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 4

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, 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.

Attack

  • Dash 5C/5D: Fast, safe pokes that function as anti-airs and lead into super follow-ups.
  • Rapid Gale Okizeme: Backdash > Rapid Gale then react to catch jump attempts.
  • Soul Spike: Heavy version passes through projectiles, cancels into Burning Revolver Super for frametrap, but is vulnerable to throws.
  • 5A Loop: Repeating dash into 5A creates a blockstring that builds meter and pushes opponents to the corner.

Anti-airs

  • 623A/C: Invincible startup; 623A passes through projectiles while 623C offers higher reach but slower recovery.
  • Dash 5D & 5C: Safe-on-block pokes that double as reliable anti-airs.
  • 5A Anti-Air: Counters cross-ups and ambiguous jumps; leads into the juggle: 5A > neutral jB > 214K > Super.
  • Burning Revolver (214214P): High-utility super for punishing jump-ins and cross-up attempts.

Supers

  • Rapid Charge (236236P): High-speed punish for projectiles or unsafe moves; links easily from anti-air normals as a combo finisher.
  • Cutlass Flasher (236236K): Overhead super; primarily used to convert air juggles from 214K.
  • Burning Revolver (214214P): Invincible startup with a massive hitbox; functions as a powerful anti-air and reversal bait that pushes 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.

Hiryuu

If done at close range, punish with 2A (needs precise timing).

Yashagami

Unsafe on block or hit, unless cancelled. On block, if Saizo cancels into a Super, use 236236P for a guaranteed punish.

Engetsuzan

Punish with Super (236236P) or dash > 5C > 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

Overhead. Always has a gap in blockstrings. whiff punish with 623LP.

Bonjour Shot

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.

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

Use 2A to punish at close range. You can also go through it using heavy Soul Spike or Super 236236P.

Senkyuu Tai

Unsafe on block. Punish the heavy version with a normal attack or a forward jump.

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

Not an overhead despite the jump animation.
Punish with dash > 5C.

Tomahawk Jack

Unsafe on block. Punish or whiff punish with Super (Rapid Charge)

Gran Buffalo Horn

Punishable on hit and whiff with 2D. Safe when done at max range.

Sky Bridge

Punish with 5C at close range.

Atlas Rock Buster

Block the first hit, then throw or backdash > 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

Punish with Super (236236P) it goes through fireballs and can punish unsafe blockstrings.

Cadabra Bomber

Safe on block and has invincible startup. If close, 236236K to avoid the last part and punish.

Abdomen Step

In the corner, punish with 2A. It is safe if canceled into 5B, but you can still whiff punish it with 623P.

Slash Sword

Safe at max 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

Can go through projectiles up close. Punish with run > 5C

Soul Spike

Light version pushes back, but heavy is easier to punish. It passes through projectiles. If Tia blocks and follows up with a Super, use a throw to avoid it.

Mirage Spear Kick

Punish with 236236P

Rapid Gale

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

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 crosses over if blocked; punish with an anti-air juggle or turn around quickly to counter.

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

Hits twice on standing, second hit is overhead. whiff punish or interrupt the second hit with any normal.

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

Unsafe on block but he retreats very far. Punish with dash > 236236P.