Tira Guide: From Beginner to Emo Master
Version: 1.00
Date: 27th of October, 2008
Game: Soul Calibur 4 (Playstation 3 and Xbox 360), version 1.03
By: Matt (Shadius) Carrigg
Email: Gigaszero@hotmail..com
COPYRIGHT 2008 Matt Carrigg
-This document is protected under copyright law, and is the sole property of
Matt Carrigg
-Soul Calibur, Tira and all other character, item, and move names created
by Namco-Bandai Games within this guide belong to Namco-Bandai Games.
---[*(Introduction)*]---
The Reason for me making this guide is for the fact that
no one really understands how to play tira correctly
(Besides a few people). Alot of people think she is bad
because she deals damage to herself with some of her
moves when really she has some good tools (along with
some bad of course) and is really fun to play with.
With in this guide is Tira's move list, combos,
tech traps, and more. Anyone who actually studies this
guide can become good enough to go to a tournament
and get some wins.
I do not claim ownership of all material in
this guide for not all of it is mine. However I do claim
ownership over all the explainions.
Table of Contents
1. Terms
2. Move List
3. Stance and Move Infomation
4. Game Plan
5. Frame Data (Imcomplete)
6. Punishes and Ring-out Moves
7. Tech Traps and Setups
8. Becoming an Expert
9. Wrap Up
Terms you will need to know
Numbers: Everyone has heard of these numbers somewhere,
for those you don't know every direction on your
D-pad/Analog Stick as a number
Down Back - 1
Down - 2
Down Foward - 3
Back - 4
No Direction - 5
Foward - 6
Up Back - 7
Up - 8
Up Foward - 9
Take some time to remember theses, it will make learning so much easier.
Arcade Commands: also known as A, B, K and G. Alot of people know
what these buttons are but some still don't know.
(Basic Control Mapping)
X = A
Y = B
K = K
A = G
JS - Jovial Side
GS - Gloomy Side
BF - Best Frame aka Just Frame
What are frames?
Frames are what are used to determine the speed of movement
in a game/movie/show. In terms of fighting games, the lower the
frames the better and faster, the higher the frames the slower and
some what less useful. Frames are usually typed out with i in
front of the numbers (Ex: i12 = 12 frames)
Safe and Unsafe Moves
Safe moves are something you cannot be punished for using
(Punishing will be intro'd after this section) because the negative
frame rate on hit or block isn't to high. Unsafe moves are something
you can be punished for, theses moves have high negative frame
rate on block or hit. (also to be explained later on) which (if it hits or
gets blocked, depending on how unsafe it is) will not allow you to block
afterwards, unlike after a safe move.
Negative Frame Rates
Almost every move has a negative frame rate on either hit or block,
sometimes even both. Negative frames raise the frame rate of your
next move. Example, if you use a move that is -4 on block and it
gets blocked by your opponent, afterwards you try for a move that is
i12, instead of being i12 it becomes i16, meaning your opponent has a
chance to switch the battle in your favor.
Punishment
After you block a move that is unsafe or makes it so that your
opponent's moves come out slower then yours, you can use one
of your moves to punish them. A example of punishing is when
your opponent does a move that is -i>17 on block, if you are
using Tira you have a few options, like BB, GS 6Aaaaaa,
6K, etc....
