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.
Moves List
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
*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.
- 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.
*Rising Uppercut - 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.
*Soul Spike - QCB + K (ground or air). Tia pulls off a forward flip and drops her heel on the opponent's head. Can 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.
- Projectile Invincible
- 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.
*Mirage Spear Kick - Tap B/D rapidly. Both versions require 5 inputs, heavy version requires a faster mash. Basically a Lightning Kick with slight horizontal range. Takes a while to start up, so sees little use.
Super Moves
*Rapid Charge - 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.
*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.
*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
This isn't finished! But there's still some great stuff here!
- 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
- Jumping B - Yeah this move is basically really awesome.
- Meterless combos
- 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 combo. Leave out the cr.B if you want, you can land this off pressure with dashing A's.
- st.C xx LP+HP (one hit) xx Rising Upper (C version) - Basic punish combo. Either far C or close C will work.
- 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.
Combo Guide
Advanced Strategy
- 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.
- 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.
Match-ups
Vs. Alsion 3:
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.
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:
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
Vs. Saizo:
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.
Vs. Sho:
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):
"This Girl has no lows!"
- If you see a Super Flash, block high. None of Tia's Supers hit low, but one hits overhead.
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 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?