So you wanna be emo - A Tira guide

She has good anti-whiff options, good tech trap options, a 130 dmg combo with trap. She has moves like GS 88A, BF 44A *OMG YES found a good use for it, traps people who like to step and punishes whiffs like a monster* and much more. Mikosu you know if you do make a guide I help you as a fellow TTT member

What's that 130 damage combo? and what's GS and BF? I don't know all the terminology. Lol.
 
i was Asked to but this her by the man they call Mikosu its now a part of the guide so it looks like i do a good job lol


Tira Vs Amy

Key: SS=Sidestep GS=Gloomy side JS=Jolly side


Ok as most of you know the Match up of Tira vs. Amy in not a pretty one. If we look at this match on paper Amy has the upper hand in this fight. Amy has the advantage over Tira 65-35. Now just because Amy has the upper hand in this match up doesn’t mean you cant win. I will break down this match up to show you wan you can do to take down Amy.

Amy’s pros-Speed, she can punish Tira very well, her B+K parry shuts down Tira’s ability to punish, Amy has a ton of tech traps, moves that make her sidestep and attack at the same time, Many moves make her tech crouch.

Tira’s pros-Quick Side step, can punish in Gloomy, good grabs, Has a higher Damage output than Amy.


Amy’s Cons-her parry is a double sided sword, her attacks can be sidestepped, Low damage out put

Tira’s Cons-can be punished easily, hurts self in gloomy, not much frame advantage in attacks,

The Battle
Amy will rush you down like its no ones business. When fighting Amy you must watch the persons patterns. Most players know that all of Tira’s good punishers are mids you will see her mid parry a lot during the match, and since many of Amy’s moves tech crouch AA will not always be the best move to punish with. Amy’s Horizontal game is not that great so you can SS her. Be careful of 4A that’s her best horizontal.

With Amy VS Tira, keep in mind that Amy's biggest flaw is her range. However, that's not enough to make this match up non-frustrating. Abuse you're slightly superior range by spacing yourself properly and poke at her. Do it enough to bait the Amy to try and get in. Most of her best moves used for getting in are step-able considering they are B attacks. When she does try to get in, step and punish.

Options for whiff punishing:

JS: 66AA (highly recommended) | 3B, 44K | 88K, 22_88B

GS: 22_88A, 2A+B (highly recommended) | 6Aaaaaa | 3B, 22B, BF 66B (Replace BF 66B with another 3B if you really want to stay in Gloomy)

Note: Be weary of Amy's parry. Considering a lot of her shit allows her to be in advantage on block if you attempt to attack she can throw out a parry and considering how quick and LOOOOONG that freaking parry stays out, it will more than likely catch the majority of the moves you do. This fact makes grabbing a lot in this match up so much more tempting.


If you have anymore questions on this match up just ask and we will answer. This my first time coming up with a match up guide so im sure I missed things. More info will be added to this thread as we find out better ways beat that slut called Amy
 
Ok here's what I got for now guys. Hope it helps.

Tira Gameplay Guide

A) Interrupts

Standing Interrupts: AA, GS 2A, GS 6Aaaaa, K, 2K, 6K, 44K

FC Interrupts: GS 6Aaaaa, FC A, FC K, WR K

Anti-Step: AA, 1A, JS 2AB (at range), 4A:A, JS 6AB, GS 6Aaaaa, 22_88A, JS 44A, 33_99K, 88K, A+B

“Body” attack: 6K, 44K

B) Mixups

Close Range Mixup: throw, 11_77A, 3B, JS 44B/GS 11_77B, 88K

Mid Range Mixup: 1A, JS 22_88B, 66B, 2K

FC Mixup: throw, WR B, FC K, WR K

Post-GI Mixup: Fast – 4A:A, GS 6Aaaaa, 3B; Slow – JS 66B, GS 44B, 4KB

C) Punishment

Distance Whiff Punish: JS 33_66_99AA, 6B, 6K

Sidestep Whiff Punish: 22_88A, 3B, GS 88B

FC Whiff Punish: GS 6Aaaaa, WR B, WR B+K

D) Frametraps

On hit: AA, JS 6AB, GS 666(66)A, BB, JS 44B/GS 11_77B, 6B8, 11_77K, 4B+K

On CH: FC A/GS 2A, 2K

On Block: BF 66A, GS 22B, 4[A+B]

Attack use detail:

Lows:

Tira’s lows for the most part are slow and have bad frames. Therefore they’re excellent aGI bait since most will retaliate at your disadvantage. Train them to fear trying anything.