Move List
Natural combos (NC)
AA (JS 16, GS 22)
BB (JS 26, GS 32)
4KB (35)
4B+K (22)
JS 66AA (37, 35 if done with 33_99)
GS 6Aaaaa (45)
GS 3Ka (32)
1A
-JS 22_88 B (42)
-JS 44B (38-44)
-GS 66B (38-57)
4A:A
-AA (44)
-K (42)
-44K combos
88K
-2K (24)
-2B (27)
4A+B_4[A+B]
-7_8_9KB (53)
-7_8_9KK 1B (62, near wall or corner)
-GS 2A+B (36)
-JS 6AB, BT B+KB (64)
-GS 66B (32)
-GS 66K
-JS 2AB, W!, JS 2AB, JS 22_88B
-4A:A combos
-GS 6Aaaaa, W!, GS 6Aaaaa
-GS 66A
-JS 22_88B, JS A+B
-4B+K_AA_BB
-JS 3B, W!, 66B, A+B
-JS 3B, W!, 22_88B, JS 44K combos
-JS 3B, W!, 22_88B, A+B
-GS 66K
WS B+K
-B (46)
-K, 1B (53)
-K, GS 66B (55)
JS 3B
-44K (30)
-66K (34)
-44K, GS 66B (48-73)
JS 66B
-66K (36)
-slight delay 66AA (45)
-4A:A (40)
-44K (32)
-44K, GS 66B (49)
JS 4KB
-22_88B (53, must be close)
-44B (53)
GS 22_88A
-66K (48-55)
GS 3B
-1B (40)
-22B, 66B (60-75)
-44K, GS 1B
GS 4KB
-66B (50, must be close)
-11_77B (48)
GS 44K
-GS 44K, JS 1B
-GS 44K, 66B
-GS 44K, 44K, 66B (if first 44K is JS, near wall or corner)
-GS 88B, 22_88A, A+B
GS 66K
-1B (38)
GS 2A+B
-6Aaaaa
-1B (39)
-66B (40)
UD B
-JS 3B (50, if in front of opponent)
-GS 66666B (62, if in front of opponent)
-JS_GS BT 2B (50, if behind opponent)
UD K
-GS 66B (41 if the UD K hits low, 54 if mid)
Natural Combos on counter hit (NCc)
A+B (27)
JS 2AB (24)
JS 6AB (34)
GS 44A 2A (34)
GS 44AB (32)
9K
-B (56)
88K
-1B
-44K, GS 66B
-44K, 3B
GS 4BB
-6Aaaaa (66)
-22_88A, A+B (76)
-6B (66)
-9KB_K
JS 11_77B
-BT B+K, B (58)
JS BT B+K
-B (2nd hit only), 66K
-B (2nd hit only), 22_88B
-B (2nd hit only), 66B
GS 88B
-22_88A, 44444K, 44444K, 66666B (89)
-22_88A, A+B (58)
-44444K, 44444K, 66666B (78)
-66K (60)
GS 2A+B
-4A:A, 44K, GS 66B (62)
-22B, 66B
-66K (61)
-A+B
Stun combos
JS 44K (shakeable)
-JS 44K, GS 66K (74-80)
-JS 44K, GS 11_77B, BT B+KB (79)
-GS 2A+B combos
-GS 88B, 22_88A, A+B
-GS 3kA, 11_77K, BT B+KB
-GS 44K, GS 66B
-GS 44K, 44K, 66B (if first 44K is JS, near wall or
corner)
-GS 88B, 66K (75)
GS 44B (unshakeable)
-88B, 66K (63)
-88B, 22_88A, A+B (61-76)
-4BB, 22B, 66B (86-127 if they tech)
-4BB, 22_88A, 4A:A, 44444K, 66666B
-4BB, 22_88A, A+B (76)
-44K, 66B
-3kA, 11K, BT B+K,B (70-85)
-3kA, 11K, BT 2K, 66B (67-87)
-3kA, 44K, 66B (61-83)
CH GS WR K (shakeable)
-66B (48)
-GS 3B, 22B, 66666B (98)
-88B, 22_88A, 44K, 44K, 66B (76)
-3kA, 44K, 66B (up to 101, must be close)
-2A+B, 66K
Wall combos
GS 88A W!
-88B, GS 66K (up to 80)
-3B, 22B, GS 66B (up to 79)
-3B, 22B, 3B (72)
-9KB (56, opponent back against wall)
4A+B
-JS 2AB, W!, JS 2AB, JS 22_88B
-GS 6Aaaaa, W!, GS 6Aaaaa
-GS 88B, W!, GS 3B, GS 44K combos
-GS 88B, W!, GS 3B, GS 22B, GS 66B
-GS 88B, W!, GS 66K
-GS 88B, W!, GS 3kA, GS 22B, GS 66B
-GS 88B, W!, GS 88B, W!, 88B, 1B
Tira Stance & Move Study
*Note that "(chance)" refers to the possibility & likelihood of
changing stance.
