Tira Combos

Tidus_Crescent

[09] Warrior
(JS) = Jolly Side
(GS) = Gloomy Side

Natural combos (NC)
AA (JS 16, GS 22)
4A:A (30)
BB (JS 26, GS 32)
4KB (35)
4A+B_[A+B] (20)
4B+K (22)
WR B+K (30)
BT B+KB (38)
11K (JS 24, GS 30)
JS 66AA (37, 35 if done with 33_99)
JS 22B (26)
JS 66K (24)
GS 6A MSH A (45) 1-5 HP
GS 3kA (32)
GS 66B series

Natural Combos on Counter Hit (NCc)
A+B (27)
JS 2AB (24)
JS 6AB (34)
JS 44A2A (34)
JS 44AB (32)
JS 1aBA+K
GS 4B:B:B
GS 2A+BA+K

Standard Juggles

1A
--> JS 22_88B (41)
--> JS 44B (38)
--> JS 44K GS 66B 10-16 HP
--> GS 66B (38-57) 5-8 HP

4A:A
--> AA (JS 44, GS 48)
--> JS 44K (45)
--> JS 44K GS 66K (74-80)
--> JS 44K GS 3kA 11K BT B+KB
--> JS 44K GS 3kA 11K BT 2K 66B (71-81)
--> GS 6A MSH A (57)
--> GS 44K 66B (57-70)

3B
--> JS 66K (34) character-specific
--> JS 44K GS 66B (47-68)
--> JS 2K (38)
--> GS 22B 66B (55-75)
--> GS 44K 66B (43-57)

4KB
--> JS 22_88B (53) Must be close.
--> JS 44B (50)
--> GS 66B (50-69) In corner
--> GS 66K only (52)

88K
--> JS 22_88B (35)
--> JS 44B
--> JS 44K GS 66B
--> GS 66B (32-51)

4A+B_[A+B]
--> JS 2AB character-specific
--> 2A+B (36)
--> JS 6K (36)
--> JS 66AA Hits every1 but Lizardman
--> GS 66K (61-72)

WR B
--> JS 22_88B (36)
--> GS 66B (38-51)

WR B+K
--> UD B (46)
--> UD K 3B (53)
--> UD K GS 66B (55-74)

BT 2K
--> JS 22_88B (32) Must be close.
--> JS 44B
--> GS 66B (28-47) Must be close for all hits to connect.

JS 66B
--> 66K (36)
--> slight delay 66AA (45)
--> 4A:A (40)
--> 44K (32)
--> 44K GS 66B (43-)
--> A+K UD 7B character-specific conditions

GS 22_88A
--> GS 2A+B (48)
--> 66K (48-55)

GS 44B
--> 88B 66K (64-83)
--> 4B:B:B 22_88A 44K 66B (69-89) character-specific
--> 66K (62-87) Whiffs on some characters.
--> 3kA 11K BT B+KB (70-85)
--> 3kA 11K BT 2K 66B (67-87)
--> 3kA 44K 66B (61-83)
--> 88B 22_88A 4A:A 44K 66B (Not enough) Damn damage scaling.

GS 88B
--> 44K 66B (48-70)
--> BF 44K 44K 66B (60-78) First headbutt must be JF.
--> 66A (39-43)

GS 44K
--> 66B (33-55)

GS 66K
--> 1B (38-47)

GS 2A+B
--> 1B (39)
--> 66B (40-60)

GS RUN K
--> 66B (42-62)

UD B
--> 1B (48) When landing in front of opponent.
--> GS 66B (52-72) When landing in front of opponent.
--> BT 2B (50) When landing behind opponent.

UD K
--> GS 66B (44-58 if hit is low, 37-56 if mid)


Juggles on Counter Hit

9K
--> UD B (56)

JS 44A2A
--> 1B (46)

JS 44_11_77B
--> slight delay, BT B+K,B (62)

JS 66K (second hit only)
--> 2K (24)

GS 11_77B
--> slight delay, BT B+KB (58)

GS 4B:B:B
--> 6A MSH A (64)
--> 22A A+B (76)
--> 22A BF 44K 44K 66B
--> 22B 66B
--> 66666K (75) Only connects with JF version

GS 88B
--> 66K (60-66)
--> 22_88A, 44K, 66B (64-82)
--> 22_88A, BF 66K (78) Strict timing, must be done with JF.
--> 22_88A, 44444K, 44K, 66B (73-88) First headbutt must be JF.

