Can I kill you now...please?? Tira! :D SCV

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I definitely prefer her english line then, because that makes no sense coming out of Tira. (Unless she's saying it sarcastically or connivingly, but even still...)
Well she always calls Pyrrha with the -chan honorific, it's not usually used by adults unless talking to children (or perhaps a very close friend) so I think there's a certain level of sarcasm and condescension to it ;)
 
Well she always calls Pyrrha with the -chan honorific, it's not usually used by adults unless talking to children (or perhaps a very close friend) so I think there's a certain level of sarcasm and condescension to it ;)
Yeah, like calling her darling or something.
 
okay so everyone keeps saying that JS is weak and all and also the guide is pretty much "switch to GS switch to GS switch to GS when you can switch to GS you will want to switch to GS" and so on. but sometimes, when fighting asta or some leixias or other ranged characters I don't really wanna switch to GS. to be honest, i do worse if she turns GS with certain characters. so it's only about how you utilize her imo...
 
okay so everyone keeps saying that JS is weak and all and also the guide is pretty much "switch to GS switch to GS switch to GS when you can switch to GS you will want to switch to GS" and so on. but sometimes, when fighting asta or some leixias or other ranged characters I don't really wanna switch to GS. to be honest, i do worse if she turns GS with certain characters. so it's only about how you utilize her imo...
I prefer GS 6A to any of Jolly's ranged pokes. How do you utilize Jolly to do better against those characters?
 
for example her tech crouch on 66AA, while this move is incredibly unsafe, it avoids some of the high horizontals that some some ranged characters like asta like to start the game with. it can ring out the enemy too and it's reach is very often underestimated so the enemy backs away instead of guarding and gets hit anyway. you can also stop the attack after the first one to confuse the enemy. her range in JS seems a bit bigger than in GS and there is no risk of hurting yourself. when you use GS 6A you shave off a bit of your health. it's not much but it piles up if you do many combos or fight a reluctant or defensive player. in JS you can show them 11AA first and use 11A2A to knock them down and 66B to bounce them off the floor with a 4A follow up. 6A B WR K is good to gradually wear off enemies. 6A B WR B B+K B is also very good if the enemy does not know how to punish WR B. just learn to use her. yes, she is weaker. but i've been seeing some tira's doing weird shit like A+B on every possible occassion just to use up half of their health and finally change to GS and change back to JS after being hit once. it's ridiculous, GS is better in every way but it's not a necessity to play her effectively.
 
6A is great, but it's kind of the only good ranged poke that Gloomy has and it's high. I generally prefer to stay in Gloomy, but if I find myself in a situation where I need keep my distance then Jolly seems like the better option with 22B, 6A(B), 44AA/2A, 4A, etc.
 
My problem with Jolly I feel like is if people know what your options are they aren't nearly as good. It only feels really effective against people who don't know Tira. Once you sit down and start playing a lot of consecutive matches with somebody they really wise up to what Jolly can do but Gloomy still remains capable of being unpredictable. Still you should just make due and switch when it's feasible but not throw away your match just trying to get Gloomy.
 
Her options in Jolly aren't that bad, they just have very low damage output unless you go for unsafe follow ups. Sometimes chipping the opponent away at range with simple pokes can be more effective than trying to rush down with Gloomy.
 
lol be careful with UD around Natsu, there's a bug that when she uses her CE when you're in the air Tira might dissappear from the screen entirely
 
I have a general feeling that Tira lacks something to be very good.
I feel that her movement speed is not that great, she has a good backdash but it is certainly not the best and she has problems against very quick charaters like Pyrrha, Nightmare or Nastu, that can make you whiff very easily thanks to their very fast steps and backdashes.

One problem I found with Pyrrha, her 66A is very strong, its safe, kinda fast, and kinda has a good range. It also gives huge advantage on hit. I wasn't able to make that move whiff with Tira, I dunno but it looks like it catches Tira backdash. That didn't happen with my other characters, I can make her 66A whiff pretty easily with Nightmare or even Aeon but I can't with Tira. This is super bad for the vs Pyrrha match up cause that move becomes a 3 in 1 vs Tira, against steps, crouch, backdashes. Tira can't take advantage of the the overall lack of range from which Pyrrha suffers. Also that step-236B is ridiculously strong.

