Tira General Discussion / Q&A

I cant really work out which moves are best to use in each of her stances and she seems to have a few ways of getting from Jolly to Gloomy but which are the most effective?
Recomended moves: JS- 66B, A.A, 66K, 3K, etc. GS- 66B/666B, A.A, 1K, 3K, 3A.A (mainly to punish), etc.
During battle JS->GS moves: A+B (hit), 236K.BE.. I guess that's it, really.. Post battle JS->GS Moves: Taunt, (A+B), 236K, etc.
 
Recomended moves: JS- 66B, A.A, 66K, 3K, etc. GS- 66B/666B, A.A, 1K, 3K, 3A.A (mainly to punish), etc.
During battle JS->GS moves: A+B (hit), 236K.BE.. I guess that's it, really.. Post battle JS->GS Moves: Taunt, (A+B), 236K, etc.
Your forgetting a few really good attacks. GS 6A, GS 66A, GS 3B, GS 4A, GS 2A, GS 6B, JS 6B, 22_88A, 22_88K, 22_88B, JS 3A.
 
I've decided to try out Tira, I find most other characters fairly boring. I cant really work out which moves are best to use in each of her stances and she seems to have a few ways of getting from Jolly to Gloomy but which are the most effective?
The only thing I can say is.... if you get bored of Tira, it's you man! There's something wrong with you :P
 
In the combo list it has GS 66B and also GS 666B as combo enders for the same combo. 666B is clearly more damage, why would I ever use 66B instead?
 
In the combo list it has GS 66B and also GS 666B as combo enders for the same combo. 666B is clearly more damage, why would I ever use 66B instead?
From self experience, there's less chance in turning to JS with 66B as well
666B has a significant damage boost, but with 66B, you're far more likely to stay in Gloomy when the move is done. 666B will almost always change you to Gloomy.
OH! Please don't use 666B BE in combos.. Every time I see someone do that, I die a little inside. It increases abour 4-10 damage and still changes about the same, maybe a little less.. Really a big waste IMO.
 
666B has a significant damage boost, but with 66B, you're far more likely to stay in Gloomy when the move is done. 666B will almost always change you to Gloomy.
OH! Please don't use 666B in combos.. Every time I see someone do that, I die a little inside. It increases abour 4-10 damage and still changes about the same, maybe a little less.. Really a big waste IMO.
I think u meant 666B BE, and yea same here. I only do it when I think the little extra damage will give me the round. 666BE is better used for oki IMO, it has good tracking and deals amazing damage.

Also, something I've never heard in here but is a best practice, is to always do in GS 3B 4A 666B if that will give you the round. GS 3B 4A 4K 666B changes sometimes to JS and deals a lot less damage -.-

And... 236K BE IMO is her best move! Abuse it.. sparingly lol! It surprises opponents quite often, people wouldn't think a character would have such a fast long ranged low.
 
I've decided to try out Tira, I find most other characters fairly boring. I cant really work out which moves are best to use in each of her stances and she seems to have a few ways of getting from Jolly to Gloomy but which are the most effective?

Pokes: AA, BB, K, 1B, 6K, 3K, GS 6A, 3A, JS 44*66*88K, GS 2A, 2K/FC K, 6B, JS 4B, WS K, 22*88A, 22*88K, JS 22*88B, FC A, WS A

For CH fishing: JS 6AB, JS 2AB, JS 11*77B, jump K, GS 3AA/GS 3AaA+B+K, GS 44B/GS 44(B), jump B, JS 4K, GS 66K, GS 2 A+B, GS 66K

Knockdown fishing: throws, JS 1K, 1A, GS 4K, 6K, GS 3AA/GS3AaA+B+K, A+B, GS 4A, JS BT B+KB, GS B+K
Stepkillers: GS 6A, JS 66AA, GS 66A, UD A
Spacing: GS 6A, 1B, 3A, 3K, 6K, GS 3B/33*99B, GS 22*88B

Okizeme: 1A, GS 3AA/GS 3Aa+B+K, JS 66B/JS 66bA+B+K, GS 66B series(golden!), 236K/236kA+B+K, JS 1K, GS 1K, GS 22*88B, GS 11*44*77B, 6 A+B

Whiff punishment: JS 6AB, GS 33*99B, 4 B+KB, 6B, JS 4A, 236236A+B+K, JS 44B, GS 66B series, GS 3AA/GS3AaA+B+K

Persona shift fishing: JS 66bA+B+K, 236kA+B+K, JS 11*33B(CH), 4K, A+B, JS B+K


Moves with niche uses...

JS 6AB: It's incredibly unsafe, but on CH of JS 6A the B input is guaranteed. Having the B input land as a CH acts just like JS 11*77B and launches them so you can followup with JS BT B+KB or GS BT B+K for a nasty persona shift combo. If JS 6A doesn't land as a CH, you're usually better off not doing any followups.

WS B: This is almost always a bad idea, but if you expect it to hit you get a free K followup into UD.

