Tira Matchup Discussion

Hi all.
I have big trouble with Voldo and ZWEI. Anyone have any useful tips ?
I can help with Voldo, the bigest thing is Voldo enoying intances, try to grample him if he is in his back, maintai you distance, if you are in Jolly try to 66AA when a opening appears or lauch him, guard impacts such A+B and B+K can help you a lot, the thing is that hi have to much of a unpredictble gameplay, play a litle defencive, he intances crawling or the other that he is loking to up while in he for menber try 8K with luck a couter and some damage, for the crawling try any low to put hi out of this one and 8B+K if the distance is to long since hi can go flying out of the floor to your face
 
Viola is actually very easy to take on with Tira.

Some of her moves are incredibly unsafe, and rushdown is the perfect approach to any Viola player. Giving her space, and chances to call her orb will cause problems in the long run of a match.
 
Viola is actually very easy to take on with Tira.

Some of her moves are incredibly unsafe, and rushdown is the perfect approach to any Viola player. Giving her space, and chances to call her orb will cause problems in the long run of a match.

Disagreed. You really don't want to be in close range against Viola - that's where her mix-ups are at their most lethal.

One plus side to fighting Viola is that her block punishment is pretty pants. Moves that are normally unsafe like JS 3B, GS 3B, GS 4B series etc. often go unpunished because Viola's AA and BB have crappy range.
 
Think Viola is hard but under pressure she lost many of her opition, dont give her space for a counter attak and she get in a tight situation
 
Disagreed. You really don't want to be in close range against Viola - that's where her mix-ups are at their most lethal.

One plus side to fighting Viola is that her block punishment is pretty pants. Moves that are normally unsafe like JS 3B, GS 3B, GS 4B series etc. often go unpunished because Viola's AA and BB have crappy range.

Disagreed. Viola is actually weak up close if you take a rushdown approach to her.

Secondly 3B JS and 3B GS are safe, not unsafe
 
I agree with the rushdown approach vs Viola. I actually played a Viola player yesterday, kept moving forward and rushing him down, and he couldn't really do anything about it.

Think "ATTACK!", never defense....if you have to block against Viola, you're doing something wrong >;)
 
I agree with the rushdown approach vs Viola. I actually played a Viola player yesterday, kept moving forward and rushing him down, and he couldn't really do anything about it.

Think "ATTACK!", never defense....if you have to block against Viola, you're doing something wrong >;)

Exactly. I NEVER let Viola have a chance to attack me from afar. Her range is infinite since her orb can reach you from anywhere, thus there's no point turtling.

At least when you're up close, you can punish her. When she calls the orb, I duck and use :B: while rising then :K: into Updraft.

Moreover it's quite easy to see through Viola's :6::B+K: . As soon as she says "fear" I hit her with 66AA JS straight away since it leaves her in an unsafe, and vulnerable position for a short period of time. Defending that could be problematic. From my experience, players have normally done her :2::K: after :6::B+K: as a feint, and then followed up with a combo or a throw.

Personally I feel that rushdown, is better than defense when it comes to facing Viola. She's at her weakest when the orb is set.
 
JS 3B is -12, so somewhat unsafe (AA punishable for a few characters).
GS 3B is -14 so Viola can BBB punish in range.

Are you sure that Viola can BBB punish a blocked GS 3B at a distance? I swear that it's too short-ranged for that.


Exactly. I NEVER let Viola have a chance to attack me from afar. Her range is infinite since her orb can reach you from anywhere, thus there's no point turtling.

The vast majority of her long-range moves are completely linear - nothing to be afraid of. If she's in ORB stance some of her tools like 66A+B and 22_88A+B have pretty damn solid range, but those have their own problems.

As a general rule, you want to be at mid range against Viola most of the time. Her claw attacks have tiny range.


At least when you're up close, you can punish her. When she calls the orb, I duck and use :B: while rising then :K: into Updraft.

Good Violas wouldn't be letting you do that.


Moreover it's quite easy to see through Viola's :6::B+K: . As soon as she says "fear" I hit her with 66AA JS straight away since it leaves her in an unsafe, and vulnerable position for a short period of time. Defending that could be problematic. From my experience, players have normally done her :2::K: after :6::B+K: as a feint, and then followed up with a combo or a throw.

That strategy of yours is very risky. 6B+K only leaves Viola vulnerable for 20 frames. Meaning that she can block almost straight away if need be. There is no way you could 66AA her on reaction. And if she blocks after 6B+K, that doesn't stop the attack. The orb will still hit you, leaving you open for more mix-ups.

1K, 3A and 6B are all common attacks after a 6B+K - the latter two can lead into a free 3B combo if well-timed.


Personally I feel that rushdown, is better than defense when it comes to facing Viola. She's at her weakest when the orb is set.[/quote]
 
It's a natural combo, so if any of the hits connect the rest are guaranteed, so the full string can be used to punish -14.
I mean on block, most pople forget the third hit and try counter ,if you croush you can do a low kik to prevent the orb for coming back as well but then again i duno if orb set is a good thing for sure
 
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