you're looking at lethal BRV after the said combo. Sorry for exaggeration btw). I also agree with Dave again that Stick and move is the only dodge move you'll ever gonna need since it can provide:
Safety, range, mobility during a dodge, and great horizontal tracking
-you can easily punish somethings like Aerial Circle by throwing the brotherhood from afar (and you don't need to get near and be in a dangerous situation) and hit him with Quick Hit.

-also in response to the topic being discussed by Dave and the others regarding multipliers in response to summons, I think it depends on your preferred playstyle. I myself don't use summons even if my opponent agrees with me that we can both use summons. But if you want to have some insurance, I think Used summon may be your friend so you can still have a 1.5 multiplier even after you use a summon (incase you got into a dangerous situation and opted to use magus sisters. :D)

Another one, Take away spiral cause you can put other crit abilities instead of that situational and punishable HP attack. same with ground energy rain. Energy rain is more useful in the air as what Dave had stated.

edit: put away also Cut and run. It is the most useless dodge attack you have (correct me if I'm wrong). Replace it with another Crit ablity or dart and weave. It is not that good IMO but it can still provide you with some vertical tracking and has better invincibility frames IMO than cut and run.