Don't annoy crazy girls: Tira Combos and Wakeups Thread

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setto-kun

[10] Knight
Natural Combos

AA (20/24)
BB (26/32)
4B+KK (40)
wsBK (45)
JS 22B (20)
JS 66AA (39)
JS 66K (26)
JS 44K (22)
JS BT B+KB (31)
JS 66B BE (22)
GS 3AA (42) / GS 3AA BE (70)
GS 4B: B: B (36)
GS 44B (36) / GS 44(B) (72)
GS 66B (30) / GS 666B (65)
GS 66B BE (45) / GS 666B BE (75)

Natural Counterhit Combos

JS 6AB (36)
JS 2AB (26)
JS 44A2A (32)
GS 66K (66)

Natural Hit Combos

1A
  • 2B (32)
  • 2K (34)
  • GS 66B (44, 55, 69, 77)
  • CE (68)
4B+KB
  • 236K BE (67)
  • GS 2A+B (57)
22A
  • AA (36/45)
  • JS 4K (39) * with possible transition to GS
  • GS 4K 66B (61, 66, 77, 81)
  • GS 3AA (58, 71 with BE)
  • GS BB (52)
  • CE (60/79)
wsBK
  • UD A (52)
  • UD K (50) (best wakeup)
  • UD B (55)
JS 4A
  • AA (40)
  • 4K (42) * with possible transition to GS
  • CE (65)
JS 3B
  • 66AA (46)
  • 4A 4K GS 66B (63, 70, 80, 85) ** character specific with possible transition to JS
  • 236K BE (45) (use it to change into GS)
  • CE (71) (use it to change into GS)
JS 1K
  • 2B (30)
  • 2K (30)
  • 4K (33) * with possible transition to GS
  • 4K GS 66B (52, 61, 73, 79) * with possible transition to JS
JS 66B
  • 66AA (47)
  • 4A 4K (46) * with possible transition to GS
  • 4A CE (71)
  • CE (71) * transition to GS
JS 66B (BE)
  • G JS 4K GS 66B (51 without transition, up to 101 with transition)
  • GS BT B+K 66B (50-80)
GS 4A
  • 66K (39)
  • 2A+B (34)
  • 236K BE (43) * with possible transition to JS
GS 3B
  • 4A 4K 66B (66, 77, 89, 95) * with possible transition to JS
  • 66K (57) **character specific
  • CE (93)
  • 4A CE (105) (works at tip range on all characters)
GS 4B: B: B
  • 66K (70)
  • 4A 4K 66B (72, 77, 84, 89) * with possible transition to JS
  • 44(B) (64, 74 near a wall/edge, 112 as a techtrap)
GS 2A+B
  • 1B (39)
  • 1K (37 if opp don't tech, 42 as a techtrap)
  • 66B (42, 52, 64, 70, can hit as a techtrap up to 99)
GS 66K
  • 1B (45)
  • 1K (42)
  • 66B (51, 61, 75, 84)
GS BT B+K
  • 3B 4A 4K 66B (81-95)
Note:
Damage for 66B ender is as follows: 66B, 66B BE, 666B, 666B BE.
*character specific stuff works on all males except Patroklos and Xiba and also work on Hilde, Ivy and Tira.
**possible transitions to either stance lead to extended combos with 66B. Refer to JS 66B BE section for details.

Natural Counterhit Combos

JS 22B (second hit only)
  • 3B 66A (53)
  • 236 BE (36)
JS 6AB (second hit only)
  • BT B+KB (60)
JS 66K (second hit only)
  • 66A (46)
  • 4A 4K (46) * with possible transition to GS
JS 11B
  • BT B+KB (60)
GS 2A+B
  • 4A 4K 66B (75, 85, 98, 104)
Wall Combos

JS 3B W! 4B+KB W! 44K BT B+KB (79)
JS 3B W! 44K W! BT B+KB A+B (79)
JS 3B W! 44K W! BT B+KB A+B *Side Change* GS 66B (98-114)
JS 66AA W! 66B (55+) *can lengthen combo with JS 66B BE*
GS 3B W! 4B+KB W! 3B 4A 4K 66B (84-96)
GS 3B W! 4B+KB W! 4B: B: B 66K (90)
GS 3B W! 3AA W! backthrow (96-109) *works only at angle*
GS 3AA W! 22_88B 66B (80-110, 92-146 with GS 3A BE)
GS 3AA W! backthrow (121)

Okizeme

Moves, that hit grounded:
2B – no tracking
2K – tracks all
1B – tracks right
3B – tracks right
JS 66B – tracks left
GS 66B – tracks right
236K BE – no tracking
JS 22B – track right
JS 11B – no tracking
GS 1K – tracks all
GS 22B – no tracking
GS 44B – tracks all
GS 2A+B – no tracking

Important wakeups:
Any combo with GS 66B ender:
GS 2A+B catches back roll and side ukemis
236K BE catches all but back ukemi and right roll
Dash 66B hits all but right roll, back roll and back ukemi
Dash 2K hits all but back ukemi

wsBKK:
6A+B is very hard to step, however it still can be interrupted or JG’ed
1B hits grounded and tech traps all directions
GS 22B hits grounded and catches left tech
JS 66B techtraps back ukemi
GS 66B catches all ukemis and hit grounded

