Breakers Revenge/Tia: Difference between revisions

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[[Image:BRTiaStance.gif|left]]
{{Infobox Character BreakersR
[[Image:BRTiaVictory.png|left]]
|name=Tia
=Introduction=
|filename=Tia
Tia is a kickboxer from Thailand searching for her brother (who, unbeknownst to her, met Bai-Hu and was brutally murdered).  [[Sho_(BR)|Sho]] bears a passing similarity to her brother, as she notes in the game.
|defense=118
|stun=2976
}}


=Moves List=
==Move List==
===Normals===
<big>'''Standing'''</big>
------
{{MoveData
|image=BreakersR_Tia_5A.png
|caption=
|name=
|input=5A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


==Normal Moves==
*Suplex - F/B + HP while close
*Kick to Earth - F/B + HP/HK close while both players are airborne
*Double Shot - LP + HP.  Tia does a 2-hit combo on the opponent.  It is breakerable in between the two hits, but the first hit can be canceled into a HP Rising Upper for big damage.
*Crescent Kick - LK + HK.  Tia does a 2-hit kick where the second hit is an overhead.  It is breakerable in between the two hits and overall worthless.  Use sparingly.
*High Fist - U + P in air.  Hits above Tia and has a ton of priority.


==Special Moves==
{{MoveData
[[File:TiaGale.gif|none]]*Rapid Gale - QCF + P. Tia punches out a disc projectile that travels nearly a full screen length before disappearing.  Good fireball for medium or medium-long range but risky up close because of startup time. LP version travels slower than HP version.
|image=BreakersR_Tia_5B.png
* In the corner, Tia can combo from a spaced LP Rapid Gale into a dashing normal. st. HP and cr. HK appear to be the most consistent; HP for cancels and HK for a good old fashioned knockdown.
|caption=
[[File:TiaUpper.gif|none]]*Rising Upper - DP + P. Tia does a dragon punch. It has a ton of invulnerability and is one of her best moves. It is great as an anti-air attack but it is good in combos, too. HP version hits more times and is better in combos, LP version is better to use outside of combos.
|name=
[[File:TiaSpike.gif|none]]*Soul Spike - QCB + K (ground or air)Tia pulls off a forward flip and drops her heel on the opponent's headCan be done in the air and canceled from jumping attacks on hit or block!. Grounded, this is NOT an overhead. The air version is excellent for mixup and air combos; the ground version is much more unsafe in combos but can be used to close the distance between players during a blockstring.
|input=5B
* Projectile Invincible
|data=
* HK Soul Spike is awesome. When canceled from a jumping normal, you're plus enough to link into cr. LP, cr. LK, st. LP + HP xx HP Rising Upper.
  {{AttackData-BreakersR
[[File:TiaMirage.gif|none]]*Mirage Spear Kick - Tap K rapidly. Basically a Lightning Kick with slight horizontal range. Takes a while to start up, so sees little use.
  |Damage=
|Guard= {{Mid}}
|Stun=
  |Properties={{Specialcancel}}{{Supercancel}}
  |Startup=
  |Active=
  |Recovery=
|Adv. Hit=
  |Adv. Guard=
  |description=
}}
}}


==Super Moves==
[[File:TiaCharge.gif|none]]*Rapid Change - QCFx2 + P.  Great move.  Not invulnerable at the start but it can duck under some moves at the start, like fireballs.  Leaves her extremely vulnerable on whiff so use mainly in combos.
[[File:TiaFlash.gif|none]]*Cutlass Flasher - QCFx2 + K.  Overhead, can be used in juggles/combos.  Also leaves Tia extremely vulnerable on whiff.  This move can be used for mixups but really isn't that great. Most opponents will react to the super flash and block high, but somebody might get hit by it.
[[File:TiaRevolver.gif|none]]*Burning Revolver - QCBx2 + P (ground/air); use U and D to steer.  This move has startup invulnerability and is a decent reversal, although Rising Upper is probably better.  The invulnerability doesn't last long and fireballs and a lot of air moves will beat it.  Can also be used in combos.
* This is your best option for chip kills, as the entire move connects on block.


