Tira General Discussion / Q&A

Tyberius

[12] Conqueror
Tira General Discussion / Q&A
Have a question about Tira? Post here!​
 
Anyone else feel like they need to pay a bit more attention to her stance changes? I find myself not realizing I'm in Gloomy/Jolly quite a bit more. There isn't that buzzy sound effect that was in SCIV to signal the change along with the dark/light aura. Or maybe I'm just out of my mind cause it's 6am o.O
 
I can notice when it happens, but as a new Tira player, does anyone have any advice on controlling her stance changes? It's very difficult when it changes right in the middle of a combo. Is there a certain factor that causes this?
 
Anyone else feel like they need to pay a bit more attention to her stance changes? I find myself not realizing I'm in Gloomy/Jolly quite a bit more. There isn't that buzzy sound effect that was in SCIV to signal the change along with the dark/light aura. Or maybe I'm just out of my mind cause it's 6am o.O

It's still there, but sometimes it blends in with Brave Edge glow.

I can notice when it happens, but as a new Tira player, does anyone have any advice on controlling her stance changes? It's very difficult when it changes right in the middle of a combo. Is there a certain factor that causes this?

It's still random when people are beating you up. Compared to SCIV, Tira stays in Gloomy Stance much longer in SCV. There are ways to to get out of Jolly Stance reliably.

100% Mood switch - JS 236236ABK, JS 66b BE, 236K BE, whiff [A+B], A+B
High mood switch - 666B (and BE), K+G
Medium - UD A
Low - whiff A+B, 4K, 66B (I think)

Just plain weird: Successful GI on A+B into auto 4K. In general, going from JS to MS is low, while going to MS to JS is about medium.

I don't really see a lot of switches mid combo to be honest. Only one that seems to have a random change is 2k during a juggle. She's actually pretty straight forward now, although JS is always a struggle to get out of.
 
Low - A+B

I get a HIGH percentage of mood change with this one. As long as you do it in point blank range on the opponent so that she actually headbutts them.
It's a very fast punisher too, just the range is sad
Taunt is high percent mood change as well
 
hey, I'm really loving Tira's upgrades from SC4, but I do have a question. I'm having trouble getting the timing down for her GS 4BBB. I can get the first two hits to connect without too much trouble, but the third's proving to be more difficult. Are there any tips that can make it easier to get the third to hit more consistently?
 
Not really, it's just like any JF, you just gotta work on the timing. I wouldn't worry about it too much, it's really only useful in wall combo's. Each hit is pretty unsafe on block.
 
ok, thank you. I'll keep working at it then. I didn't take into consideration how unsafe it was because whenever I was able to pull it off, people usually stopped blocking and I was able to combo off it.
 
I was hoping to have the guide for this, but seeing how I don't know when it will be in stock anywhere ill just ask here.

I'm having a big issue with people crouching. I know a couple low/mid hitting attacks, but they are all very slow and usually I end up getting knocked out of the start up.

So are there any low/mid hitting attacks that have a start up that won't get stuffed easily?
 
I have a question on Tira's B+K. It's supposed to be a GI that initiates a counter and stance change, right? When I'm in gloomy, she'll GI, then attempt a counter throw and change stance (not that I'd want to change most of the time, but that's another issue). However, in jolly, if the B+K triggers, instead of using a GI, she'll change stance and get what seems to be super armor during the change. The GI only triggers if there's an attack immediately after the stance change. It sometimes lands the counter-throw as well, but I haven't found any consistant way to cause the counter-throw. Is there something I'm missing about this?

I'd really like some ways to change stance without punching myself or using meter, but it's starting to look like the only way to do that is taunting.


EDIT: OK, I think I read what JS version of it does. Am I correct in that the stance change/counter is damage dependent in JS?
 
Can anyone tell me what her fastest hitting moves are?

I'm at work and can't check the frame data (stupid work blocking photobucket), but it's easy enough for anyone else to check. I'd wager her faster moves are something like standing A. From memory, i think 3A in both stances are pretty quick, as is GS 1K
 
I have a question on Tira's B+K. It's supposed to be a GI that initiates a counter and stance change, right? When I'm in gloomy, she'll GI, then attempt a counter throw and change stance (not that I'd want to change most of the time, but that's another issue). However, in jolly, if the B+K triggers, instead of using a GI, she'll change stance and get what seems to be super armor during the change. The GI only triggers if there's an attack immediately after the stance change. It sometimes lands the counter-throw as well, but I haven't found any consistant way to cause the counter-throw. Is there something I'm missing about this?

I'd really like some ways to change stance without punching myself or using meter, but it's starting to look like the only way to do that is taunting.


EDIT: OK, I think I read what JS version of it does. Am I correct in that the stance change/counter is damage dependent in JS?
Yeah, to trigger the first part where she changes you need to get hit with something less than so much damage. I wouldn't even bother with the Jolly version since most of the time they can just stop after activating the first part then punish you after the window for the second part is over or just throw you. GS B+K is decent though IMO especially since GI's take meter now.
 
Does anyone have any info on her matchups?
Here is what little, little info I've picked up through playing. Who knows, maybe some of it will be relevant ;)

Maxi: Tira has slightly better range. It's not much, but it's enough to take advantage of.
Mitsurugi: I have a tough time with this dude. Further range, similar speed and more power, he's tough. Side step the pokes and get in his face, make sure to block and watch out for his twice swinging uppercut because it lunges quite a ways on the second hit.
Xiba: I side-step Xiba for days. When they pick up on that, 9B+K, A helps close the gap and also jumps their horizontals. He's not a hard guy for Tira, just be careful with his aGI CE.
Ivy: Get in, stay in, don't stop. Three step process for her.
Natsu: My buddy plays her, she's hard. Just keep poking (A,A is good) and side stepping. Don't let her get in too close or you'll eat a chunk of damage.

That's all I've got for now. I've been trying to figure out how to deal with Nightmare, Astaroth and Sig a little better since they're very hard for me atm. I'll post back if I find anything.

Again, this is just what I remember when I play these guys, it may not be the best advice honestly. Take it with a grain of salt.
 
Does anyone know what determines what version of the CE comes out? Ive managed to get two different animations for both GS and JS CEs in and out of juggles/combos and havent pinned down what determines which comes out.

Sorry about previous post, browser was acting strange and wouldnt post properly.
 
Does anyone know what determines what version of the CE comes out? Ive managed to get two different animations for both GS and JS CEs in and out of juggles/combos and havent pinned down what determines which comes out.

Sorry about previous post, browser was acting strange and wouldnt post properly.

I believe that the main things are distance and if the could-be victim blocks. Sometimes, they block the initial hit, but get hit with the following spins. In combos, it's all in the timing. Like with GS 3B, you have to make sure they're still in the air when you unleash 236236A+B+K. It's best to start the input right when they get launched. But with JS, it's pretty much guaranteed to be the failed CE if you try 3B~236236A+B+K. Just experiment more and pay attention to your timing and distance.
 
Back