This is the general feeling that I have with Tira, I feel that she somehow lacks of 2 in 1 moves, like top characters have. Some people started to react to GS 66A and duck it on reaction, it was very inconsistent but still scary, as you can be punished very hard.
The good antisteps in GS are very strong, 66A, 6A and 4A, but again, they hit high, so there is always a risk from doing them. I'm not saying there shoudn't be any risk (this is what makes the game fun) and when those moves hit, their frames make them very effective. But that risk is absent for the top characters like Pyrrha or A-Pat. These characters decide if they take risk or not, Tira always has to take risk, (or use BE)
22A could be the way to go but it is a lot slower due to SCV buffing system which makes it even more vulnerable to backdashes.

Now maybe I have this general feeling because I fight mostly against people who main the top characters, but it shows me the weaknesses of Tira, weaknesses people can use at their advantage.

Edit: Something I forgot to mention. Tira doesn't seem to be vulnerable to JG, it is very hard to JG Tira, (exept UD but whatever, who randomly uses these moves anyway) GS 66B BE cannot be just guarded (I tested it I wasn't able to do it, my mates and the AI coudn't either and I became very good at just guard), which makes it a very powerful move (I think it still lacks range somehow, can be backdashed pretty easily).
 
I would like to see a poking jolly tira who has more prancy (happy) stepping motions incorporated to her attacks and a rushdown gloomy tira maybe in gloomy she holds her ring blade tighter to her self (instead of just looking down) to make her moves set faster and more able to rush your opponent.
 
Jolly B+K Counter Gauge Boost Guide
Please note: I only took note of the moves that gave .75 bar+ and there are most likely moves I missed, as I didn't dig through the stances of some characters.​
All orange text is recently updated.
All red text warns you of moves that will cancel your B+K before impact, and in most cases, deals a lot of damage.

Patroklos
6B.B = 1.30 bar (Second hit only, third hit interrupts at .74 and crumblestuns. First and second hit gives you .55 bar, impacts third.)
1bA+B+K = .90 bar (Impacts third automatic hit.)

Z.W.E.I. -- No gauge given for E.I.N. attacks.
1B = 1.25 bar (1(B) instant release interrupts at .99 bar, 1(B).K impacts.)
22B = .99 bar (22B.B interrupts at .60 bar and crumblestuns.)

Leixia
1B = .99 bar
4A+B = .75 bar (Second automatic hit interrupts and launches.)
66B = .90 bar (66B.B interrupts at .80 bar. 66B.bB gives .90 and is impacted.)
22kA = .90 bar (22kA.A interrupts at .75 bar, but guarantees an impact.)

Natsu
2K.K = .90 bar (second hit only, cannot be done if 2K hits at all.)
11K = .90 bar
BT A+B = .80 bar

Raphael
Preparation B.bA+B+K = .90 bar (only the BE connect, loud, obnoxious sound, 22hits, +/- 44 total damage taken, impacts)

Viola -- No gauge given from orb attacks.
1B = 1.30 bar
44B = .90 bar (only last hit - doing B+K on the first hit crumblestuns and stops gauge buildup too early. 44B's second hit only gives you .90 bar if the orb is set. If it's on her, you only get .55 bar.)
9A+B = .90 bar (9A+B's orb toss (when with her) will miss, unless they're at tip range, giving you .60 bar. When orb is set, it will always hit you, giving you .75 bar.)

Pyrrha
B+K = 1.30 bar (B+K.B interrupts at 1.0 bar. Be careful, lots of damage will be taken, standard crumblestun and attack throw possibility.)

Siegfried
2B = 1.30 bar (If they do 2(B), it impacts all possible inputs, except iK which interrupts at 1.25 bar and knocks down.)
11B = 1.30 bar (If they do 11(B), it impacts all possible inputs.)
B = 1.30 bar (B.B interrupts at .90 bar, but impacts B.B.K or B.B.2A/2(A). (B) ~ iK interrupts at 1.25 bar and knocks down.)

Hilde
3B = .90 bar (3bA+B+K interrupts at .80 bar and launches or does the attack throw. 3B.B gives 1.00 bar. 3B.A interrupts at .75 bar and knocks down.)
6B = 1.30 bar (6B.B interrupts at .80 bar, impacts on 6.B.B.B.)
B = .95 (B.B interrupts at .60 bar.)

Xiba
B = .90 bar (B.B interrupts at .80 bar and knocks down.)
2B = 1.30 bar
66B.B.B = .90 bar (Second hit does not affect gauge. Impacts third hit.)
Chaneling Kick = 1.60 (This is the kick that can be done after 6A, 6B, and A+B.B. If they do the BE, it stops building at 1.20 bar and knocks you back.)