=The Basics=
{{MoveData
This isn't finished! But there's still some great stuff here!
|image=BreakersR_Tia_5C.png
|caption=
|name=
|input=5C
|data=
  {{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


*Notable normals
**st.D - Great anti-air!
**Jumping Up+C - Another awesome anti-air and air-to-air.  Do this super early in your jump it works awesome as an anti-air and leads to big damage!
**Jumping B - A crossup and a good jump in attack.
**Jumping C - Another great jump in, but it doesn't cross up.


*Crossups
{{MoveData
**Jumping B - Yeah this move is basically really awesome.
|image=BreakersR_Tia_5D.png
|caption=
|name=
|input=5D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


*Meterless combos
<big>'''Crouching'''</big>
**cr.b x2, LP+HP (one hit) xx Rising Upper (C version) - Basic bread and butter combo that can be performed off of her excellent crossup j.B.
------
**cr.b, st.a/cr.a, st.C, LP+HP (one hit) xx Rising Upper (C Version) - Another comboLeave out the cr.B if you want, you can land this off pressure with dashing A's.
{{MoveData
**st.C xx LP+HP (one hit) xx Rising Upper (C version) - Basic punish combo. Either far C or close C will work.
|image=BreakersR_Tia_2A.png
|caption=
|name=
|input=2A
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
  |Adv. Guard=
|description=
  }}
}}


*Combos with meter
**any combo above ending in LP+HP xx Rising Upper, sub the upper for Uppercut Super - Decent damage, make sure to manage your meter properly!
**Air-to-air j.Up+C xx Crack Shoot, Super - You can land here and do the Uppercut Super or even the Kick Super if you manage to juggle them really high.  You can even do Psycho Crusher but the Uppercut Super is the most reliable.
**Anti-air st.D, Uppercut Super - Sour damage but hey at least you're getting something.  St.D is fantastic anti-air so this combo could come in handy when you aren't spamming Rising Upper.
**Anti-air st.A, vertical jumping B (both hits) xx Crack Shoot, land, Super - Flash combo!  Do the vert jump B really fast.  The easiest super to land here is the Uppercut Super.


=Advanced Strategy=
{{MoveData
* LP + HP is your key to big damage conversions. Learning to cancel its first hit into Rising Upper or even Super will fill out your combos and make Tia even more dangerous.
|image=BreakersR_Tia_2B.png
* You can Kara-Cancel from st. HP or st. HK into Fireball to build slightly more meter. Both normals have audio cues to help with the timing.
|caption=
|name=
|input=2B
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


=Match-ups=


==Vs. Alsion 3:==
{{MoveData
A good matchup until Alsion 3 Teleport Slams you for a Poison mixup fortunately you will play a lot in the air rushdown gameplan and that is his weakness along with Mirage Kick zoning.
|image=BreakersR_Tia_2C.png
|caption=
|name=
|input=2C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=
|Properties={{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


==Vs. Condor:==
Don't spam projectiles, poke him a lot with standing B and Mirage Kick
==Vs. Dao-Long:==
Ground game its the best for Tia, Dao Long will play a lot of turtling and wait for your failed air Soul Spike
==Vs. Mahrel:==
Air Soul Spike its the genie killer, outside of that situation, Flamespin its your nightmare and approach a failed Ballon Burst
==Vs. Pielle:==
He is a bad imitation of you, but watch out with Lightning Sword, Air Soul Spike is the key for win commonly unless he see your distance and Zorro you.


