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.