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Tifa Guide by MAllen

Version: 1.2 | Updated: 05/15/1999


Unpublished Work Copyright 1999 Mike Allen


This is as an "easy reference" guide for Tifa players. The strategies 
are from my Expert FAQ Version 1.38.

Send any questions/comments to:  Mallen1@csulb.edu 









H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)


jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing 
lifter = move that sets up an air combo 
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively


TIFA => She's a top-level character with high damage potential and 
======   great speed.

Since I'm upset at the inclusion of Final Fantasy characters into this 
game, it makes sense that I should hate Tifa. Unfortunately, she is a 
lot like Godhand, who's my favorite character.

Tifa has no weaknesses. She can counter heavily, has quality 2-choice 
attacks, quick basics, great wake-up games, and a deadly special. 
Almost every move in her arsenal can be used, and she doesn't need to 
rely on any particular technique to win. Tifa is an easy choice for my 
second favorite character.

Close-Range Fighting

The Ducking H

The move you want to land at close-range is the Ducking H. There are a 
few things to keep in mind:

1. You don't have to be fully-ducked to pull off the move. As soon as  
   Tifa beginning to duck, hit H to launch your opponent.
2. You'll get nailed setting up this move if your opponent is rushing  
   you with middle attacks. It's important to use your quickest moves  
   to set up the Ducking H. You want to encourage your opponent to 
   counter with a jab or quick low. You'll duck the jab and block the 
   low, and the Ducking H will hit every time.

3. Follow the Ducking H with a Running HHH or G+H (hold), H.

Follow the Jab with:

1. H (to Basic HH links)
2. L (to Basic L links)
3. Basic M (to Basic M links) 
4. H+S (can extend to H+S, H)
5. Throw
6. Basic S
7. Basic H (to restart Jab Links)
8. Running G+L, H
9. G+L
10. M+S
11. M+S (hold)
12. Running HHH
13. G+H (hold) (can extend to G+H (hold), H)
14. Duck (set-up Ducking H)
15. L+S

Follow the Basic HH with:

1. H
2. L (to Basic L links)
3. Basic M (to Basic M links)
4. H+S (can extend to H+S, H)
5. Throw
6. Basic S
7. L+S
8. Basic H (to Jab links)
9. Running G+L, H
10. G+L
11. M+S
12. M+S (hold)
13. Running HHH
14. G+H (hold) (can extend to G+H (hold), H)
15. Duck (set-up Ducking H)

Follow the Basic L with:

1. jH
2. H (against fast counters)
3. Basic H (to jab links)
4. Basic M (to Basic M links)
5. Basic S 
6. Throw 
7. L+S
8. Basic L (restart Basic L links)
9. Running G+L, H
10. G+L
11. M+S
12. M+S (hold)
13. Running HHH
14. G+H (hold) (can extend to G+H (hold), H)
15. Duck (set-up Ducking H)

Follow the Basic M with: 
1. H 
2. L
3. Throw
4. HHH (or HHL)
5. M, H+S (or H+S, S)
6. Basic M (restart Basic M links)
7. Basic H (to Jab links)
8. Basic L (to Basic L links)
9. Running G+L, H
10. G+L 
11. M+S
12. M+S (hold)
13. Running HHH
14. G+H (hold) (can extend to G+H (hold), H)
15. Duck (set-up Ducking H)
16. L+S


Even if you miss the "just" timing on LjH, HLjH, or HHLjH, you can 
still tack on a basic M to cover yourself or use as a delay.

The following moves will combo if the first hit COUNTERS:

1. Basic HH 
2. H+S, H
3. G+H (hold), H
4. Running G+L, H

Medium-Range Fighting

The Godhand

1. The Step LS (a.k.a. "Godhand") is a close-range unblockable. 
2. Use the Practice Mode to do the Step LS at maximum speed. 
3. Used carefully, this move will become a MAJOR force in your close-
range fighting game. 
4. Used incorrectly, you'll get nailed in the back. Practice.

Medium-Range Attacks:

1. Running HHH  
2. Running G+L, H
3. G+L
4. M+S (hold)
5. Basic M (to Basic M links)
1. H+S (can extend to H+S, H)
2. G+H (hold) (can extend to G+H (hold), H)
8. Godhand

Countering Opponent's Mistakes

The running HHH comes out fast enough to counter your opponent when he 
hits air. It's also the perfect counter for missed wake-up attacks.

The Ducking H is your best counter after blocking a low attack. Follow 
with the running HHH for an easy air combo.

Wake-Up Games

Tifa has a MEAN corner trick. Do the S (hold), L to throw an "energy 
ball" at the ground to hit a downed opponent in the corner. Even if 
they get up with G, the special "hangs around" in the corner for a 
second and will NAIL them. Unless your opponent gets up with the 
projectile-evasion, he's toast. 

Against sleepers, do an S (hold), L to wake `em up. 2-choice the L and 
M if you see them rising, and if you expect a wake-up attack, counter 
with J+L. Opponents grounded at a distance are easy prey for the L+S. 
You can also use the Godhand to counter anything.  

The M+S (hold) can be used against opponents who ground recover.

The G+L works well as Tifa's "safe" ground attack.

If the L+S hits and you don't expect an immediate ground recovery--do 
it again.


Tifa's basic S tracks well. 

The jumping S is easy to land if you learn the range.

The charged S tracks better than any other move in the game and does 
BIG damage.


After her front throw (hold L), input the slide for a 2-hit combo.


90-degree (either direction), H 
H+S, H 
M+S (hold) 
90-degree (either direction), L 
Running HHH 
Running M 
Running L 
Running G+L, H 
Projectile-Evasion, H 
G+H (hold), H 
G+H, H 
G+H, L G+L, H 
Ducking H 
Step HLH 
Step LHS 
Step LS 
Step LL 

front, hold H 
front, hold L 
left, hold (H or L) 

S (hold), H 
S (hold), L 
S (hold) 
Running S 
J, S 
S (white meter empty; exchange health for white meter recovery) 


The Running HHH

If she does the running HHH, block it and throw, or hit her w/ a quick 
jab to knock her down in the middle of it. If you get nailed push G 
after any of the three kicks for an air recovery to stop the damage. 

The Basic M and MH

If your jab is fast enough you can knock her out of the MH. Look for 
the M (only) and throw. 

Against the Specials

Do the projectile-evasion repeatedly if she unleashes the charged S.

Use the projectile-evasion to get out of her S (hold), L corner-trap.

Free Advice

NEVER play for money if you're facing Tifa. 



1.0- used Expert FAQ Version 1.3 
1.1- used Expert FAQ Version 1.33
1.2- used Expert FAQ Version 1.38

I won't update this FAQ again. New Tifa strategies will appear in my 
Expert FAQ first.

Send any tips/questions/comments to:  Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen

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