Tira's top 10 moves

nk1124

[08] Mercenary
I'm "new" to soul calibur after not playing since 2, but I would like to learn playing Tira. Something often seen on the Tekken boards in the char subsections is a discussion on what your 10 favorite moves or what you think are the 10 best moves. I know everyone has probably only played the game for a day or so now, but what's your top 10?
 
GS 3B
22A
GS 3AA
2K
3K
JS 4k
WR B
WR K
JS 66A(A)
GS 2A

Unless I'm missing something, which I probably am, I can't really see any reason to use GS 4A over 3B in any situation, aside from a RO.

wtf is GS 33B
 
Meant GS 33A. GS4A and GS3B are for different uses. As good as 3B is, it's punishable on block up close and is linear. 4A is an awesome move that is faster than 3B, kills step, cool on block and gives you a guaranteed 666B / BE on normal hit.
 
Doesn't GS 4A track both sides while GS 3B only track one side? GS 4A is also better on block I believe.
 
Moroha: GS 4A is 2 frames slower than GS 3B.

Minerva_SC: GS 4A is 0 on block with some pushback. Use it to get some breathing room, mixup at neutral, or for a safer TC.

Draco: Not sure yet but I'd assume with the much improved stepping GS 3B would be linear as all heck. It'll be the braindead whiff punisher of choice.
 
Just recently started playing her again....I think she is much better than her sc4 counterpart...but my list nonetheless:

GSAA
GS3B
WRA
WRK
22A
GS3AA
2K
2B
JS4B
GS6A

Honorable Mentions:
1K(JS and GS)
JS66B
GS66A
 
I figured this should be reviewed
In no order

GS 44K
GS 66K
GS 6A
GS 666B
GS 4A
JS 44K
JS 66K
JS 22_88B
FC 2A
GS 3B still has to be there even though unsafe.
JS 44K is good but leaves you BT, so limited options, I don't think it can be top 10.
Now that GS 4A is average on hit, I don't think it can be a top 10 move
 
GS 3B still has to be there even though unsafe.
JS 44K is good but leaves you BT, so limited options, I don't think it can be top 10.
Now that GS 4A is average on hit, I don't think it can be a top 10 move

I like JS 44K personally. If i get it to hit i have +8. Players are expecting BT BT B+to follow, however ive started to move in close and throw them. This is done similar to a move like JS 22B on hit. You're not in a major disadvantage, youve at least created enough distance for it to only be unsafe from very little of moves. I guess its fair to say that i also included it to balance the moods out. Ill reconsider it anyway.

GS 4A is used in most combos.
GS 6A is a far better move for zoning, it's stun property and safety.
GS 3B has big TC frames, a combo starter and can be used during 8-way-run.
2A+B
So its a toss between those 4 for me.
 
Gloomy Side

Wailing Minerva ( 6A ) Very strong poking technique
Murderous Vibrato ( 44A ) High damage output, and good for using against defenseless downed opponents
Hiisi Gigue Cannon ( 666B )
Shriek Noise ( 3A,A)
Chattering Pinion ( 44A)

Jolly Side

Flageolette Fin ( 66AA)
Ring Con Sordino (1A)
Snare Robin (6AB)
Retro Noise ( B+K, B)

Updraft

Giving Talon Thrust ( B while in Updraft )
 
I agree with that...WR K is a very good move.

Jolly wr K is not steppable?? Much better then Gloomy. And she says "nope", its like denied biatch. Everyone gets caught by it.

Or am I being dim and remembering an SCIV thing? Are they still different.
 
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