Stance Transitions
-=-=-=-
A+K Transitions:
-=-
A+K_[A+K] (low-moderate chance)*GI high/mid A's and B's
BT A+K_[A+K] (low-moderate chance)*GI high/mid A's and B's
1K~A+K_[A+K] (moderate chance)
BT B+KB~A+K_[A+K] (moderate chance)
JS 2AB~A+K_[A+K] (moderate chance)
JS 33_66_99B~A+K_[A+K] (moderate chance)
JS B+K~A+K_[A+K] (moderate chance) *when hit only
GS 2A+B~A+K_[A+K] (moderate chance)
Other Transitions:
-$=-
“Taking damage from your Opponent”
K+G (high chance) *Only manual way to transition without injury
JS 44K (moderate chance)
GS 44K (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 (high chance)
GS 66K (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.
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 A, Amy 6B)
FC2B
3K
2A+B
33_66_99A
22_88A
66B (high chance)
33_99B
22B
44B
22K *JS version
44K (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 (rare chance)
=
4A -14
11A -14
GS 6A~AAAA -14
=
1K -15
4KB *2nd hit -15
A+B -15
JS 6AB *2nd hit -15
JS 6B -15
JS 22A -15
GS 4B -15
Game Plan
The point of playing Tira is to trick the opponent.
She has the ability to confuse the opponent and
to deal good damage. Tira is also good at whiff
punishing (meaning if someone's move cuts the air,
you can hit them with a move before they can block).
Where she is good however she is also bad, Tira lacks
the ability to keep control over her opponent, she's pretty
unsafe and she only has a handful of good moves.
Start of a round
-JS-
Ok if you start in JS you have a few options
66AA
66AA beats out most running moves, it's unsafe but
at the beginning of the match, BUT since your opponent
will either try to run after you or step back,it's a hit or
miss. 66AA also tracks so people who side step will get
hit by it unless they block on reaction.
88B
88B is a good starting move because you can start side
stepping and if the opponent comes after you, you can
hit B and it will interupt most moves that the opponent
can throw out at you.
66K
66K allows you to get nice and close with your opponent,
which in most cases is good. This allows you to try to
guess on what your opponent will do, then you can react
afterwards.
-GS-
66K
This is a ok move, it's unsafe but on counter hit it does
a special animation. You can just frame this move and
it will also beat out alot of moves at a beginning of a
match.
88B
Again, ok move, beats out alot of stuff, it's pretty safe
to my knowledge (Only 236B punishable) and on counter
hit you can get a lot of damage done.
(My personal best - 130).
88A
Short range but beats out alot, stops stepping and drops
the opponent to the ground on hit.
Short Range
2A
Interupts alot of moves, has a follow up, first move is safe.
It's a underused option that can win a match or save you.
2K
Like other 2K's but has more range.
BB
Like other basic BB's
AA
Unsafe but fast.
4K
A ok option, decent speed and recovery time and it even
has a follow up. It can be punished by fast moves and
236B however.
JS 88B
Has a miniture step to it, safe and it beats out a lot moves.
3A
Decent poke, semi-safe, and it tracks meaning no side-steping.
6K
Really good poke and punish, it's safe and semi-tracks.
2B
Good poke, leaves you crouched which means WS K can
be used afterwards.
GS 6Aaaaaa
Really good punish and poke, it's safe and I love this move.
Mid and Long Range
JS 66AA
Just like the start of the match.
6B
Good poke, safe from a distance.
1A
Almost safe, a good low but becomes predictable after
a few uses. 44K is auto-hit if timed right.
JS 6AB
Mid-range poke with follow-up, if they follow-up counter
hits it will launch the opponent and you will get a free
BT B+K B.
