Vintoks
[08] Mercenary
Transplanted to help out:
Tira Move & Stance Study
I've been looking for some reference list that has all of Tira's transitions, self-dmg moves and stance properties for a while now. I haven't seen one yet so I decided to make one.
*Note that "(chance)" refers to the possibility & likelihood of changing stance.
Stance Transitions
-=-=-=-
A+K Transitions:
-=-
A+K_[A+K] 8-24 HP (low-moderate chance)*GI high/mid A's and B's
BT A+K_[A+K] 8-24 HP (low-moderate chance)*GI high/mid A's and B's
1K~A+K_[A+K] 8-24 HP (moderate chance)
BT B+KB~A+K_[A+K] 8-24 HP (moderate chance)
JS 2AB~A+K_[A+K] 8-24 HP (moderate chance)
JS 33_66_99B~A+K_[A+K] 8-24 HP (moderate chance)
JS B+K~A+K_[A+K] 8-24 HP (moderate chance) *when hit only
GS 2A+B~A+K_[A+K] 8-24 HP (moderate chance)
Other Transitions:
-=-
“Taking damage:” Guaranteed transition when you lose about 60% of your health.
Being "Ringed Out:" Not a guaranteed transition but the likelihood is very high.
K+G (high chance) *Only manual way to transition without injury
JS 44K_44[K] 5-8 HP (moderate chance)
GS 44K 5-8 HP (low chance)
JS B+K (guaranteed ~GS if hit) *GI's High/Mid
GS B+K (guaranteed ~JS, ~GS high chance) *Gi's Mid/Low
GS 4B:B (rare chance) *only seen it happen a couple times
GS 66B 5-8 HP (high chance)
GS 66K 1-4 HP (rare chance) *only seen it happen a couple times
Notes:
44K, B+K are available in both stances with similar executions, however since their hit properties are different they are listed twice. Also if you press "Retry" in a verses match your stance will carry over in the new match.
Moves available in Both Stances
-=-=-=-
AA *more dmg in GS
3A *more dmg in GS
1A
4A:A
FC 2A
WSA *more dmg in GS, GS version safer, hs (JS WSA punishable by most K’s, GS WSA punishable by Taki’s A)
7_8_9A
BT A
BT 2A
BB *more dmg in GS
6B *more dmg in GS, GS version is safe, hs (JS 6B punishable by pixies' BB)
6B8 *more dmg in GS
JS 3B *launches
GS 3B *stuns
2B *more dmg in GS
1B *more dmg in GS, GS version is safe, hs (JS 1B punishable by X/Y/Taki’s A_Amy’s 6BB)
FC 2B
WS B *more dmg in GS
7_8_9B
BT B
BT 2B
K
6K *more dmg in GS, GS version is safe, hs (JS 6K punishable by X/Y/Taki’s A_Amy’s 6BB)
2K
1K
4KB
FC 2K
WS K *more dmg in GS, shakeable CH stun in GS
7_8_9K
BT K
BT 2K
A+B
6A+B
6A+B~G
4A+B
4[A+B]
JS B+K *absorb hit ~GS
GS B+K *auto Counter ~JS, (~GS)
4B+K
WS B+K
A+K *GI High/Mid A's and B's
[A+K] *GI High/Mid A's and B's
K+G *(high chance)
BT A+K
BT [A+K]
BT B+KB
11_77A
11_77B
22K *more dmg in GS, GS version is safe, hs (JS 22K punishable by Taki’s A)
88K *more dmg in GS
11_77K *more dmg in GS
JS 44K 5-8 HP (moderate chance)
GS 44K 5-8 HP *safe (low chance; JS 44K unsafe, causes a shakeable self-stun)
JS [6 ]K
GS [6 ]K
Throws *more dmg in GS
7_8_9B+K~UD
UD>A
UD>B
UD>K
JS exclusives
-=-=-=-
6AB
2AB
4B
3K
2A+B *GI Verticals
66AA
22_88A
44AA
44A2A
44AB
33_66_99B *more dmg off 33_99
22_88B
44B *same as 11_77B
66K
Notes:
A+K transitions, 44K, and B+K (Auto GI) are the only ways you can inflict self-damage in JS.
JS 44K, GS 44K, GS 66A, and GS 44B are unique in that they will not inflict self-damage when you wiff. However JS 44[K] will inflict self-damage on wiff.