Updraft: You can use it to escape situations where you're vulnerable to ROs, but outside of combos it's very risky. Never, ever use it by itself against Astaroth, Cervantes, lol Devil Jin, Hilde, Ivy, or Nightmare. Nightmare can't knock you out of the air, but his 88B basically shuts down UD. The others can all get a lot of free damage if you use it outside a combo...That said, the three attacks it gives you aren't too shabby. UD A is a good stepkill with a reasonable chance of persona shift, UD B is mediocre at creating pressure(in spite of the GC property and higher damage it's probably the least useful move of UD), UD K guarantees followups in most situations. Oh, and be careful if you go into a UD combo with your foe backed up to the ring edge, UD B will always make *YOU* RO but a regular UD with no followup is generally a free round.

GS 4B: B: B: A less reliable version of GS 3B/GS 33*99B with greater potential damage and more risk. Usually GS 3B/GS 33*99B is a better option with its TC and slightly better frames and you don't need to worry about getting a couple of JFs to avoid being forced back to Jolly.

GS 11*44*77A: This is generally best-used to finish off a foe for their last bit of health or an RO when you expect a vertical that can be stepped. It has a very high chance of shifting to Jolly, so the only otherwise useful application for it is purposely shifting to Jolly when you're near the health-based shift and see no way of preventing it(you pessimist, you!)

A+B: It has good chances of persona shift on hit and you can hold it to perform one or two extra hits at the cost of more health. Its GI properties are also solid.

JS B+K: This is a very, very powerful attack in spite of the difficulty of using it safely. Check the sticky thread.

GS B+K: One of the better aGIs in the game, use it when you expect verticals and enjoy the carnage that follows. The health recovery is a nifty bonus too.

Taunt: Tira is the only character with a practical, non-psychological reason to taunt. Her taunt has a more or less 50/50 chance of persona shift, so it's great to et back to Gloomy when you've got some space and time to do so.



Also, it's important to realize that Jolly and Gloomy require different playstyles to use effectively. Gloomy is overall better than Jolly, but is more of a rushdown machine. Jolly is good at poking, spacing and whiff punishing. Gloomy also has worse step, she can't step things like Jolly can. Oh, for the most part Gloomys self-inflicted damage is also negligible. Just don't put yourself into a situation where you're whiffing and doing your foes job for them and the damage won't be an issue unless you have <10 health.


EDIT: And I'm sure I've missed one or twelve things here, but this should give you a decent amount of info and the actual good players browsing these forums can fill you in on any other info I've overlooked :P
 
I think u meant 666B BE, and yea same here. I only do it when I think the little extra damage will give me the round. 666BE is better used for oki IMO, it has good tracking and deals amazing damage.

And... 236K BE IMO is her best move! Abuse it.. sparingly lol! It surprises opponents quite often, people wouldn't think a character would have such a fast long ranged low.
Yeah, sorry, I meant 666B BE. That's a waste in combos, but I have had times where I used it and the extra damage killed 'em.
Yeah, 236K BE is a great move. I often do JS 66B 4A A.A (works on shorter characters mainly) and then if they AC back, I'll throw out 236K BE. So hawt. c:
 
Tiras I face still use 3B as one of their main threats. That's quite detrimental IMO.

That combo is being overused now.

And agreed Violent Vodka. Personally I believe 666B BE is a useless way to end her 3B 4A 4K . Chances are you're put back into JS.

I prefer finishing it off with 44B instead
 
Tiras I face still use 3B as one of their main threats. That's quite detrimental IMO.

And agreed Violent Vodka. Personally I believe 666B BE is a useless way to end her 3B 4A 4K . Chances are you're put back into JS.

I prefer finishing it off with 44B instead
Yeah, I abuse 3B in both states.. I NEED that damage. >:D

666B BE should either keep you in Gloomy, like, 73% of the time or slightly relaunch/stun them so you can 2K their face. xD

And, yes. 44B is an amazing finish (depending on the opponent), especially if they fall near a wall.
 
Yeah, I abuse 3B in both states.. I NEED that damage. >:D

666B BE should either keep you in Gloomy, like, 73% of the time or slightly relaunch/stun them so you can 2K their face. xD

And, yes. 44B is an amazing finish (depending on the opponent), especially if they fall near a wall.

Wait 73%? How did you come up with that statistic?

Secondly I prefer 33_99 B as opposed to 3B
 
Let's see...
Gloomy:

:3:*:(3):*:(9)::B: - +2 damage done for :(3):*:(9)::B:.
  • :4::A: :2::3::6::2::3::6::A+B+K: - 105-107 / 1.0 meter - :3:*:(3):*:(9): tip range.
  • :4::A: :A::A: :2::3::6::2::3::6::A+B+K: - 117-119 / 1.0 meter - Escapable back, back-right, and back-left aerial control.
  • :(6)::K: - 57 -- character specific, please see Note Two at the bottom of this page.
  • :2::3::6::kA+B+K: - 47-49 / 0.5 meter ~ chance of persona change.
  • :2::3::6::2::3::6::A+B+K: - 94-96 / 1.0 meter.
They're all basically character/range specific. 3B 4A 4K is her only decent combo option for that launcher, really.
 
Back