Tira - Combo List

Violent Vodka

Pick Your Poison
Semi-complete list of Tira's combos. Since her persona changes can, in some cases, allow for infinite extensions, this list will never be 100% complete, but it'll give you a good idea at the general combos and how to chain them together.

Each listing has a GIF linked to the "# damage" text, so click on that for a quick visual on the combo!​
JS = Jolly State
~JS = a move transitioned you into Jolly
GS = Gloomy State
GS+ = Gloomy Coda and/or Soul Charge
~GS/GS+ = a move transitioned you into Gloomy

πŸ—‘ = Best Damage (without meter)
βš” = Best Damage Overall
πŸ’›/πŸ’œ = Best Persona Change Chance
🚫 = Best Ring Out Chance
πŸ”† = Best Meter Gain
Jolly Natural Combos
Combo​
Damage​
Meter Gain​
Notes​
A.A20 damage0.03
4A19 damage0.05Extensions (see JS 4A combos below).
33_66_99A.A39 damage0.04
11_44_77A.A34 damage0.03
11_44_77A.B32 damage0.03
B.B26 damage0.03
4B.B26 damage0.03
7_8_9B58_60_62 damage0.11
22_88B20 damage0.03
11_44_77B.A35 damage0.09
WR B.K.A52 damage0.10
WR B.K.B58 damage0.10
WR B.K.K50 damage0.10Extensions (see JS WR B.K.K below).
4B+K.B39 damage0.06Extensions (see JS 4B+K.B below).
BT B+K.B35 damage0.06
Jolly 4A Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
4A 2A28 damage0.06
4A 4K30 damage0.06βš”
πŸ’œ
Extensions upon mood change (see JS 4K, GS 3B, GS 4B: B:B below).
Jolly 22A Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
22_88A 2A28 damage0.05
22_88A 4K32 damage0.05βš”
πŸ’œ
Extensions upon mood change (see JS 4K, GS 3B, GS 4B: B:B below).
Jolly 3B Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
3B 4A 4K42 damage0.16πŸ’œ-Will only work close range on taller characters. (πŸ”†)
-Extensions upon mood change (see GS 4K below).
3B 66A.A48 damage0.06🚫
3B 6B.B49 damage0.08
3B 44B.A51 damage0.13πŸ—‘
πŸ”†
3B 4K33 damage0.05πŸ’œExtensions upon mood change (see GS 4K below).
3B 44K CE75 damage-0.93βš”πŸ’œguaranteed
3B CE74 damage-0.95πŸ’œguaranteed
Jolly 33_66_99B Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
33_66_99B 4A 4K40 damage0.10πŸ’œExtensions upon mood change (see GS 4K below).
33_66_99B 66A.A46 damage0.08🚫
33_66_99B 6B.B47 damage0.08
33_66_99B 44B.A49 damage0.13πŸ—‘
πŸ”†
33_66_99B 44K CE73 damage-0.93βš”πŸ’œguaranteed
33_66_99B CE72 damage-.0.96πŸ’œguaranteed
Jolly WR B.K.K Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
WR B.K.K 2B56 damage0.11
WR B.K.K 1B57 damage0.11βš”
Jolly 6K Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
6K 44B32 damage0.08
Jolly 4K Combos *requires mood change​
Combo​
Damage​
Meter Gain​
Perks​
Notes​
4K ~GS A.A36 damage0.02
4K ~GS A.K36 damage0.01
4K ~GS+ A.K.A 66K69 damage0.05πŸ”†πŸ—‘with Gloomy Coda.
4K ~GS+ A.K.A CE77 damage-0.99
4K ~GS 3A.A49 damage**0.01
4K ~GS 3A.A+B59 damage**0.01🚫
πŸ’›
4K ~GS 66A.K60 damage0.04πŸ—‘
4K ~GS B.B45 damage0.01
4K ~GS 4K30 damage0.01Extensions upon mood change (see GS 4K below).
4K ~GS CE87 damage-0.99βš”
Jolly 4B+K.B Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
4B+K.B dash forward 4K50 damage**0.08πŸ’œ-Extensions upon mood change (see GS 4K below).
-βš”upon mood change.
4B+K.B 66B49 damage0.10
4B+K.B 2A+B58 damage0.10πŸ—‘

