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
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)
I. COMPLETE MOVES LIST
----------------------
HHH
HHLH
HHLjH
HLH
HLjH
90-degree (either direction), H
H+S, H
MH
M+S
M+S (hold)
LH
LjH
L+S
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
J+H
J+L
Ducking H
Step HLH
Step LHS
Step LS
Step LL
Throws
------
front
front, hold H
front, hold L
left
left, hold (H or L)
right
back
360-degree
Specials
--------
S
S (hold), H
S (hold), L
S (hold)
Running S
J, S
S (white meter empty; exchange health for white meter recovery)
II. STRATEGIES
--------------
Close-Range Fighting
---------------------
Her HHH and HHL make a nice 2-choice variation. The HHL can be mixed
with the HHLjH. Use the HHLH if your opponent tries to counter. You can
also 2-choice with the H, M (or H, MH) and the HL (or HLjH or HLH).
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 basic M kills air opponents, cannot be interrupted, and can be
mixed-up with an MH to keep your opponents from countering. You can
mix-up an MH, an M, L, and an M, throw.
The H+S, H works great but is weak against jumps. You need to mix in
the running HHH, basic M, and MH to keep your opponent on the
ground(not a problem for most Tifa players).
You can follow a Ducking H with the running HHH for an easy air combo.
The running G+L, H hits twice if the first is a counter.
Medium-range Fighting
---------------------
The running HHH counters most moves, and her M can be mixed with MH to
keep your opponent guessing. These two moves cannot be interrupted and
KILL jumping opponents. Having opponents who are too afraid to jump is
a SERIOUS advantage.
M+S (hold) is relatively quick, unblockable, knocks your opponent down,
AND does 35 damage. Try to stick it in after leading your opponent to
expect a quick-jab counter.
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.
Specials
--------
Her charged S tracks better than any other move in the game and does
BIG damage.
The Godhand
-----------
The Step LS (a.k.a. "Godhand") is a fantastic move. Tifa's Step is
short, so use it whenever the opponent is "turtling" or you have even a
half-second advantage after blocking their attack. Once you've
practiced doing the Step LS at maximum speed, BAM--unblockable DEATH!
But if your timing is off, BAM--unblockable back-attack DEATH!
You can also use the Godhand on downed opponents. If you think they'll
pull a ground recovery, Step LS (hold S) to charge the Godhand. When
they recover from their invincibility--WHAM! Even if they try a wake-up
attack, the Godhand will win. NASTY! To get out of this, roll while on
the ground or use the projectile evasion.
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.
If the L+S hits and you don't expect an immediate ground recovery--do
it again.
Other
-----
After her front throw (hold L), you get a FREE slide for a 2-hit combo.
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.
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.
IV. WHY SHOULD I PLAY TIFA?
---------------------------
If you take out the "One Special Wonder" Matsuda, Tifa is the game's
dominant character. She is a skill-based character, which is sure to
please strategy fans, but what makes her unstoppable is the fact her
moves hit HEAVY. Like Godhand, almost all of Tifa's moves are useful,
but Tifa has an edge on Godhand in specials and close-range fighting.
If you like to "mix it up" at close-range, you can't go wrong here.
Tifa has quick jabs, has several quality 2-choices, and has several
front-throw variations to keep your opponent on the defensive. She can
effectively mix-up her quick low with high-damage middles, and can
crush "turtles" with her special. She also has above-average wake-up
games.