==Vs. Rila:==
{{MoveData
She had good answers for your specials and super, a Rising Uppercut for a jumping or Killer Snake Rila or zone her with Mirage Kick its the best
|image=BreakersR_Tia_2D.png
==Vs. Saizo:==
|caption=
Saizo's projectiles are objectively better. Work your way in with Soul Spike. If you read a bad fireball, Super! "Hair" is very unsafe, make Saizo regret using it.
|name=
|input=2D
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=
|Properties={{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


==Vs. Sho:==
<big>'''Close'''</big>
A balanced matchup, Sho is better in close combat but you had the best medium distance control tools like a Mirage Kick or a backward air Soul Spike
------
==Vs. Tia (self):==
{{MoveData
"This Girl has no lows!"
|image=BreakersR_Tia_cl5A.png
|caption=
|name=
|input=5A
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_cl5B.png
|caption=
|name=
|input=5B
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_cl5C.png
|caption=
|name=
|input=5C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_cl5D.png
|caption=
|name=
|input=5D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
<big>'''Neutral Jumping'''</big>
------
{{MoveData
|image=BreakersR_Tia_njA.png
|caption=
|name=
|input=nj.A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_njB.png
|caption=
|name=
|input=nj.B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_njC.png
|caption=
|name=
|input=nj.C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_njD.png
|caption=
|name=
|input=nj.D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
<big>'''Diagonal Jumping'''</big>
------
{{MoveData
|image=BreakersR_Tia_djA.png
|caption=
|name=
|input=dj.A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_djB.png
|caption=
|name=
|input=dj.B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_djC.png
|caption=
|name=
|input=dj.C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_djD.png
|caption=
|name=
|input=dj.D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Command Normals===
{{MoveData
|image=BreakersR_Tia_5ACpng
|caption=
|name=Rush Blow
|input=5AC
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_5BD.png
|caption=
|name=Heel Break
|input=5BD
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties={{Ovrhd}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_j8Cpng
|caption=
|name=Uppercut
|input=Jump, 7~9C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Throws===
{{MoveData
|image=BreakersR_Tia_Throw.png
|caption=
|name=Suplex
|input=4/6C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Tia_Airthrow.png
|caption=
|name=Air Impulse
|input=Jump, Any direction+C/D
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Airthrow}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Specials===
{{MoveData
|image=TiaGale.gif
|caption=
|name=Rapid Gale
|input=236P
|data=
{{AttackData-BreakersR
|version=236A
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{proj}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Tia punches out a disc projectile, does not reach full screen.  Good fireball for medium or medium-long range but risky up close because of startup time.  LP version travels slower than HP version.
* In the corner, Tia can combo from a spaced LP Rapid Gale into a dashing normal. 5HP and 2HK appear to be the most consistent; HP for cancels and HK for a knockdown.
}}
{{AttackData-BreakersR
|version=236C
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{proj}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=TiaUpper.gif
|caption=
|name=Rising Upper
|input=623P
|data=
{{AttackData-BreakersR
|version=623A
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Startupinv}}{{Knockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Tia does a dragon punch.  It has a ton of invulnerability.  Great as an anti-air attack or breaker.
}}
{{AttackData-BreakersR
|version=623C
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Knockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Use the C version for combos.
}}
}}
 
 
{{MoveData
|image=TiaSpike.gif
|caption=
|name=Soul Spike
|input=214K
|data=
{{AttackData-BreakersR
|version=214B
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Tia pulls off a forward flip and drops her heel on the opponent's head.  Can be done in the air and cancels from jumping attacks on hit or block. The air version is excellent for mixups and air combos. The ground version is much more unsafe, but can be used to close the distance between during a blockstring.
}}
{{AttackData-BreakersR
|version=214D
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=HK Soul Spike is awesome. When canceled from a jumping normal, you're plus enough to link into cr. LP, cr. LK, st. LP + HP xx HP Rising Upper. (breakable link)
}}
}}
 
 
{{MoveData
|image=TiaMirage.gif
|caption=
|name=Mirage Spear Kick
|input=Kx5 (rapidly)
|data=
{{AttackData-BreakersR
|version=B
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Does excellent chip damage.
}}
{{AttackData-BreakersR
|version=D
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Requires faster mash.
}}
}}
 
===Supers===
{{MoveData
|image=TiaCharge.gif
|caption=
|name=Rapid Charge
|input=236236P
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Fast super. Low profiles moves at the start.
}}
}}
 