Jolly Natural Counter Combos
Combo​
Damage​
Meter Gain​
Notes​
CH 6A.A39 damage0.03
CH 6A.B39 damage0.03
CH 6B.B40 damage**0.04Extensions (see JS CH 6B.B below).
CH 6B.K40 damage0.04
CH 7_8_9K.A52 damage0.13
CH 7_8_9K.B60 damage0.14
CH 7_8_9K.K51 damage0.13
CH 11_44_77A+B.A.A44 damage0.23
Jolly CH 1A Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
CH 1A 3B42 damage0.08βš”
CH 1A 44B41 damage0.08
CH 1A 4K37 damage**0.05πŸ’œ-Extensions upon mood change (see GS 4K below).
-βš”upon mood change.
Jolly CH 6B.B Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
CH 6B.B 44B52 damage**0.06
CH 6B.B 4K50 damage**0.04πŸ’œ-Extensions upon mood change (see GS 4K below).
-βš”upon mood change.
CH 6B.B 2A+B55 damage**0.06βš”
Jolly CH 7_8_9K Combos
Combo​
Damage​
Meter Gain​
Notes​
CH 7_8_9K.K 2B60 damage0.08Extensions (see JS CH 1A below).
Jolly CH 4B+K Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
CH 4B+K.B 2A+B62 damage**0.10🚫
CH 4B+K.(B) 44B65 damage**0.13πŸ”†
CH 4B+K.(B) dash forward 4K61 damage**0.10πŸ’œ-Extensions upon mood change (see GS 4K below).
-βš”upon mood change
CH 4B+K.(B) 2A+B69 damage0.13πŸ—‘
πŸ”†
CH 4B+K.(B) CE74 damage**-0.96βš”πŸ’œguaranteed

Jolly Lethal Hit Combos
Jolly LH b8 Combos

In my opinion, this is the worst Lethal Hit in the game. Opponent Height/Distance makes many combos irrelevant. Best option is usually to delay a tad and 6B.B or CE them.
Combo​
Damage​
Meter Gain​
Perks​
Notes​
LH b8 4A 4K40 damage**0.28πŸ’œExtensions upon mood change (see GS 4K below).
LH b8 6B.B49 damage**0.25
LH b8 22B CE73 damage**-0.75βš”πŸ’œguaranteed
LH b8 CE72 damage**0.21πŸ’œguaranteed
LH b8 4B+K.B 2A+B70 damage**0.32πŸ—‘
🚫
πŸ”†
Distance/enemy angle created by b8 will usually cause this to whiff.
Jolly LH 66B Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
LH 66B 9B63 damage**0.34
LH 66B 4B+K.B 44B73 damage**0.35
LH 66B 4B+K.(B) dash forward 4K71 damage**0.35πŸ’œ-Extensions upon mood change (see GS 4K below).
-βš”upon mood change
LH 66B 4B+K.(B) 44B75 damage**0.37🚫
LH 66B B+K.(B) 2A+B80 damage**0.37πŸ—‘
πŸ”†
LH 66B B+K CE84 damage**-0.72βš”πŸ’œguaranteed
LH 66B CE77 damage**-0.76πŸ’œguaranteed
Jolly LH A+B Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
LH A+B 66A.A66 damage0.30
LH A+B WR B.K.A74 damage0.36πŸ’œ
LH A+B 6B.K65 damage0.30🚫
LH A+B 6B.B 4K69 damage0.32Extensions upon mood change (see GS 4K below).
LH A+B 44K BT B+K.B73 damage0.36
LH A+B 44K CE90 damage-0.70βš”πŸ’œguaranteed
LH A+B 44A+B.A.A64 damage0.50πŸ”†
LH A+B 4B+K.(B) 44B78 damage0.40
LH A+B 4B+K.B 2A+B75 damage0.37
LH A+B 4B+K.(B) 2A+B80 damage0.40πŸ—‘οΈ
LH A+B 4B+K CE84 damage-0.70πŸ’œguaranteed
LH A+B CE86 damage-0.74πŸ’œguaranteed
Jolly LH 66A+B Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
LH 66A+B 66A.A62 damage**0.28🚫
LH 66A+B 9B73 damage**0.34
LH 66A+B 22B CE86 damage**-0.73πŸ’œguaranteed
LH 66A+B 44B.A64 damage**0.33
LH 66A+B 4B+K.B 2A+B85 damage**0.35πŸ—‘
πŸ”†
-Distance can cause the 4B+K to whiff, though the B will almost always connect.
-You have time to dash forward, but some angles mid-roll will cause it to drop.
LH 66A+B 7B+K 4K63 damage**0.30πŸ’œ-Extensions upon mood change (see GS 4K below).
-βš” upon mood change
LH 66A+B CE86 damage**-0.76βš”πŸ’œ guaranteed
Jolly LH B+K.A Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
LH B+K.A 66A.A45 damage**0.25🚫
LH B+K.A 4B+K.B dash forward 4K56 damage**0.30πŸ’œ-Extensions upon mood change (see GS 4K below).
-βš” upon mood change
LH B+K.A 4B+K.B 44B58 damage**0.32
LH B+K.A 4B+K.B 2A+B61 damage**0.32πŸ—‘
πŸ”†
LH B+K.A CE63 damage**-0.79βš”πŸ’œguaranteed
Jolly LH B+K.B Combos
Combo​
Damage​
Meter Gain​
Perks​
Notes​
LH B+K.B 66A.A64 damage**0.25
LH B+K.B 6B.B 4K68 damage**0.27Extensions upon mood change (see GS 4K below).
LH B+K.B 6B.K63 damage**0.25🚫
LH B+K.B 44K BT B+K.B72 damage**0.30
LH B+K.B 44K CE93 damage**0.25βš”πŸ’œguaranteed
LH B+K.B WR B.K.A75 damage**0.31πŸ’œ
LH B+K.B 4B+K.B 2A+B75 damage**0.35
LH B+K.B 4B+K.(B) dash forward 4K77 damage**0.32-Extensions upon mood change (see GS 4K below).
-βš” upon mood change
LH B+K.B 4B+K.(B) 44B79 damage**0.35
LH B+K.B 4B+K.(B) 2A+B81 damage**0.35πŸ—‘
πŸ”†
LH B+K.B 4B+K CE84 damage**-0.75πŸ’œguaranteed
LH B+K.B CE77 damage**-0.79πŸ’œguaranteed
Jolly Soul Charge Combos
SC CH 6A.B.B BT B+K.B = 75 damage
SC CH 6A.B.B CE = 84 damage
SC CH 6A.B.B g 4K = 66 damage + extensions upon mood change (see GS 4K below)
SC CH 1A 236K = 58 damage
SC 66B 66B.B BT B+K.B = 71 damage
SC 66B 66B.B ~GS BT B+K 6B.B = 89 damage
SC 66B 66B.B ~GS BT B+K 66A+B 4K = 88 damage + extensions upon mood change (see GS 4K below)