GS 2A+B
--> 66K (61-68)
--> 4A:A, 44K, GS 66B (62-73)
--> BF 44K, 44K, 66B (66-84) First headbutt must be BF.
--> 22B 66B (57-86)
--> A+K UD B (73)

Wall combos
JS 3B W!
--> 22_88B, 11_77K, BT B+KB, 44K

GS 6Aaaaa W! (wall to her right)
--> 4B:B:B 22_88A, BF 44K, 66B
--> throw attempt (96 if back throw)

Tech traps
CH 11_77B (auto follow-up is a tech trap; works on normal, forward, and backward [near a wall])

GS 3B 22B
--> 44A (all)
--> 88B (all tech on Algol, Apprentice, Cass, Ivy, Kilik, Mi-Na, Raph, Sophi, Taki, Tira, X, Yun, Zas; doesn't catch right on others)

WS B
--> 1A (all)
--> JS 22_88A (all)
--> 88K (all) *must be delayed

GS 2A+B
--> 88B (catches all tech on Algol, Apprentice, Cass, Ivy, Kilik, Mi-Na, Raph, Sophi, Taki, Tira, X, Yun, Zas; doesn't catch right on others)
 
(my 360 is dead so i cant test stuff)

BT 2K, can you get 88B? I do 2B usually, but that whiffs from far away.
 
I just tried it and BT 2K (JS) 22_88B works but whiffs from far away too but it does have a little better reach than 2B.
 
I just got back from rockin Tira in her first high level comp, she did decent, but seems like she'll rely on people's lack of knowledge about her, rather than good pressure, saftey or mind games :(
(vids will be posted soon of Neorussell's yoshi beating me down)

Tidus can you test:

GS 22_88A, 66K (only hits tip of their foot for like 62 dmg, decent). On 1p side from 22A, I can hit 66K, but 88A,66K always whiffs. BUT on 2p side, it seems to hit from both directions.

Can you confirm it works from all sides, or am I just crazy thinking- that the 1p side 88A,66K misses every time?

Also 1A in GS, I seem to be able to buffer and get the JF 66666B to combo on real people, is it a true combo or can they JF tech out of it?

Also out of GS 4B stun, I was able to get 9K,B before most could shake. It seemed like beter damage than 88B,66K can you confirm?

cha cha
 
(GS) 44B 9KB only worked for me near the wall/edge and it did 52 damage while 88B, 66K did 63.

(GS) 1A JF 66666B works but you have to be real fast with it.

(GS) 22_88A, 66K worked for me on both sides but I had to hit 22_88A real close for it to work. At a distance the 66K would whiff.
 
Is GS WS K [CH] 3A+B, 66K not listed because they can usually shake before 3A+B hits? I usually use the threat of this hitting to set up a throw after the stun.
 
Well sometimes the 66K would whiff for me after 2A+B. Also I just looked at the damage for it and it does 65. But when you just use CH WS K, 66K it does 69. So just a plain 66K is better off and more guaranteed.
 
Hey kids.

I've got a huge Tira combo list and I'll post it up on here soon. Complete with damages and a bunch of stuff not on this one.
 
Rico, long time no see! What brings you to the Tira train? Maxi wasn't cutting it anymore?

Lookin forward to that list.

cha cha
 
I still like Maxi, though he's a struggle to win with in this game.

I picked up Tira because they made her so damn fun to play now.

Right now I'm pretty much main-ing Lizardman and Tira with Maxi as a backup which I suppose is odd because if I can't win with SCIV Lizzy, I probably can't win with SCIV Maxi :p

I'll try and edit my combo list tonight. I'll probably transplant a few of my other topics while I'm at it, too (I made combo lists for Maxi and Lizzy, too)
 
Here ya go, kiddies.

THE ONLY TIRA COMBO LIST YOU'LL EVER NEED!!