1A – No longer as bad as it was in 3. Now -12 on block and works the soul gauge nicely. Has a late TC that might let you get a hit. Great slow move for post-GI.

11_77A – Hard to read low with a tiny weakness to 8-way run. Fine for general use but -15 on block and -2 on hit.

2K – Just like everyone else’s framewise (block -14, NH -4, CH +2) but noted for its range. Necessary move for Tira.

88K – i24 low with a weird animation that usually hits because of that. It’s very unsafe at -21 but has an excellent TC. Use when you expect high retaliation and throws.


Mids:

JS 22_88A – Best used to close in when you’re dancing around outside their range. Good damage and left side RO.

BB – JS (block -8, hit +2, 26 damage); GS (block -6, NH +4, CH +5, 32 damage). Very important for basic Tira pressure. Best feature of her BBs? They both catch step to her right!

1B – Special-mid that covers a good amount of space in front of her. Better frames in GS. Great general poke.

3B – -12. Works the soul gauge well. Combo ability in JS is maximized if you hit with the tip of this move. Noticeably better in GS. A staple for whiff punishment and post-GI.

WR B – Everyone knows this move. With CH it’s her easiest access power mid on its own. Most useful against aggressive opponents. -17 but is best punished with forward-moving mids like sisters’ EWGF. Soul crushes in 10.

6K – i16 TJ kick that forces crouch on block at -12. Another great move for general use. Only downsides are that it’s steppable and can be Asta A+Ged.

WS K – TC and TJ at the same time = too good. It beats 2A retaliation when you’re in FC. -11 but you WILL NOT be punished for this move unless you’re in a corner. Linear but otherwise a spammable move. If they start stepping use WR A and FC A.

33_99K - Block -7, NH +2, CH KND, 20 damage. A bit slow at i21 but such a whoreable move. It forces BT on NH so u can get a mixup. The pushback is different on NH depending on which direction you use. GS 44B will aGI BT 2A retaliation.

Basic Combos:

JS 1A, 22_88B
JS 4A:A, 44K (GS 66K)
JS 3B, 44K (GS 66B)
JS 3B (tip), A+B
JS 66B, slight delay 66AA
GS 1A, 66B
GS 4A:A, 44K, 2A+B
GS 22_88A, 2A+B
GS 3B, 22B, 1B/66B
GS 2A+B, 22B, 1B/66B


Basic Tech Traps:

JS 1aB, 22_88B (all but right)
WS B, 1A
JS 66B, slight delay 66AA (sometimes misses left tech)
GS 44K, 1A
GS 3B, 6A+B (some character-specific weaknesses)


Movement:

Not much to say here. Tira’s backstep and forward step are not good. However, her run speed and sidestep are fine. Use good spacing with moves like JS 4B and, to a much lesser extent, GS 44A to bait whiffs and punish hard.


Okizeme:

Tira oki is lacking but decent.

B+G: JS 22_88B will catch all but back and right roll. 1K and 1B can not be rolled.

Back throw: Great damage and more reliable oki than B+G since you’re right on top of them. 1K and 1B can not be rolled. BF 66B will catch any roll if you do it as soon as possible. 88K to mixup when they fear 66B.

JS 1aB/GS 2A+B: Catches rollers quite well and allows you to keep pressure.


Basic Auto-GI use:

Since the window for Tira’s aGIs is small using them at disadvantage is recommended. Check the auto-GI thread for more specifics.

