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.