Coming Soon: Jolly Wall combos.
 
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Semi-complete list of Tira's combos. Since her persona changes can, in some cases, allow for infinite extensions, this list will never be 100% complete, but it'll give you a good idea at the general combos and how to chain them together.

Each listing has a GIF linked to the "# damage" text, so click on that for a quick visual on the combo!​
JS = Jolly State
~JS = a move transitioned you into Jolly
GS = Gloomy State
GS+ = Gloomy Coda and/or Soul Charge
~GS/GS+ = a move transitioned you into Gloomy
Gloomy Natural Combos
A.A = 24 damage
3A.A = 42 damage
3A.A+B = 64 damage
B.B = 16 damage
4B: B:B = 39 damage + extensions (see 4B: B:B below below)
7_8_9B = 58_60_62 damage
33_66_99B = 40 damage
11_44_77B = 36 damage
11_44_77(B) = 72 damage
WR B.K.A = 52 damage
WR B.K.B = 58 damage
WR B.K.K = 51 damage + extensions (see WR B.K.K below)
236kA = 28 damage
11_44_77K = 30 damage
WR K.A = 40 damage
WR K.B = 53 damage
WR K.K = 44 damage + extensions (see WR K.K below)
33_66_99A+B = 50 damage
4B+K.B = 39 damage + extensions (see 4B+K.B below)

Gloomy 4A Combos
4A 66B = 46 damage
4A 66A+B = 52 damage
4A 4A+B = 43 damage
4A 44B = 44 damage
4A 44(B) = 64 damage
4A 66K = 60 damage
4A CE = 78 damage

Gloomy 3B Combos
3B 4A 66B = 64 damage
3B 4A 66A+B = 71 damage
3B 4A 4K = 62 damage + extensions (see GS 4K below)
3B 4A CE = 87 damage
3B 4A+B = 46 damage
3B 66K = 67 damage
3B CE = 89 damage