A+K/[A+K] – Built-in after some moves to cover yourself if you expect retaliation. The window if held lasts a ridiculously long time but the risk/reward ratio is totally skewed. Use this ONLY if you’re extremely confident it will work. Is ok if you expect to be thrown but there are better HP loss-free ways to counter that. Biggest + is that it looks cool.

JS 2A+B – If you anticipate a vertical “sweeping” vertical hitbox then use this ex. Sieg 3B, 4B. Has a late TC and is -17. Use sparingly.

JS B+K – The biggest gimmick Tira has. This should never be relied on. It’s much too risky as you’re taking damage the whole time. Works if the opponent doesn’t know about it and really well on select moves like Amy’s 4B+K and Vader’s B+KBB.

GS B+K – Best aGI she has. Damage and HP regained increases as based on her current life. DO NOT use this at a distance. You will die. Best used to punish predictable strings and mid use. The Apprentice can Force Break it but don’t be afraid to use it anyway.
 
for FC mixup you may want to add FC K and WR K for safer alternative to throw/WR B mixup. won't need to be as close too
 
Done and done Tiagol sir. Also added 4KB to slow post-GI. You get 55 in JS and possible 63 in GS with good timing.
 
GS 22A, 66K is actually a combo. The kick clips their foot just before they hit the ground, though you don't get the face-ride. I haven't tested it yet with the buffer, so I don't know if it's any more damage than GS 22A, 2A+B.
 
Damage with the BF buffered for 66K is 55 in total.

Without the BF it deals 48 in total, which is the same amount of damage you get if you did 2A+B.

I'd say go for the BF 66K if it'll finish them off. If not, I wouldn't bother.
 
i still think that GS 88A then 44K is a frame trap cuz i beat people out all the time. but it might just be me. also JS 88A is a ok whiff punish i use it all the time but its up to you to add it.
 
i still think that GS 88A then 44K is a frame trap cuz i beat people out all the time. but it might just be me. also JS 88A is a ok whiff punish i use it all the time but its up to you to add it.

Might be, can't test right now.

Does it beat out Amy's 6BB? lulz

I know GS BF 66A to 44A or BF 44A is a frame trap (Amy's 6BB being the only exception).
 
Actually BF 66A is plus on block, so you COULD step Amy 6B with 44A (you may as well do the BF though, because that damage is noice).
 
Actually BF 66A is plus on block, so you COULD step Amy 6B with 44A (you may as well do the BF though, because that damage is noice).

The thing about that, from what I remember from trying it in training, the auto evade of 44A is too slow. I can outright just step Amy's 6BB after BF 66A. However, if I rely on 44A's auto evade, I get hit.
 
The thing about that, from what I remember from trying it in training, the auto evade of 44A is too slow. I can outright just step Amy's 6BB after BF 66A. However, if I rely on 44A's auto evade, I get hit.

The evade works better when u're at disadvantage.
 
Heh, I'm just being pedantic. The rude name for being bipolar is "schizo." "Emo" is reserved for the angsty downer.


But ya, back to the topic.



Hmm good application. But the safety (or lack thereof) really hurts it, especially if she's already in GS.


Any use for 4B+K?

schizo = schizophrenic

schizophrenia IS NOT bipolar disorder

anyway,

I've found very few good Tira combo videos on youtube. Anyone have any decent ones saving me the search?
 
schizo = schizophrenic

schizophrenia IS NOT bipolar disorder

anyway,

I've found very few good Tira combo videos on youtube. Anyone have any decent ones saving me the search?

Check out the vid thread. I posted my old stuff. For a more recent one there's
on youtube.
 
coming very Soon Tira vs Setsuka and Tira vs X and Tira vs Asta as in match up guides

p.s asta is a dumb character and hes gay
 
Thanks to inspiration from angelic_fragment GS 22B is more useful than once thought.

After most KNDs it will catch all rolls. After GS 88B 22B has to be rolled then guarded. If you try to just hold G then you eat the hit. Pretty useful since GS 22B breaks in 10 and leads to good damage. Not a bad outcome either way.
 
ehhh?! you have all the time in the world cuz 22B is slow. Just keep tapping those fowards....u can get probably 12 fowards in that time :p
 
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