JS 44B/ GS 11B
Same move as the followup for JS 6A.
GS 66K
Same reasons as the opening moves.
GS 44A
OMG WHIFF PUNISH!!!!!!!!. Move has built-in side step, has good range
it's safe, it can be used as a poke or a punish. A must use.
Of course theres move moves then this but for starting out this will
probably be all you should use. Each Tira is unique but every Tira
uses some of theses moves. Take from this and build off it to
make your Tira your own.
Frame Data
Not Complete
In JS
i11
44K
i12
K
i13
1A
i17
WS K
i18
2A
In GS
i11
44K
i12
K
i14
6A
i17
WS K
3B (-11//)
JS 22B (+3//)
From Tactics Symposium for reference:
i12: JL 44K
i13: JL K/JL FC 2A
i14: JL A/GL 6A/JL 6B8
i15: JL 2K/JL FC 2K/GL 3K
i16: JL B/JL 2B/JL 1B/JL 6A/JL 6K/
JL FC 2B/JL A+B/GL 2A
i17: JL WS K/JL 66K/A+G_B+G
i18: JL 2A/JL WS B/GL 66B/JL 11K
i19: JL 3A/JL 3B/JL 4B/JL 6B/JL
WS A/GL 66A/GL 3kA/GL 66K/JL 66A
i20: JL 44A/JL 22K/GL 22A
i21: JL 3K/JL 1K/JL 4B+K/GL 88B
i22: JL 22B
i23: JL 22A
i24: JL 66B
i25: JL 11A/JL 33K
i26: JL 4K/GL 2A+B/JL 44B/JL 88K
i27: GL 44A/GL WS B+K
Punishes (Not Complete)
Algol
--------------------
6BBB-AA,BB,6K,44K,6aa Gs
6AAB-AA,BB,6K,44K,6aa Gs
66BA-6K(corner 3B,AA,BB,44K,6aa GS)
6KK-FC A,FC B
3B-44KAA,BB,6K,6aa GS
11A-FC A,FC B
3AA-AA,BB,44K,6K,6aa GS
-------------------------------
Amy
1A-Ws b
6B,B,B-AA,6aa GS
4K,K-AA
4A-AA.BB,6k,6aa GS
--------------------------
Asta
-----------------
6A,B-AA,BB,6aaa GS
1k,A-If they go for the A ws B will interrupt
ws k-AA
---------------------
Cass
-------
1B-Ws k
236 B (jf)-AA
236 A,B-FC a,Fc b,Fc k
44B+K-ws k
3B-AA,6aaa GS
2B,B-3b
B+K,B-AA,BB,6aaa GS
3K-3b
4A,B-K interrupts before B
6K-AA,6aaa GS
---------------------
Cerv
$--------------
3b-AA,K
2A+B-Fc a,Fc b
3a,b-AA,6aaa GS
8A+B-3b
B,B,B-ws a,ws k (ws b only when back to wall)
1a-Fc a,Fc b,Fs k,2k
ws B-3b
11a,a-ws b
------------------------
Hilda
-------------------
1k,k-6k
22A,B-AA,6k
ws A+B-AA,6aaa GS
2A+B,k-AA,BB,6aaa GS
1k-ws B
33k-AA,6aaa GS
--------------------
Ivy
-------------
CL
44B,B-6k
236B,B-66k
214B-ws a,ws k
66b,A-AA,6aaa GS
ws A+B-wait for second hit then 8B+k,B
WP
1A,A-ws k
3B-AA,BB,6k
44B,B-666666k,6666666a GS
9gB-6k
22B-AA,BB,k
66B-AA,K
SW
1A-AA,K
9B-AA,6aaaa GS
11A-AA,BB,6aaa GS
33A-K
22B-AA,K
22K-ws b
ws B-AA,K
-------------------------
Kilik
------------
46B-aa,6aa GS
22B-AA,BB,6aa GS
66K,K,B-AA,6K,BB,6aaa GS
1B-AA,6k,6aaa GS
2A+B-FC A,FC B
1/3 A+B-WC A,WC B
-----------------------------------
Lizzy
------------
2B,K-3B
ws K,K,K-66k,3B(back to corner)
33B-6K,44K
11_77B-AA,44K,6aa GS
1k-ws B
44K-44K
66B+K,A,B-AA,44K,6aa GS
-------------------------------------
Ringout Moves
Any Stance (JS or GS):
-1A
-3B
-4K,B (Opponent must be right on the edge)
-9K
-CH wsB_9B
-CH 22K
-A+G
-Left Side Throw (ROs to the right-ish)
Jolly Stance (JS):
-99_66_33A,A (ROs to the left)
-22_88A (ROs to the left)
-99_66_33B
-99_33K (ROs to the left)
Gloomy Stance (GS):
-6A,Aaaa
-22_88A
-88B
-BF 44A (reverse ring out!)