GS exclusives
-=-=-=-
2A
6A~AAAA 1-5 HP
6BK
6B~K
4BB (rare chance)
3K
3K~A
2A+B
33_66_99A 1-4 HP *more 6’s more dmg
22_88A 4 HP
44A 2-5 HP *more 4’s more dmg
66B 5-8 HP *more 6’s more dmg, (high chance)
33_99B
22B 2 HP
88B 2 HP
44B 2-5 HP *more 4’s more dmg, GI's highs
66K 1-4 HP *more 6’s more dmg (rare chance)
Notes:
GS exclusives that WON’T damage you:
=
2A
6A *1st hit only, not the followup
6BK
6B~K
4BB (rare chance)
3K
3K~A
2A+B
33_99B
List of all Self-Damaging Moves
-=-=-=-
All A+K Transitions 8-24 HP
JS_GS 44K 5-8 HP (On hit or block, no loss on whiff, low-moderate chance)
JS_GS B+K (Auto Counter, “JS” guaranteed ~GS if hit, “GS” guaranteed ~JS, ~GS high chance)
GS 6A~AAAA 1-5 HP
GS 33_66_99A 1-4 HP (no loss on whiff)
GS 22_88A 4 HP
GS 44A 2-5 HP
GS 66B 5-8 HP (high chance)
GS 22B 2 HP
GS 88B 2 HP
GS 44B 2-5 HP (no loss on whiff)
GS 66K 1-4 HP (rare chance)
Safety List
-=-=-=-
AA
3A
FCA
BTA
BT2A
BB
6B8
2B
BTB
BT2B
K
BTK
4A+B
4B+K
33_99K
JS Only:
-=-
3K
44AA *2nd hit
22_88B
66K
GS Only:
-=-
2A
6B *JS version unsafe (Pixies’ BB)
1B *JS version unsafe (Taki/X/Y A, Amy 6B)
FC2B
3K
2A+B
33_66_99A 1-4 HP
22_88A 4 HP
66B 5-8 HP (high chance)
33_99B
22B 2 HP
44B 2-5 HP
22K *JS version
44K 5-8 HP (low chance)
Near-safety list:
-=-=-=-
JS 22K -10
GS WSA -10
=
1A -11
WSK -11(~12?)
JS 1B -11
JS 6K -11
GS 3K~A -11
=
3B -12
8K -12
=
8A -13
2K_FC2K -13
11B -13
11K -13
JS WSA -13
GS 66K -13 1-4 HP (rare chance)
=
4A -14
11A -14
GS 6A~AAAA -14 1-5 HP
=
1K -15
4KB *2nd hit -15
A+B -15
JS 6AB *2nd hit -15
JS 6B -15
JS 22A -15
GS 4B -15
*Note:
The numbers correspond with disadvantage on block. So "-10" would mean i10 moves can punish you (IE Taki's A) and so on.
More to come...
Tira Move & Stance Study
I've been looking for some reference list that has all of Tira's transitions, self-dmg moves and stance properties for a while now. I haven't seen one yet so I decided to make one.
*Note that "(chance)" refers to the possibility & likelihood of changing stance.
Stance Transitions
-=-=-=-
A+K Transitions:
-=-
A+K_[A+K] 8-24 HP (low-moderate chance)*GI high/mid A's and B's
BT A+K_[A+K] 8-24 HP (low-moderate chance)*GI high/mid A's and B's
1K~A+K_[A+K] 8-24 HP (moderate chance)
BT B+KB~A+K_[A+K] 8-24 HP (moderate chance)
JS 2AB~A+K_[A+K] 8-24 HP (moderate chance)
JS 33_66_99B~A+K_[A+K] 8-24 HP (moderate chance)
JS B+K~A+K_[A+K] 8-24 HP (moderate chance) *when hit only
GS 2A+B~A+K_[A+K] 8-24 HP (moderate chance)
Other Transitions:
-=-
“Taking damage:” Guaranteed transition when you lose about 60% of your health.
Being "Ringed Out:" Not a guaranteed transition but the likelihood is very high.
K+G (high chance) *Only manual way to transition without injury
JS 44K_44[K] 5-8 HP (moderate chance)
GS 44K 5-8 HP (low chance)
JS B+K (guaranteed ~GS if hit) *GI's High/Mid
GS B+K (guaranteed ~JS, ~GS high chance) *Gi's Mid/Low
GS 4B:B (rare chance) *only seen it happen a couple times
GS 66B 5-8 HP (high chance)
GS 66K 1-4 HP (rare chance) *only seen it happen a couple times
Notes:
44K, B+K are available in both stances with similar executions, however since their hit properties are different they are listed twice. Also if you press "Retry" in a verses match your stance will carry over in the new match.
