Tira Combos

Hey lollipop.

I'm sorry but only the last string you listed is actually a combo. All others simply don't work or can be escaped by using aircontrol/teching . Maybe the third could work near a wall but you have better options after a GS 44B.
 
Aww man, well at least ONE is, so a combo is a string of attacks that can't be air controled, or avoided in anyway? When I do them on Soul Calibur it says they're combos, so I just went by that.
 
I am new to Tira, dunno if its known

JS 44K{T!}, GS 3B, 22B, BF 66B
JS 44K{T!}, GS 66B, 3B is tech trap except for right tech and hit OTG too
 
Greven: Known but you can get much better dmg off of JS 44K.

There's no point in posting EVERY combo. The front page should be effective BnB and maybe some cool ones. I'll do another runthrough soon. I deleted a bunch of unnecessary ones a while back.
 
But you know, to stop people from reposting over and over. Like, have the useful ones up top, then the cool ones, then the rest.
 
Greven: Known but you can get much better dmg off of JS 44K.
Yea, i saw that GS 88B is guaranteed after JS 44K{T!}, so i guess there is plenty of possible combo there.

But i saw nowhere that GS 66B in a stun state gives a tech trap opportunity kinda similar to GS 3B
 
Some tricks i found:
CH JS 22K, 1aB is tech trap except for side
CH JS 22K, 9B+K,B cant be evaded and really hard to GI like 1-2 frames to do it

JS 3B, 44K (destun here), 2A is tech trap (can be guarded if right tech roll) or you can switch to a free mixup.
I noticed a difference if the 44K after 3B is done asap or later.
The pushback is greater if done later, but i cant find any use to that.


Certainly known but i cant be sure:
JS 1aB, 22B (tech rollable right)
JS 1aB, delayed 66AA (tech rollable right)
JS 1aB, 3B

JS 44K{T!}, GS 4B :B :B, GS 22A, GS BF 44K, GS BF 66B
 
But you know, to stop people from reposting over and over. Like, have the useful ones up top, then the cool ones, then the rest.

Fair enough but I guess there will always be reposts of combos and tricks that are already known. It's pretty late in the game's life.

babalook: Love the flashy flashy. Good stuff sir.

GS 4B:B:B has character-specific whiffing issues in that combo Greven just so you know.
 
I found a combo that works on ivy and maybe others GS 22/88B normal hit 22A JF44K JF44K JF66B needs to be at an angle i think and for it to work, you have to do 22/88A to the opposite side. If you press 88B then you have to press 22A. I didnt test it fully but I know it works.
 
im not sure how much damage this will do (in numbers), but GS 22_88B, GS 66K (she'll have to, as i call it, skate on your face... to get full damage potential)
 
That combo gets scaled pretty badly luvdone and I'm personally not a fan of it. Only use imo is if you want BT oki.

I just discovered something that I'm surprised I never thought to test. CH GS 88K 22B is a combo. Free damage is always nice but getting 88K to CH a challenge. I'm working to see if there are any other applications this can bring up.

EDIT: Messed around with GS 6BK/CH GS 6bK. If they don't tech BF 66B is free. If they try to roll GS 22B is free. However teching is the best option since it nullifies pretty much everyyhing, 3A seems to be the only thing that catches tech there and that's one side...This move has so much potential but the risk is high. If only I could change it. I know exactly what to do :(
 
I just discovered something that I'm surprised I never thought to test. CH GS 88K 22B is a combo. Free damage is always nice but getting 88K to CH a challenge. I'm working to see if there are any other applications this can bring up.

CH GS 88K seems to have the same properties as JS 88K as far as I know. GS 2A+B is a good option if you don't have enough life left for GS 22B GS 66B.

However teching is the best option since it nullifies pretty much everyyhing, 3A seems to be the only thing that catches tech there and that's one side

I don't have a PS3 here to test but I think 44K is a techtrap for all directions after CH 6bK.
EDIT: apparently this only works in Broken Destiny
 
hey i dont know if this combo has been mentioned but

4B:B:B, 8K-B/A/K(updraft). i llike using 8K-A because it propels the opponent away more than the K and B. especially when you are that much closer to perform a ring out. yes i could use WR B but i sometimes stuff that up and it doesnt do as much damage as 8K-A.
with that being said im trying to find ways to perform 8K-A within opponents attacks(counter-hit) in order to get ring outs more effectively. (since doing a counter on your own doesnt work).

so far the only thing i got is NM 214/236 B.

i know this move is not worth it or reliable, but its definitely something to try. why would the creaters put that move in the first place anyway?

i should just put this in a new forum but ah well.
 
I found a crazy combo but don't know the buttons. Tira slashes the opponent up in the air then throws her blade at him/her doing massive damage. Does anyone know the buttons for xbox360?
 
a combo i found that does not consume health, when your low.

Gs 4BBB WR B, It does 80 something damage, looks cool, and doesnt cost you health.
other combos from 4BBB

7KKK 66666B

88A 4AA 44444K 66666B

Other combos i enjoy are.

GS :
2A+B CH 66666A 4AA Jf 44444K 66666B

Gs 4AA jf 6AAAAA
4AA jf 444444K 44444K 66666B.
 
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