-BF 66B
-CH 6Bk
-CH 4BB
-CH 2A+B (66A is the best followup for max RO distance)
-CH BF 66A
Of these moves, the main ones of note would have to be:
-A+G (Front RO throw, enough said)
-3B (66K followup from JS seems to be best)
-CH wsB_9B (Pretty far ring out)
-JS 99_66_33A,A (Far whiff punisher RO)
-JS 99_33K (Closer whiff punisher RO)
-GS BF 44A (Holy crap, reverse RO!)
-GS BF 66B (Far RO from a pretty safe and damaging Mid)
GS B+K Interrupt Punishment List
Algol:
-6A,A, (B)
-623A,(B)...
-3B,(B)
-4B,(A+B) (reflects the projectile :p )
-6K,({K})
-66B,(A)
Amy:
-4B,(B)
-6B,B,(B)
-1K,(A)
-4K,(K)
-4B+K,(B)
-236K,(K)
The Apprentice:
-A,A,(B)
-6B,(3B)
-B+K,B,(6B),(3B)
-33_99B,(B)
Astaroth:
-A,(B)
-6A,(B)
-B,(B)
Cassandra:
-3A,(K)
-4A,(B)
-2B,(B)
-2B,(8B)
-B+K,(B)
-33_99K,(A+K)
-33_66_99B+K,A,(B)
Cervantes:
-B,B,(B)
-B,B,(4B+K)
-6B,(B)
-4K,(K)
Darth Vader:
-B,(B)
-3K,(B)
-B+K,B,(B)
Hilde:
-3B,(B)
-22_88A,(B)
Ivy:
-CS wsA,(A)
-CS B,(B)
-CS (wsA+B )(second hit)
-CS 44_11_77B,(B)
-WS B(B)
-WS 4A+B,(B) (must be close for throw to connect)
-WS 44_11_77B,(B)
Kilik:
-A,A,(B)
-3B,(B)
-B,(B)
-4A+B,B,(B)
-B+K,(6B)
-22_88A,(B)
-66_33_99,(K),(B)
Lizardman:
-2B,(K)
-wsK,(K),(K)
-44A,(B)
-66B+K,A,(B)
Maxi:
-6B,(B)...
-4(A+B) (second hit)
-44A,(B)
-LI A,(A),B
Mitsurugi:
-FC1B,(B)
-4K,(B)
-(A+B) (second hit)
Nightmare:
-A,A,(B)
-3A,(A)
-wsA,(A)
-B,B,(B)
-4[K],(B)
-22_88A,(B)
Raphael:
-6B,B,(B)
-FC3B,(B) (even if you get hit with the FC3B)
-22_88A,B,(B) (even if you get hit with the first B)
-VE B,(B)
-Prep B,B,(B)
Rock:
-B,(B)
-6(A+B) (second hit)
Seong Mi-Na:
-A,A,(B)
-wsA,(A) (must be close)
-B,B,(B)
-6B,(B)
-1B,(K)
-6(A+B) (second or third hit)
-4A+B,A,(B)
-4A+B,4(A+B)
-2(B+K) (second hit)
-33_99A,(A) (must be close)
-66K,(K)...