Moves available in Both Stances
-=-=-=-
AA *more dmg in GS
3A *more dmg in GS
1A
4A:A
FC 2A
WSA *more dmg in GS, GS version safer, hs (JS WSA punishable by most K’s, GS WSA punishable by Taki’s A)
7_8_9A
BT A
BT 2A
BB *more dmg in GS
6B *more dmg in GS, GS version is safe, hs (JS 6B punishable by pixies' BB)
6B8 *more dmg in GS
JS 3B *launches
GS 3B *stuns
2B *more dmg in GS
1B *more dmg in GS, GS version is safe, hs (JS 1B punishable by X/Y/Taki’s A_Amy’s 6BB)
FC 2B
WS B *more dmg in GS
7_8_9B
BT B
BT 2B
K
6K *more dmg in GS, GS version is safe, hs (JS 6K punishable by X/Y/Taki’s A_Amy’s 6BB)
2K
1K
4KB
FC 2K
WS K *more dmg in GS, shakeable CH stun in GS
7_8_9K
BT K
BT 2K
A+B
6A+B
6A+B~G
4A+B
4[A+B]
JS B+K *absorb hit ~GS
GS B+K *auto Counter ~JS, (~GS)
4B+K
WS B+K
A+K *GI High/Mid A's and B's
[A+K] *GI High/Mid A's and B's
K+G *(high chance)
BT A+K
BT [A+K]
BT B+KB
11_77A
11_77B
22K *more dmg in GS, GS version is safe, hs (JS 22K punishable by Taki’s A)
88K *more dmg in GS
11_77K *more dmg in GS
JS 44K 5-8 HP (moderate chance)
GS 44K 5-8 HP *safe (low chance; JS 44K unsafe, causes a shakeable self-stun)
JS [6 ]K
GS [6 ]K
Throws *more dmg in GS
7_8_9B+K~UD
UD>A
UD>B
UD>K
JS exclusives
-=-=-=-
6AB
2AB
4B
3K
2A+B *GI Verticals
66AA
22_88A
44AA
44A2A
44AB
33_66_99B *more dmg off 33_99
22_88B
44B *same as 11_77B
66K
Notes:
A+K transitions, 44K, and B+K (Auto GI) are the only ways you can inflict self-damage in JS.
JS 44K, GS 44K, GS 66A, and GS 44B are unique in that they will not inflict self-damage when you wiff. However JS 44[K] will inflict self-damage on wiff.
GS exclusives
-=-=-=-
2A
6A~AAAA 1-5 HP
6BK
6B~K
4BB (rare chance)
3K
3K~A
2A+B
33_66_99A 1-4 HP *more 6’s more dmg
22_88A 4 HP
44A 2-5 HP *more 4’s more dmg
66B 5-8 HP *more 6’s more dmg, (high chance)
33_99B
22B 2 HP
88B 2 HP
44B 2-5 HP *more 4’s more dmg, GI's highs
66K 1-4 HP *more 6’s more dmg (rare chance)
Notes:
GS exclusives that WON’T damage you:
=
2A
6A *1st hit only, not the followup
6BK
6B~K
4BB (rare chance)
3K
3K~A
2A+B
33_99B
List of all Self-Damaging Moves
-=-=-=-
All A+K Transitions 8-24 HP
JS_GS 44K 5-8 HP (On hit or block, no loss on whiff, low-moderate chance)
JS_GS B+K (Auto Counter, “JS” guaranteed ~GS if hit, “GS” guaranteed ~JS, ~GS high chance)
GS 6A~AAAA 1-5 HP
GS 33_66_99A 1-4 HP (no loss on whiff)
GS 22_88A 4 HP
GS 44A 2-5 HP
GS 66B 5-8 HP (high chance)
GS 22B 2 HP
GS 88B 2 HP
GS 44B 2-5 HP (no loss on whiff)
GS 66K 1-4 HP (rare chance)
Safety List
-=-=-=-
AA
3A
FCA
BTA
BT2A
BB
6B8
2B
BTB
BT2B
K
BTK
4A+B
4B+K
33_99K
JS Only:
-=-
3K
44AA *2nd hit
22_88B
66K
GS Only:
-=-
2A
6B *JS version unsafe (Pixies’ BB)
1B *JS version unsafe (Taki/X/Y A, Amy 6B)
FC2B
3K
2A+B
33_66_99A 1-4 HP
22_88A 4 HP
66B 5-8 HP (high chance)
33_99B
22B 2 HP
44B 2-5 HP
22K *JS version
44K 5-8 HP (low chance)
Near-safety list:
-=-=-=-
JS 22K -10
GS WSA -10
=
1A -11
WSK -11(~12?)
JS 1B -11
JS 6K -11
GS 3K~A -11
=
3B -12
8K -12
=
8A -13
2K_FC2K -13
11B -13
11K -13
JS WSA -13
GS 66K -13 1-4 HP (rare chance)
=
4A -14
11A -14
GS 6A~AAAA -14 1-5 HP
=
1K -15
4KB *2nd hit -15
A+B -15
JS 6AB *2nd hit -15
JS 6B -15
JS 22A -15
GS 4B -15
*Note:
The numbers correspond with disadvantage on block. So "-10" would mean i10 moves can punish you (IE Taki's A) and so on.
More to come...