Tira - Combo Discussion

Discussion in 'Tira' started by Violent_Vodka, Mar 30, 2012.

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  1. Oops. Delete the CH for the GS 3B combo. Accident.
  2. Violent_Vodka [10] Knight

  3. Ramus [09] Warrior

    I was thinking, do you guys find JS 66 B A+B usefull??
  4. Wandrian I don't know.

    JS 66bA+B+K ~ A+B? I don't think there's a situation where that can actually combo. Ditto for JS 66B ~ A+B.
  5. Ramus [09] Warrior

    Oh sorry, it was JS 66B~A+B
  6. Wandrian I don't know.

    Yeah, ditto for that one as well. Pretty sure there's no plausible, useful situation where that can actually combo.

    EDIT: Check out the combo list. It's pretty solid, bro.
  7. Wid0maker [10] Knight

    It actually does combo, but not if you hit JS 66B at max range. If you hit with JS 66B, quickly tap forward and press A+B and it'll combo for 31 damage. I think it would be ok to throw in every once in a while since the mood change rate of A+B on hit is fairly decent, but I wouldn't rely on it.
    Hikari and Wandrian like this.
  8. Wandrian I don't know.

    Thank you for being more knowledgeable than me, sir :D
  9. Ramus [09] Warrior

    Oh i see, well bad ideas are bad, sorry you guys
  10. Wid0maker [10] Knight

    haha we're all here to help each other :)

    I wouldn't dismiss it so quickly...tbh, it might actually be a pretty decent way to change moods. It just needs to be field-tested more.
  11. Wandrian I don't know.

    Yeah, those combos involving a quick dash forward are solid. When you're good enough to pull them off consistently that is. I'm not ;_;
  12. Violent_Vodka [10] Knight

    66B at point-blank range ~ A+B connects, but I don't think it'd be worth it.. 66B 4A gives a great mixup opportunity.
  13. sillycatsteven [09] Warrior

    and i thought 4K has similar change rate as A+B except A+B don't give you headaches.
    66B, 4A, 4K does more damage too
  14. Wid0maker [10] Knight

    well, at the very least, it's another option.
  15. Requiem [08] Mercenary

    What's the best option when your opponent blocks the first hit of a JS 66B* and gets hit by the second? The opponent starts to spin on the ground while you're free to follow up.

    Just tested it and best I could get was, in terms of meterless damage:
    If Jolly - 4A, 4K (can switch to Gloomy for 666B follow-up)
    If Gloomy - 4A, 4K, 666B
  16. Ramus [09] Warrior

    In gloomy just do the basic 4K 666B
    Jolly do 8way run B or 4K
  17. Violent_Vodka [10] Knight

    I always do 4A 4K in either state, but Gloomy 22_88B 666B is good, too. Jolly 22_88B CE is good, too. If 22B hits them in the air, you'll likely get the full CE, but they can escape back right/back left. If 22B hits grounded, you'll get the short CE, etc. 6A+B would be a good trap.
  18. Violent_Vodka [10] Knight

    Added to the combo list.
  19. setto-kun [07] Duelist

    PSN:
    Seth-ru
    Aren't all of these can be ukemi'ed?
  20. Violent_Vodka [10] Knight

    Yeah, they can. I'll be sure to add a note. Sorry.

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