Tia Banner

Tia Langray, a Thai kickboxer, searches for her brother, unaware he met a tragic end with Bai-Hu. She acknowledges that Sho, a game character, reminds her of him.

Colors

tia A
tia B
tia C
tia D

Gallery

1 2 3

Normals

All normals

Commands

Rush Blow +
Heel Break +
Upper +

Specials

Soul Spike ()+
Mirage Spear Kick
Rising Upper +
Rapid Gale +

Supers

Rapid Charge +
Burning Revolver ()+
Cutlass Flasher +

Tia is a top-tier character who excels in mobility and space control. Her fast dash pressure, strong meter gain, and punish options make her dangerous in every matchup. With solid execution, she can seamlessly combine zoning and setplay to create consistent openings against her opponents.

Attack

Far dash 5C/5D are safe on block, hard to react to, and serve as anti-airs with super follow-ups.

After a corner knockdown, backdash then Rapid Gale is a stong okizeme where you can react to jump attempts.

Heavy Soul Spike allows you to jump over projectiles but is unsafe. Canceling into Burning Revolver creates a frametrap but it's vulnerable to throw.

Tia also has a blockstring loop that involves repeating a dash into 5A. Hard to perform but it builds meter and pushes the opponent to the corner.

Anti-airs

623A is fast, passes through projectiles. If it catches airborne opponents, you can follow it with Super. 623C hits higher but recovers slower. Both are invincible at startup.

far Dash 5D and 5C are safe on block and work as anti-airs.

5A can counter ambiguous jump-ins and cross-ups, and can start this juggle combo: 5A > neutral jB > 214K > Super.

Burning Revolver (214214P) is an effective way to punish jumps and cross-up attempts

Supers

Rapid charge (236236P) is fast and punishes projectiles or unsafe moves. It links easily after anti-air normals and is a great combo finisher.

Cutlass Flasher (236236K) is an overhead Super. Also used for converting air juggles combos from 214K.

Burning Revolver (214214P) is often used after 214D, it works in the air and on the ground. With a large hitbox, it’s a strong anti-air, has startup invulnerability, and can bait reversals while pushing opponents to the corner.

Tips

Fuzzy

To break defense, jump-In with C to try to force high blocks. Then mixup with a low (2B) or Fuzzy (j8C > Super 214214P).

Replays

Ressources

Meterless combos

  • 2B, 2B > A+C > 623C
  • 2B, 2A, 2A > A+C > 623C
  • 2B, 2B > B+D > 623C
  • 2B, 2A, 2A > B+D > 623C
  • jC > air 214D > 2A > A+C > 623C

Metered combos

  • 5C > 214D > 214214P
  • 2B, 2A, 2A > A+C > 236236P
  • 2B, 2A, 2A > B+D > 236236P
  • jC > air 214D > 2A > A+C > 236236P

Anti-air

  • 5D > 236236P
  • far 5C > 214B > 236236P
  • 623A > 214214P
  • close 5C > 214214P
  • close 5A > 8B > air 214D > 236236P

Air-to-air

  • jC > air 214D > 236236P
  • jC > air 214D > 236236K

Breakable combos

  • 5C ❌ 214D
  • jC ❌ 214B > 2A ❌ 2C ❌ 214D > 214214K

Standing C

Close 5C hits low, while the far 5C has more recovery, making it punishable on hit.

Rasen Kyaku

Overhead, unsafe on hit and block. Saizo rarely resorts to this move unless finishing off his opponent

Hiryuu

Often used to cancel unsafe moves. At close range punish with cr.LP

Yashagami

Unsafe on hit and block unless cancelled. On block, Saizo can still super cancel, disrupting your punish. In this case, 236236P ensures a guaranteed punish

Engetsuzan

Punish with Super (236236P)
Punish with dash > st.HP > Super (236236P)

Saber Bash

Despite its animation, this move isn't an overhead. Punish with 2B or 236236P and on whiff with 623P

Flying Peach Bomber

This one is an overhead, but if done close to you, it will whiff, and he'll pass behind you. When used in a blockstring, there's always a gap, no matter which normal move it was canceled from. Punish on whiff with 623LP

Bonjour Shot

A projectile with a very slow recovery. You can punish it from the other side of the screen with 236236P. At close range, punish on block or hit with 2B or 5C.

Robin Liner

An anti-air special with slow recovery and no reversal properties... On hit, 623A keeps you standing for a punish, while 623C knocks you down.

Super Rose

A three-hit move, easily punishable. Be careful, Pielle can delay each hit to counter your punish attempt.

Merci Un Deux Trois

An aerial dive that can deceive your anti-air or jump. When you block all 3 hits, Pielle passes behind you. Punish with 2B

Super Rose

A super that crosses the entire screen with a wide hitbox, useful for countering jump attempts. Whiff punish at super flash with 2D.

Thunder Croiser

A super that crosses the entire screen with a wide hitbox, useful for countering jump attempts. Punish with Dash > 5C > 236236P

Dynamite Kick

It makes her hop forward. She usually uses it to close distance mid-range and on your wake-up from afar.