Gloomy 4B: B:B Combos
4B: B:B 4A 66B = 62 damage
4B: B:B 4A 66A+B = 64 damage
4B: B:B 4A CE = 73 damage
4B: B:B 4A 4K = 56 damage + extensions (see GS 4K below)
4B: B:B 4A 4K 4K = 61 damage + extensions (see GS 4K below)
4B: B:B 66K = 68 damage
4B: B:B 2A+B 6B = 67 damage
4B: B:B 2A+B 66B = 69 damage
4B: B:B 2A+B 66A+B = 76 damage
4B: B:B 2A+B 4K = 60 damage + extensions (see GS 4K below) - will not work near walls/edges of stage.
4B: B:B 2A+B 44B = 69 damage
4B: B:B 2A+B 44(B) = 81 damage
4B: B:B CE = 77 damage

Gloomy WR B.K.K Combos
WR B.K.K 2B = 56 damage

Gloomy 6K Combos
6K 6B = 41 damage
6K 66B = 50 damage
6K 66A+B = 57 damage

Gloomy 4K Combos
4K 6B = 41 damage
4K 66B = 50 damage
4K 66A+B = 57 damage
4K ~JS 66B = 24 damage

Gloomy WR K.K Combos
WR K.K 2B = 54 damage

Gloomy 2A+B Combos
2A+B 66B = 47 damage
2A+B 66A+B = 55 damage

Gloomy 4B+K.B Combos
4B+K.B 6B = 60 damage
4B+K.B 66B = 69 damage
4B+K.B 66A+B = 76 damage
4B+K.B 2A+B = 55 damage

Gloomy BT B+K Combos
BT B+K 66A.K = 66 damage
BT B+K 6B = 53 damage
BT B+K 3B = 48 damage + extensions (see GS 3B above)
BT B+K 4B: B:B = 56 damage + extensions (see GS 4B: B:B above)
BT B+K 66B = 55 damage
BT B+K 66A+B = 64 damage
BT B+K CE = 88 damage
BT B+K 236kA 66A.K = 77 damage
BT B+K 236kA 3B = 63 damage + extensions (see GS 3B above)
BT B+K 236kA 66B = 69 damage
BT B+K 236kA 66A+B = 75 damage
BT B+K 236kA 3A.A = 70 damage
BT B+K 236kA 3A.A+B = 79 damage
BT B+K 236kA 4K = 59 damage + extensions (see GS 4K above)
BT B+K 236kA CE = 93 damage
BT B+K ~JS LH 66B = 60 damage + extensions (see JS LH 66B above)

Gloomy Natural Counter Combos
CH 6A.B = 51 damage
CH 66A.K = 54 damage
CH 66K = 66 damage
CH 7_8_9K.A = 52 damage
CH 7_8_9K.B = 60 damage
CH 7_8_9K.K = 52 damage
CH 4B+K.(B) = 50 damage

Gloomy CH 236K Combos
CH236K 6B = 46 damage
CH236K 66B = 48 damage
CH236K 66A+B = 55 damage
CH236K 4K = 37 damage + extensions (see GS 4K above) - will only work at close range.

Gloomy CH 7_8_9K.K Combos
CH 7_8_9K.K 2B = 66 damage

Gloomy CH 4B+K.B Combos
CH 4B+K.(B) 6B = 71 damage
CH 4B+K.(B) 66B = 80 damage
CH 4B+K.(B) 66A+B = 87 damage
CH 4B+K.(B) 2A+B = 66 damage

Coming Soon: Gloomy Soul Charge, Lethal Hit, and Wall combos.
 
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Against Xianghua, 4K into GS 4K whiffs due to some pushback on the first hit. Same for Sophitia, Taki, Seong Mi-Na, Raphael, Ivy, Kilik, and Tira. I noticed that against Atstaroth 4K into GS 4K whiffs if the first hit is at tip range... Could be the same for other characters, but I didn't have the motivation to test it. Obviously it works normally if they are against a wall.

This is extremely annoying, so I really hope that I was doing something wrong during testing. After going through the entire roster this feels very inconsistent. This needs to get fixed.
Okay, I'll make sure to note that it could be a hitbox issue and should be avoided.
 
With regard to the Jolly 4K combos, what do you mean by GS+ opposed to GS~? I have trouble getting the second K in A K A to connect so I figure I'm doing something wrong.
 