-33_99K,(B)
Setsuka:
-6A,(A)
-1B:(B)
-FC3B:(B)
-44B,(A)
Siegfried:
-B,(B),(B)
-4B,(B),(B)
-22_88K,A,A,(B)
-22_88K,(K)
Sophitia:
-6A,(B)
-4A_4[A],(B)
-2B,(B)
-2B,(8B)
-K,(K)
-B+K,(B)
-8A+K,(B)
-11_77A,(A) (even if first A hits)
-66_33_99B+K,A,(B)
Taki:
-wsA,A,(A)
-B,A,(6K)
-B,(B),(B)
-3K,K,(K)
-FCA+K,(K)
-22_88K,(A) (even if the K hits)
-WindRoll1 B,B,(B)
Tira:
-4K,(B)
-BT B+K,(B)
-JS 44A,(A)
-JS 44A,(B)
-JS 66_99_33A,(A)
-GS 6A,(A)...
-GS 4B:(B)...
Voldo:
-6B,(B)
-3B,(B)
-44B,({B})
-BT 6A,(B),(B)
-BT B,(B)
-BT 33_99B,(B)
Xianghua:
-A,A,(B)
-a(K),(K)
-wsA,(A)
-6B,(A)
-4B,(B)
-1kA,(A),(K)
-6(A+B) (second hit)
-4(A+B) (second hit)
-66B,(B)
-33_99(B) (second or third hit)
-44K,(B)
Yoshimitsu:
-6A+B,B,B,(B)
-3B+K,(B)
-9B+K,(K)
-33_99B,(B+K),A+B,(K)
-Intimidation (B) (second hit)
-Reflect B,(K)
Yun Seong:
-6B,(B)
-77_88_99K,K,(B)
-22_88A,(B)
Zasalamel:
-1B,(B)
-6k(B)
-6(A+B) (third hit, and works even if the first two connect)
Tech Traps
4KB, 9B
(near wall; works on normal, forward, and backward)
CH 11_77B
(auto follow-up is a tech trap; works on normal, forward,
and backward [near a wall])
GS 44K, 9B
(81, works on normal, forward, and backward)
1A/88K, 44K
(44K is auto-hit after, in JS there is a
bit more recovery time then in GS; Yet you can still attack
afterwards.)
3B, 6A+B
(Auto-hit after 3B because of 3B's recovery time, so even if
the opponent tech rolls it will still connect.)
2A+B against grounded (Stops opponent from teching and
gives you options afterwards.)
Setups
Depending on your strat with Tira, you can mix it up and
trick your opponent. This is what makes Tira one of my
favorite characters.
- Don't always use follow ups, start
without finishing strings then
start finishing them
This will confuse the opponent and give you
a free hit most of the time.
- If your opponent doesn't react,
give them a hug!
If your opponent keeps blocking after a string,
after a while grab them, when they get used
to that launch or knock them down!
Becoming a Expert
Theres multiple types of Tira Experts
Knowledge of the Emo
These types of experts *like myself* know
ALOT about Tira yet they can't use all of
it in game. These people know all current
combos, good moves, traps, and more. These
are also the people who come up with the
new combos and traps.
Warriors of the Emo
These are the people who can play
Tira really good yet they don't full
know all there is to know about Tira.
Grand Emo........of the Emo
These are the mix of the two, I've only met about 2.
Theres no true way of becoming a expert
for any character. Yes there is different
types but to become a so called "expert"
you just need to learn and watch your
character grow. As you learn more
about your character you become better,
ways to test this is to post infomation,
go to tourneys and more. To tell the truth
a while ago I didn't think I was good with Tira,
I posted my first bit of infomation and after
that I started to learn more and more. All you
need to know is don't be afraid and keep
aiming higher!
!~Wrap up~!
The real point of this guide is to encourge people
to play Tira. This is really just a good starting
point for players, which is what a character guide
should be. Each person should learn that they are
what makes how they play. I hope this helped
someone out, good luck and hit me up if you
ever need help.