GS 3A BE:
GS 44(B) catches all but back ukemi
236K BE catches back ukemi
Dash 66B hits all but right roll
1K hits all rolls

A+G:
Very weak against back ukemi
236K BE hits all but back ukemi
GS 44(B) catches side rolls
GS 2A+B hits all

B+G:
1B, 22B, 3B catches left rolls
JS 66B catches right rolls
2K, GS 1K catches side rolls
GS 44(B) catches all rolls

Left-side throw:
236K BE cathes all
GS 44(B) catches side rolls
Dash GS 66B catches all

Right-side throw:
Dash 2K cathes side rolls
GS 44(B) catches all

Backthrow:
2K cathes side rolls
1B, 3B, GS 66B catches left and back rolls
GS 44(B) and GS 1K catches all

JS 66A:
236K BE catches all but back ukemi and SSL
66B catches all but roll left and back ukemi

GS 66A:
GS 44(B) hits all but back ukemi
If they decide to back ukemi you can dash and mix up

GS 22B:
GS 44B is a forced block
GS 66B, 1K, 44(B) will hit all but back ukemi
If they decide to back ukemi you can dash and mix up

236K BE:
GS 66B is a forced block
GS 3B is a forced block
JS 3B is escapable only by right ukemi, mix them up in that case
 
Vodka, for CH 22B 66A to connect you must have insane reaction so that seems impractical to me. I dunno about the others, thanks for the tip, will test later.
Akazukin, I'm sorry :)
 
Well, I always do 22B 66A. 22B had good pushback and amazing frames. Unless people got smart, I'd just keep doing that. Most people would try to counterattack.
 
GS 4B.B.B 2A+B 66B = 70 (66B BE = 75, 666B = 84, 666B BE 87) Good news? I was able to test all of those without changing to Jolly once. :)
You're also able to do GS 4B.B.B 4B+K.B or 4B.B.B WR B (K misses), but they can air control out of it.
4B.B.B 44(B) now catches left, too. (If that CAN be character-specific, I was testing on Algol.)

Good and bad news.
 
Would you mind if I put each section into it's own spoiler? I think it would be nice to have a faster way to find exactly what you're looking for.
 
GS 4B.B.B 44(B) = 64 damage. Near a wall/edge = 74 damage. Tech trap (all) = 112 damage.
Slightly more gauge given than 4B.B.B 66K (70 damage). :D
 
Yeah 44 [ B ] after 4BBB is really nice. If they stay grounded we can do 22B (though it seems harder against some characters), or 2A+B keeps the ground stun (prob only useful to try to tempt them to tech again cos the damage ain't great)

4BBB 66K doesn't seem to work on all characters, like 3B 66K
 
Yeah 44 [ B ] after 4BBB is really nice. If they stay grounded we can do 22B (though it seems harder against some characters), or 2A+B keeps the ground stun (prob only useful to try to tempt them to tech again cos the damage ain't great)

4BBB 66K doesn't seem to work on all characters, like 3B 66K
I'm upset that 22B doesn't catch the 2A+B stun after 4B.B.B.. It does in the counter video I have in my counter guide.. That would make it so much better. But whatever. 66K also has a chance at hitting them BT which you can do 66B after. I'm not sure if it would do more/less damage.

And 4B.B.B 66K is probably just strict timing. It's not too much safer, so you'd have to buffer it.

Edit: I love your signature. You should have "I'm gonna sit right here and watch me nerf out." or something. That one's my favorite. That one and "You're so adorable, all bloody and broken."
 
On CH, GS 2A+B can also lead to 4A 4K 66B combos. The launch isn't as high so the timing is more strict, but it also deals slightly more damage(about 3-6 depending on how the foe lands).

I either didn't see it or had an epic brain fart. Possibly both.


EDIT: Okay, definitely both.
 
I think this combo thread is lacking a bit. I don't know the layout or I'd fix it up! I don't want to be rude and mess up his work.
 
Wandrian, it's there, you missed it xD
I'll add some combos later, but I think I got main ones here :)
 
3B (shortened) CE = 74 damage.. 3B CE = 97 damage.. 3B 4A 4K 666B BE = 95 damage..

Looks like the only use for the CE after a 3B is for a ringout now.
 
I've been testing out some of Tira's wall combos and she's still pretty dangerous in that area. Here's some of her GS wall combos done with no meter using 3AA:

3AA W!, 2A+B, 4A, 4K, 4K, 666B (110 dmg)
3AA W!, 2A+B, 8K B (91 dmg)
3AA W!, 22_88B, 666B (97-110 dmg)
3AA W!, WSBK K, 666B (109-111 dmg)
3AA W!, back throw (121 dmg)
3AA W!, 4B: B: B, 4A, 4K, 4K, 666B (122 dmg)

You can't reliably wallsplat with 3AA straight on, you need to be at a little bit of an angle at Tira's right, the front of her body, is facing the wall. Even if it's a little bit, the combos will still work.
 
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