Tira General Discussion / Q&A
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It's still there, but sometimes it blends in with Brave Edge glow.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 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.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?
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 1KCan anyone tell me what her fastest hitting moves are?
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.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?
GS B+K was decent even before GI took meter. It's an awesome move overall and a GS staple in my view. This is easily one of her top 10 moves in the game. I'd put it at top 5. The options the opponent loses while she's in GS due to this move are amazing.GS B+K is decent though IMO especially since GI's take meter now.
Here is what little, little info I've picked up through playing. Who knows, maybe some of it will be relevant ;)Does anyone have any info on her matchups?
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.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.