Ivy
22A = 1.30 bar
6(B) = 1.30 bar (6(B)8/2 interrupts at .70 bar)
FC 1(B) = .99 bar
7/8/9 B+K = 1.30 bar (the second hit of the move whiffs.)
B+K = .90 bar (If they're directly next to you, you'll impact the third hit, but if they're more at a distance, the third hit whiffs.)

Cervantes
4aB = 1.90 bar (4aB.B interrupts at .90 bar.)
1B = .99 bar (1B.B interrupts at .60 bar.)

Aeon
22K = .99 bar
44B = 1.60 bar (44B.A interrupts at 1.50 bar, impacts 44B.A.A.)

Tira
JOLLY ONLY:
6B = .90 bar

EITHER STATE:
7B = 1.30 bar (Very, very close range. You literally have to be touching them when they jump back.)
4B+K = 1.30 bar (4B+K.B crumble stuns.)
WR B.K= 1.20 bar (Second hit only, use it after blocking the WR B.)

GLOOMY ONLY:
4B.B.B = .60 bar-first hit, air-impacts third hit.
4B.B.B = 1.10 bar-second hit, third hit interrupts at 1.00 bar but doesn't launch, can be done on block.
4B.B.B = 1.30 bar-last hit, cannot be done on block.

Nightmare
236A = .99 bar

I couldn't find any .75 bar+ ones for Mitsurugi.

Maxi
Right Outter B = 1.30 bar
a+bG = .99 bar (A+B.B interrupts at .40 bar and launches.)

Yoshimitsu
1A+B = 1.30 bar (1(A+B) impacts all except i66, 1A+B.B interrupts at .75 bar.)

Again, I couldn't find any .75 bar+ for Dampierre.

Voldo
BT 66B = .99 bar (BT 66B.K interrupts at .80 bar and knocks down.)

Astaroth
1B = .99 bar (1B.B interrupts at .75 bar.)

I couldn't find any .75+ ones for Devil Jin, but almost all of his moves are able to be B+K countered.

Alpha Patroklos
WR B = .99 bar
2B = .99 bar

Algol
44A = .99 bar (44A.A interrupts at .60 bar.)

Pyrrha Omega
4K = .99 bar
B+K = 1.3 bar (B+K.B interrupts at .95 bar. Be careful, lots of damage will be taken, standard crumblestun and attack throw possibility. )

Weird/bad things that happen:
Xiba --
6B+K - 2 hits = 12 hits, 74 damage taken. Gives .50 bar.

Ivy --
9A+B.(B) - when only the (B) hits you, 3 hits = 15 hits, 105 total damage. Gives .50 bar.
4A+B - 3 hits = 12 hits, 51 damage taken. Gives >.50 bar.
4A+B.B - (only the .B hitting) 4 hits = 16 hits, 62+ damage taken. Gives .40 bar.

Cervantes --
6A+B - 3 hits = 13hits, 104 damage taken. Gives .49 bar.
 
Hey guys! Long time no see! I just wanted to say I LOVE Tira in this game! She is AWESOME!!! I love to use her, even JS this time around and not only GS. She is very versatile and, well, just plain cool! Just wanted to keep you guys updated. I'll be around lurking and sometimes posting. I remember the good 'ol days when we used to argue over worthless stuff. :) Well, see yah around!
 
why doesn't this happen more often? extreme mood swings there, tira

it doesn't seem to scale very badly, i can only wonder how much damage would something like this deal if the meter was full and got switched back to JS at every B+K and finished with GS 66B BE

however, i did see JS 66B BE do scratch damage, I have no idea why the damage varies:

at 00:07 it deals damage that was so little it didn't even get visibly red.

I thought the input mattered but in the first vid I used JS 66B BE which deals 20 dmg on the first hit and in the second vid I used JS 99B BE which, according to training mode, deals 21 dmg.
 
LOL I just love when that happens and my mate says "MORE LUCK PLEASE"

But you're right, it does scale very good, out of memory I would say 3 mood swings + 666BE final does something like 170 damage.
 
Anybody else notice that non-held A+B seems to switch to Cloomy much better when you are right next to the opponent? Sometimes I use it for oki to do what almost seems like a guaranteed stance change. It's safe too as long as they don't duck it.
 
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