All damage values are checked and double checked at full armor for correctness. Any time two damage values are listed they represent the range of damage possible from performing the standard moves (ie 44K or 66B) to performing it with ALL the just frame variants (ie 44444K or 66666B).

All of these are GUARANTEED after the first hit. No exceptions for air control or tech direction.


The TC may copy/paste this post over the first one if he sees fit.


Natural combos (NC)

A,A (JS 16, GS 22)

B,B (JS 26, GS 32)

4K,B

4B+K (22)

JS 66A,A (37. 35 if done with 33_99)

GS 6A,Aaaa (45)

GS 3Ka (32)



Natural Combos on Counter Hit (NCc)

A+B (27)

JS 2A,B (24)

JS 6A,B (34)

JS 44A,2A (34)

JS 44A,B (32)



Standard Juggles

1A
--> JS 22_88 B (41)
--> JS 44B (38)
--> GS 66B (38-57)

4A:A
--> A,A (JS 44, GS 48)
--> JS 44K (45)
--> JS 44K, GS 66K (74-80)
--> JS 44K, GS 11_77B, BT B+KB (79)
--> GS 6A,Aaaa (57)
--> GS 44K, 66B (57-70)

3B
--> JS 66K (34) Character dependent.
--> JS 44K (30)
--> JS 44K, GS 66B (45-69)
--> JS 2K (38) Best ring out option. Yeah, I know it’s weird.
--> GS 22B, 66B (55-75)
--> GS 44K, 66B (43-57)

4K,B
--> JS 22_88B (53) Must be close.
--> JS 44B (50)
--> GS 66B (50-69)
--> GS 11_77B (47)

88K
--> JS 22_88B (35)
--> GS 66B (32-51)

4A+B_4[A+B]
--> JS 2A+B (36)
--> JS 6K (36)
--> GS 66K (55-74)

wsB
--> JS 22_88B (39)
--> GS 66B (37-50)

ws B+K
--> B (46)
--> K, 3B (53)
--> K, GS 66B (55-74)

BT 2K
--> JS 22_88B (32) Must be close.
--> GS 66B (28-47) Must be close for all hits to connect.

JS 66B
--> 66K (36)
--> slight delay 66A,A (45)
--> 4A:A (40)
--> 44K (32)
--> 44K, GS 66B (49)
--> 3B (34) Best ring out option.

GS 22_88A
--> 66K (48-55) Yes, this hits.

GS 44B (unshake-able stun)
--> 88B, 66K (64-83)
--> 4B;B;B, 22_88A, 44K, 66B (69-89)
--> 66K (62-87)
--> 3kA, 11K, BT B+K,B (70-85)
--> 3kA, 11K, BT 2K, 66B (67-87)
--> 3kA, 44K, 66B (61-83)
--> 88B, 22_88A, 4A:A, 44K, 66B (Not enough) Damn damage scaling.

GS 88B
--> 44K, 66B (48-70)
--> 44444K, 44K, 66B (60-78) First headbutt must be JF.
--> 66A (39-43) Great ring out distance.

GS 44K
--> 66B (33-55)

GS 66K
--> 1B (38-47)

GS 2A+B
--> 1B (39)
--> 66B (40-60)

GS WR K (WR = While Running)
--> 66B (42-62)

8B+K,B
--> 1B (48) When landing in front of opponent.
--> GS 66B (52-72) When landing in front of opponent.
--> BT 2B (50) When landing behind opponent.

8B+K,K
--> GS 66B (44-58 if hit is low, 37-56 if mid)



Juggles on Counter Hit

9K
--> B (56)

JS 44A,2A
--> 1B (46)

JS 44_11_77B
--> slight delay, BT B+K,B (62)

JS 66K (second hit only)
--> 2K (24)

GS 11_77B
--> slight delay, BT B+K,B (58)

GS 4B;B;B
--> 6A,Aaaa (64)
--> 22_88A, A+B (76)
--> 66666K (75) Only connects with JF version

GS 88B
--> 66K (60-66)
--> 22_88A, 44K, 66B (64-82)
--> 22_88A, 66666K (78) Strict timing, must be done with JF.
--> 22_88A, 44444K, 44K, 66B (73-88) First headbutt must be JF.
--> 66A (43-48) Great ring out distance.

