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Notices


Default Tira - SCIV - Basic Combo Guide by mikosu
Tira
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, 4A:A, JS 6AB, GS 6Aaaaa, 22_88A, JS 44A, 33_99K, 88K, A+B

“Body” attack: 6K

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 -11(JS), -9 (GS). Another great move for general use. Only downsides is it's really linear.

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 WS 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
CH GS 2A+B, 22B, 1B/66B


Basic Tech Traps:

JS 1aB, 22_88B (all but right)
WS B, 1A
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. In GS 66B can not be rolled. Train them with that and mix up with lows like 88K.

Left side throw: Same as B+G.

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 well and allows you to keep pressure.

1A: Instead of the usual combos you can use GS 22B to force oki. In JS if you do 44B and they're holding block they will eat it and stand up BT.

88K: Nothing of real note in JS. If you want gimmickry you can do JS 44A mixups since both hit grounded. JS 44AB can be rolled to the right. The whiff can bait impatient players to get up into the mixup. In GS 22B. Probably her best way of forcing her CF game.

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.

Contributors: mikosu, Jaxel
Created by mikosu, 09/08/2009 at 08:01 PM
Last edited by mikosu, 11/06/2009 at 01:37 AM
0 Comments, 960 Views

Tags
basic, combo, guide, mikosu, sc4, tira
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