2C

Her main poke that is annoying to deal with; it's safe on block, has good range, and can also anti-air.

Killer Snake

light version has a lot of recovery on block and hit, giving you time to punish. The heavy one goes through projectiles and is unsafe on block, but she can recover and use her Supers. Input 2A, 2A to punish or block in time.

Spinning Claw

It's hard to punish due to pushback. It stays active for a while and has priority over normals and some Supers.

Quick Scratch A

Very fast, can catch you off guard at mid and close range. You can punish it on whiff with any normal. On block punish with super (236236P).

Quick Scratch C

Slower than LP version, punish with 5C

Wild Saver

It's a fast anti-air. The Heavy version has more recovery

Shine Beast

On block, she ends up on the other side (at mid and close range). With practice, you can time your jump correctly to punish her

Bloody Fang

This super is not overhead despite the jump animation. punish with dash > 5C. If you get hit, mash buttons and directions to take less damage.

Kouryuu Ga

Punish at point-blank with 2A. you can also use Soul Spike or your Super (236236P) to pass through it.

Senkyuu Tai

Punish the heavy version with any normal or a forward jump due to its multiple pushback hits.

Riyuu Seishou

This palm is often used for pressure and combos, allowing him to chip and build meter safely.

Senpuure Kyaku

slow anti-air command. If you're close enough, you can punish him on block with 2B

Shoutenchuu

A safe short jump overhead, whiff punish with 623P.

Houshin Renpa

Fireball super, can be used at mid range to punish your own projectiles

Shin Kyoku Ranbu

It's not an overhead despite the jump animation. Punish with dash > 5C.

Tomahawk Jack

Tomahawk is mostly used for anti-air and blocking projectiles. However, it's easy to punish on block and whiff with Rapid Charge

Gran Buffalo Horn

Passes through projectiles and helps close the distance against knockdown opponents. Punishable on hit and whiff with 2D. Safe when done at max range.

Sky Bridge

Punish with 5C at close range.

Atlas Rock Buster

Has invulnerable startup. Tricky to punish on block if not close enough due to pushback and quick recovery. React after the first blocked hit, you can throw or backdash then punish with run > 5C

Crouching D

punish with cr.LK

Ranki Ryuu Geri

Ranki Ryuu Geri (236K) is unsafe if used alone, but Sho can cancel into super to stay safe and bait punish attempts. However, it is minus on block. If you have meter, a forward jC > air super 214214P guarantees a punish.

Onigawara

An overhead, safe on block, and cancelable. it's punishable during its startup frames. It's also breakable when canceled into 236K.

Tobihizageri

Safe on block. If he's close enough, he might enter throw range, but he can counter with 214K. If he's too far, you can react with 623A.

Sashikomi Kick

His divekick is tough to handle, as he can bait anti-airs or set up a fuzzy high/low mixup. You can break it with 623P, backdash, or throw, but divekick combos into 214K which beats throws.

Rekkou Ha

Your Super (236236P) goes through fireballs and can punish blockstrings with little to no pushback. (Example: In the corner, 2B, 2B, 2D > 236P)

Cadabra Bomber

A Super with invincible startup that is safe on block. Punishable up close with throw or 236236K after blocking first hit.

Abdomen Step

On corner punish with 2A. It's safe if canceled by 5B due to slight pushback. However, you can break or whiff punish with 623P.

Slash Sword

Can reach you from very far away. Safe at maximum range. At mid and close range, punish with 5C.

Balloon Bomb

Overhead, whiff punish with 5C/2C. on block, punish with run > 5C

Shiva Dance

A Super that can go through projectiles up close. Punish with run > 5C

Soul Spike

The light ver. has pushback, while heavy has none, making it easier to punish. it can also pass through projectiles. On block, Tia can counter with Super, but you can avoid it with a throw.

Mirage Spear Kick

punish with 236236P

Rising upper

Rising Upper A has quick recovery, making it difficult to punish on whiff. It's invulnerability on startup allows her to pass through projectiles. When blocked at close range, punish with 5C.

Rapid Gale

Her fireball has a slightly slow recovery. She mostly uses it for okizeme or pressure. You can whiff punish with 236236P at backdash range.

Heel Break

2-hit sequence, last hit is an overhead. After the first hit, punish or break with throw, 623P or 214214P.

Rapid Charge

She switches sides mid-air on block, quickly turn your character to punish.

Burning Revolver

Punish with dash > 5C

Horus Shade

An overhead that is safe but has a slow startup, making it easily reactable. Punish on whiff with 623LP

Death Shred

An overhead that also serves as a good anti-air. It's a two-hitter when the opponent is standing. Second hit is overhead. If crouched, interrupt before 2nd hit

Deadly Claw

When executed close, 214B lands in front, while 214D lands behind you. Punish with 236236P and on whiff with 5D

Dash Knee

Punish on block or hit with 2A depending on the range, or with super 236236P

Pharaoh Dance

Super with invul. startup. If you block it, he retreats very far. Punish with dash > 236236P