GS 2A+B
--> 66K (61-68)
--> 4A:A, 44K, GS 66B (62-73)
--> 44444K, 44K, 66B (66-84) First headbutt must be JF.
--> 22B, 66B (57-86) Opponent must tech for max damage.
 
Ok, I had to update some damages for my 44B stun combos as I accidentally had it on CH when I tested them.

Also, I added these combos to my big list:

GS 1A
--> 66B (38-57) Don't know how I missed this one.

GS 44B
--> 3kA, 11K, BT B+K,B (70-85)
--> 3kA, 11K, BT 2K, 66B (67-87)
--> 3kA, 44K, 66B (61-83)
 
Here is some wacky updates:

please add:

GS 22_88 A, 66K it's free dmg off a good move.
JS WS B (normal hit), 22_88B
GS WS B (normal hit), 66666B (bufferable)
**also note: WS B (normal hit in either mood) you can do 11B and it get's it's CH follow up which tech traps anyone who rolls to get up, and GC's anyone who stands and guards.

GS 44B (ch), 3kA, 66666B (bufferable)

JS 66 K (first hit must whiff), 22_88 B

JS 2A,B (ch 2nd hit only) 22_88 B

JS 4K,B, 22_88 B (on both first and second hit, or just second hit)

JS 44A,2A, 2K (free damage, take it)

near wall:
opponent back to wall- JS 66B, 44K (wall stun) GS 3kA, 66666B - all guaranteed on switch from 44K only.

GS WS K (ch), 3kA, 66666B (ONLY 71 dmg, STILL less than just plain 66K, BUT it looks fancier and pretty much guarantees you switch to Jolly)

I really hope in the patch they allow her 66B in JS to hit ground, it'd add so much pressure to her oki game.

anyways more to come. feel free to post my stuff on CF, I ain't goin back there any time soon.

Screw you GS whores, it's all about JOLLY MOTHFUNKA!

cha cha
 
I don't understand why they made it so that JS 66B doesn't hit grounded, makes no sense at all for that move not to hit grounded.
 
Ok Cha, quite a bit of stuff to note here:

First, that 22_88A combo is already in my list.

Second, I can't believe I didn't already have JS_GS wsB on my combo list. I told myself to remember it but aparently that didn't work. Anyway...

JS wsB
--> 22_88B (39)

GS wsB
--> 66B (37-50)

Third, GS 44B doesn't have to be on CH to stun and I have several similar (and more damaging) combos on my list.

Fourth, as for your JS 66K combo, it has to be on CH for it to work and 22_88B isn't guaranteed as it is easily techable in pretty much any direction. The best you can get is a 2K...

CH JS 66K (second hit only)
--> 2K (24)

Fifth, nothing is guaranteed off of CH JS 2A,B (second hit only). Not even 2K.

Sixth, your 4K,B combos are already on my list with others.

Seventh, for CH JS 44A,2A, if you're getting free damage, why not get MORE...

CH JS 44A,2A
--> 1B (46)

And lastly, Tira's CH wsK stun is shake-able. An easy way to tell if a stun is shake-able (assuming the computer is set to Second Action Guard All) is to see if the computer ends up standing after the stun of on the ground. Standing means shake-able, ground means not.


(added all new combos from this post into my super-ginormous-list-o-mania)
 
Added in a couple of combos:

BT 2K
--> JS 22_88B (32) Must be close.
--> GS 66B (28-47) Must be close for all hits to connect.


And Tidus, your top list has a bunch of inaccuracies and not guaranteed combos in it. A lot of the stuff people have been posting (here and on CF.com) have wrong damages or aren't guaranteed.
 
Ok, if you guys want lols. I have found a huge BS combo with tira.

I say this combo is so mcuh BS if not even funny. And I put it up for the lols. I foudn thsi my SC 4 guide.

Tell wha tyou guy think about it.

On the wall

Gloomy Side, 4A+B,4AA(Just),6AAAA(wall hit),4BBB,(just),9K,during updraft K,66B.

27 hits, 87 dmg, and must be perform by a wall.

The msot BS combo ever!!!!! And it really in my book. If you have xbox live. I'll send you a pictrue of it.
 
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