 
{{MoveData
|image=TiaRevolver.gif
|caption=
|name=Burning Revolver
|input=214214P
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Airok}}{{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=use 2/8 to steer.  This move has startup invulnerability and is a decent reversal, although Rising Upper is probably better. The invulnerability doesn't last long and fireballs and a lot of air moves will beat it.  Can also be used in combos.
}}
}}
 
 
{{MoveData
|image=TiaFlash.gif
|caption=
|name=Cutlass Flasher
|input=236236K
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{High}}
|Stun=
|Properties={{Ovrhd}}{{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description='''Overhead''', can be used in juggles/combos.  Also leaves Tia extremely vulnerable on whiff.  This move is a total knowledge check outside of hit confirms. Since Tia's other two super moves are mids, an opponent who knows the matchup can block high after any super flash and net a punish.
 
Don't expect to hit many people with this.
}}
}}
 
==Combos==
*'''Meterless Combos'''
**2B, 2B, 6AC (one hit) xx 623C
 
*'''Combos with meter'''
**2B, 2B, 6AC (one hit) xx 236236P
 
<youtube>https://youtu.be/KzufkMx_XRs</youtube>
 
==Advanced Strategy==
*Tia can instantly block, attack, or jump out of forward dash.
 
== Kara Cancels ==
* You can Kara-Cancel 5C/D into Fireball to build slightly more meter. Both normals have audio cues to help with the timing.
* Kara Rush Blow (5AC) is nuts. It gives Tia's uppercuts an extra character width worth of range, and allows her to throw fireballs that '''move her forward''' and build double the usual amount of meter.
 
==Matchups==
===Matchup Table===
{| class="wikitable"
|+ Advantage
|-
| Great || Maherl, Alsion III, Condor, Pielle
|-
| Good || Sho, Rila
|-
| Even || Dao-Long
|-
| Weak || Saizo
|-
| Bad ||
|}
 
===Character Specific Tips===
--------
'''Alsion III'''<br>
 
--------
'''Condor'''<br>
 
--------
'''Dao-Long'''<br>
 
--------
'''Maherl'''<br>
 
--------
'''Pielle'''<br>
 
--------
'''Rila'''<br>
 
--------
'''Tia'''<br>
 
--------
'''Sho'''<br>
 
--------
'''Tia'''<br>


Since Tia is so flexible, a safe way to approach the mirror is to analyze your opponents tendencies on knockdowns, and adjust the rest of your gameplan accordingly. Whether someone gambles on a Rising Upper Reversal how often is a good indicator of their whole playstyle.
* Are they throwing fireballs?
* Do they mix jump ins with Soul Spike?
* How are they using meter?
{{Navbox-BreakersR}}
{{Navbox-BreakersR}}
[[Category:Breakers Revenge]]
[[Category:Breakers Revenge]]

Latest revision as of 21:13, 11 January 2023

Introduction

Tia Langray is a kickboxer from Thailand searching for her brother (who, unbeknownst to her, met Bai-Hu and was brutally murdered). Sho bears a passing similarity to her brother, as she notes in the game.

Overview

Tia is a fast fighter that can quickly switch directions on opponents to slip through their defense. Her dash jab pressure is very strong and she has excellent conversions off of stray hits. Opponents will be forced to use a breaker to get out of her pressure or risk being put in the corner. Using 236236P she can be a threat from anywhere on the screen. She also has a good fireball and poke game.