Still think GC is better then GS+ but whatever
(my text combos wont aline T.T)
WALL
GS 4A+B 3B 236kA 3B 4A 4K 66A+B 105dmg
GS+ 4A+B 3BB 236kA 3B 4A 4K 66A+B 117dmg (after 236kA you cant 3BB again)
GS+ 4A+B 3BB 1BB (bt)B+K 66A+B 105dmg (on switch can do 4K for 1 whole dmg, or in SC 236K okie)
 
Still think GC is better then GS+ but whatever
GS+ is just easier than "GS SC" and since GS would be used otherwise to indicate Gloomy, it's easiest to keep it GS+ since it's more universal.

Also make sure to use "W!" to indicate when the wall hit comes into play for people who don't instantly know better.
 
GS+ is just easier than "GS SC" and since GS would be used otherwise to indicate Gloomy, it's easiest to keep it GS+ since it's more universal.

Also make sure to use "W!" to indicate when the wall hit comes into play for people who don't instantly know better.

okay so

GS 4A+B W! 3B W! 236kA 3B 4A 4K 66A+B 105dmg
GS+ 4A+B W! 3BB W! 236kA 3B 4A 4K 66A+B 117dmg (after 236kA you cant 3BB again)
GS+ 4A+B W! 3BB W! 1BB (bt)B+K 66A+B 105dmg (on switch can do 4K for 1 whole dmg, or in SC 236K okie)
 
I've updated the thread with Gloomy's Natural and Natural Counter Combos. Still need to do her Soul Charge, Lethal Hit, and Wall combos, but that's a chore for another day.
 
I've updated the thread with Gloomy's Natural and Natural Counter Combos. Still need to do her Soul Charge, Lethal Hit, and Wall combos, but that's a chore for another day.

If I ever meet you I'm buying you all the actual vodka, did you do all the imgur gifs aswell?

This is beyond amazing. <3
 
Some vaguely relevant Tira LH stuff that most of y'all probably know anyways-

JS:
- JS LH 66A+B~4B+K,B (first hit usually whiffs)~44B
- JS LH 66A+B~CE
- JS LH 66B~4B+K,(B)~44B
- JS LH 66B~CE
- JS LH A+B~9B
- JS LH A+B~4B+K,(B)~44B
- JS LH A+B~44K~BT B+K,B
- JS LH A+B~44K~CE
- JS LH A+B~22_88A~4K~extensions (see Violent Vodka's posts)
- JS LH RE K~GS 236kA~3B~4A~4K~extensions
- JS LH RE K~GS 236kA~3B~4A~CE

GS:
- GS LH RE K~JS LH 66A+B~4B+K,B~44B
- GS LH RE K~JS LH 66A+B~CE
- GS LH RE K~JS LH 66B~4B+K,(B)~44B
- GS LH RE K~JS LH 66B~CE
- GS LH A+B~4A~4K~extensions

For GS LH 11_44_77A combos, check the thread dedicated to the move.

This isn't meant to be an exhaustive list, just the ones I use most often. I'll eventually come back and add on the damage each combo does.
 
I plan on updating this list soon. I won't have time today, but... soon. I have Friday-Sunday off, so by sunday at least... maybe.
Planned Changes
  • Adding/Updating Natural Counter, Soul Charge, Lethal Hit, and Wall Combos.
  • I'm also gonna mark certain combo options for each starter with emojis to help it be more obvious what purpose they'll best serve. These will also be added to the notations at the start of each post.
    • βš” = Best Damage
    • πŸ’›/πŸ’œ = Best Persona Change Chance
    • 🚫 = Best Ring Out Chance
    • πŸ”† = Best Meter Gain
You can also suggest better emojis 'cause I'm on windows and am too lazy to look at an actual selection lmao
 
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Okay, I've decided to update the listings overall. The original post has been partially updated with the new table layout.

More will be updated today, I plan on adding the Jolly Lethal hits here shortly. The gifs may be recorded after, I'm not sure yet.


Edit: Jolly's post has been updated with Lethal Hit combos and a few misc. combos that have been available since the update and/or to provide a "perk" to the starter. GIFs will come later.
 
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Awesome work @Violent Vodka, love what you've done with the list so far on jolly side, very useful, now more than ever it is important to switch up tiras combos depending on the situation because of gloomy+ requirements and next to no meter gain in gloomy.

In SC4 and 5 tira players I came across seemed to always use the same strings when really in 4 the self Dmg was high enough to be a real problem sometimes and at times you just wanted to stay in gloomy and in 5 you really didn't want to be in jolly so it was still good to change things up.
 
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