Tia
Strengths Weaknesses
  • Smothers her opponents with dashing pressure
  • Excellent meter gain
  • Very strong high/low mixup game off her jump attacks
  • Fast dash that can be cancelled
  • Gets to press lots of buttons
  • Needs a lot of precise inputs to bring out her potential
  • Low defense
  • Weak projectiles
  • Weak overheads while grounded
Tia
BRTiaVictory.png
Defense 118
Stun 2976

Move List

Normals

Standing


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Crouching


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Close


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
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Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
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Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
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Neutral Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Diagonal Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Command Normals

Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
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Damage Guard Stun Properties
- High.png - Ovrhd.png
Startup Active Recovery Adv. Hit Adv. Guard
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Uppercut
Jump, 7~9C
Damage Guard Stun Properties
- High.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
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Throws

Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
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Air Impulse
Jump, Any direction+C/D
Damage Guard Stun Properties
- Unblockable.png - Airthrow.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
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Specials

Rapid Gale
236P
TiaGale.gif
236A Damage Guard Stun Properties
- Mid.png - Proj.png
Startup Active Recovery Adv. Hit Adv. Guard
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Tia punches out a disc projectile, does not reach full screen. Good fireball for medium or medium-long range but risky up close because of startup time. LP version travels slower than HP version.

  • In the corner, Tia can combo from a spaced LP Rapid Gale into a dashing normal. 5HP and 2HK appear to be the most consistent; HP for cancels and HK for a knockdown.
236C Damage Guard Stun Properties
- Mid.png - Proj.png
Startup Active Recovery Adv. Hit Adv. Guard
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Rising Upper
623P
TiaUpper.gif
623A Damage Guard Stun Properties
- Mid.png - Startupinv.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
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Tia does a dragon punch. It has a ton of invulnerability. Great as an anti-air attack or breaker.

623C Damage Guard Stun Properties
- Mid.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
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Use the C version for combos.


Soul Spike
214K
TiaSpike.gif
214B Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Tia pulls off a forward flip and drops her heel on the opponent's head. Can be done in the air and cancels from jumping attacks on hit or block. The air version is excellent for mixups and air combos. The ground version is much more unsafe, but can be used to close the distance between during a blockstring.

214D Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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HK Soul Spike is awesome. When canceled from a jumping normal, you're plus enough to link into cr. LP, cr. LK, st. LP + HP xx HP Rising Upper. (breakable link)


Mirage Spear Kick
Kx5 (rapidly)
TiaMirage.gif
B Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Does excellent chip damage.

D Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
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Requires faster mash.

Supers

Rapid Charge
236236P
TiaCharge.gif
Damage Guard Stun Properties
- Mid.png - Hardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
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Fast super. Low profiles moves at the start.


Burning Revolver
214214P
TiaRevolver.gif
Damage Guard Stun Properties
- Mid.png - Airok.pngHardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
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use 2/8 to steer. This move has startup invulnerability and is a decent reversal, although Rising Upper is probably better. The invulnerability doesn't last long and fireballs and a lot of air moves will beat it. Can also be used in combos.


Cutlass Flasher
236236K
TiaFlash.gif
Damage Guard Stun Properties
- High.png - Ovrhd.pngHardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
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Overhead, can be used in juggles/combos. Also leaves Tia extremely vulnerable on whiff. This move is a total knowledge check outside of hit confirms. Since Tia's other two super moves are mids, an opponent who knows the matchup can block high after any super flash and net a punish.

Don't expect to hit many people with this.

Combos

  • Meterless Combos
    • 2B, 2B, 6AC (one hit) xx 623C
  • Combos with meter
    • 2B, 2B, 6AC (one hit) xx 236236P

Advanced Strategy

  • Tia can instantly block, attack, or jump out of forward dash.

Kara Cancels

  • You can Kara-Cancel 5C/D into Fireball to build slightly more meter. Both normals have audio cues to help with the timing.
  • Kara Rush Blow (5AC) is nuts. It gives Tia's uppercuts an extra character width worth of range, and allows her to throw fireballs that move her forward and build double the usual amount of meter.

Matchups

Matchup Table

Advantage
Great Maherl, Alsion III, Condor, Pielle
Good Sho, Rila
Even Dao-Long
Weak Saizo
Bad

Character Specific Tips


Alsion III


Condor


Dao-Long


Maherl


Pielle


Rila


Tia


Sho


Tia

Game Navigation

General
Controls
Notation
HUD
System
Strategy
FAQ
EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu