Ys vs. Sora no Kiseki: Alternative Saga/Tita

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Granddaughter of the renowned orbal scientist, Albert Russell, and an
apprentice at Zeiss Central Factory. Tita is working together with her
parents, Erika and Dan, to develop and optimize the Orbal Gear.


Tita
YvK Tita Profile.png
Playstyle Zoning
Rushdown
Preferred Range Mid
Long
Tankiness Rating Very low (1.57%)
Learning Difficulty Intermediate
Stats
HP 8935
AP 31
STR 945
DEF 704
BRK 548
DUR 1928
SPD 93
AGL 132
SP Gain 265

Introduction

As hinted at by her age and weapon choice, Tita is Ys vs. Trails' resident glass cannon. On top of her great mobility, Tita's plethora of excellent AoEs projectiles lets her easily keep opponents away from her. On top of that, Tita can net excellent damage on a clean hit, easily breaking 2k damage (which is very rare). Besides, 3 of her Skills (technically 4) have a chance of proccing a status effect that greatly enhances either her damage (DEF Down, Burn) or her zoning (Heavy). Her offense is no slouch either, as Dark Matter EX and Devastation Blast allows her to do tons of guard damage. She can also start offense from afar with the correct build, thanks to Napalm Blast and Burst. Speaking of builds, Tita is extremely flexible in that regard, thanks to her 31 AP (second highest value in the game) and great synergy with most customization options. However, a glass cannon wouldn't be complete without the archetype's main weakness: her defense sucks. On top of her defensive stats being some of the lowest in the game, Tita's projectiles have a lot of startup frames, making it hard to immediately push away her opponents without having to Burst. The fact that her EXTRA Skill is the slowest attack in the game (5 seconds of startup!) doesn't help either, as the opponent can easily Flash Guard it on reaction and rush in again.

Tita is the perfect character for players who likes to quickly change between agression and evasion.
Similar to:


Playstyle
Tita is a surprisingly well-rounded glass cannon who lives and dies by how well she can keep her momentum going.
Strengths Weaknesses
  • Versatile: Tita's toolkit is surprisingly versatile, letting her easily switch between an offensive playstyle and an evasive one.
  • Good Damage: Tita's damage output is surprisingly high for her archetype, and can easily break 2k damage without spending too much resources.
  • Excellent Zoning: Tita's Skills are somewhat fast and covers tons of space, allowing her to cover approches from most angles.
  • Outstanding Pressure: Tita's Skills allows her to deal tons of guard damage in one string.
  • High Snowball Potential: Landing a guard break allows Tita to proc tons of status effects, including Heavy for more damage and better zoning.
  • Great Customization Freedom: Tita has the second highest AP value in the game. On top of that, her kit meshes extremely well with most customization options, making her extremely flexible in that regard.
  • Immunity to Flash Guard: Thanks to her projectile-only moveset, Aisha is immune to Flash Guard punishes.
  • Super Fragile: Like all zoners, Tita's defensive stats are among the worst in the game.
  • Bad Defense: Tita really struggles at close range, due to her lack of reversals and fast attacks.
  • Momentum Dependant: Losing momentum can very easily make Tita lose the game, due to her low health and defensive stats. This forces her to somehow always keep the pressure on.

All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)


Movelist

Normal attacks

Ground Attack
A
YvK Tita A.png
Version Damage Impact SP Cost Cooldown Properties
Standing 101 8 - - Projectile
Moving 86 6 - - Projectile
Standing:
Total: 22
Moving:
Total: 18

Tita's basic projectile. It has the longest range out of all projectile normals, making it good for spacing in neutral, but be mindful of its long startup

  • All shots fired after the first while standing still will come out on frame 6
    • All shot fired after the first while moving will come out of frame 5
  • Frame data assumes point blank. This applies to all projectile attacks in this page


Charge Attack
[A]
YvK Tita Charge.png
Version Damage Impact SP Cost Cooldown Properties
Ground/Air
[A], j.[A]
121 10 - - Soft Armor, Projectile
Dash
d.[A]
121 7 - - Soft Armor, Projectile
Ground:
Total: 33
Air:
Total: 32
Dash:
Total: 27

  • Gives 30 SP on contact


Air Attack
j.A
YvK Tita jA.png
Damage Impact SP Cost Cooldown Properties
101 6 - - -
Total: 22

Serviceable melee attack. Really hard to combo out of, unless the opponent is affected with Heavy.

  • Using it during a homing dash will make it hit twice
Falling Attack
j.B
YvK Tita jB.png
Damage Impact SP Cost Cooldown Properties
101 3 - - Projectile, Homing
Total: 18

Shoots a projectile that homes in on the opponent.

  • Stops Tita's vertical momentum, letting her stall in the air


Rising Attack
Attack while dodging
YvK Tita Rising.png
Damage Impact SP Cost Cooldown Properties
101 8 1 AP - Hard Armor 1-10
Total: 25

"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.


Skills

YvK Blind.png Smoke Cannon
S1
YvK Tita S1.png
Damage Impact SP Cost Cooldown Properties
245 9 9 / 9 / 8 / 8 / 7 30 Soft Armor, Projectile
Ground:
Total: 31
Air:
Total: 22

A slow projectile that travels at an arc. Once it makes contact with something, a huge smoke cloud appears for a short moment. While still a good option for annoying opponents from afar, Smoke Cannon is severely hindered by the fact that it's main function is to inflict Blind to the opponents, which effectively does nothing.

  • The smoke cloud has a chance of inflicting Blind on hit.
Stun Cannon
S2
YvK Tita S2.png
Does NOT causes DEF Down
Does NOT causes DEF Down
Damage Impact SP Cost Cooldown Properties
270 9 9 / 9 / 8 / 8 / 7 36 Soft Armor, Projectile, Homing
Ground:
Total: 32
Air:
Total: 22

A fast projectile that homes onto the opponent. Unlike what the in-game description might suggest, it doesn't cause DEF Down on hit. However, it compensates by doing great damage and causing a knockdown. This makes it pretty good during combos, while also being useful for zoning, thanks to the aforementioned homing.

  • There is a pretty large blindspot around Tita where the projectile will always miss its target
Dark Matter EX
S3
YvK Tita S3 Ground.png
Ground version
Ground version
YvK Tita S3 Air.png
Air version
Air version
Damage Impact SP Cost Cooldown Properties
500 19 22 / 20 / 19 / 18 / 17 72 Hard Armor 1-4, Soft Armor
Projectile, Draw-In
Total: 59

Great offensive Skill. Its vacuum properties lets Tita use it to control space at closer ranges. In pressure, it can deal decent damage on hit and block, while also being completely unpunishable thanks to its virtually nonexistent recovery.

Air version makes it come out slightly below Tita.

YvK Burn.png Napalm Blast
S4
YvK Tita S4 Ground.png
Ground version
Ground version
YvK Tita S4 Air.png
Air version
Air version
Version Damage Impact SP Cost Cooldown Properties
Ground 87x7 11 18 / 17 / 16 / 15 / 14 49 Hard Armor 1-4, Soft Armor
Projectile
Air 87x6 12 18 / 17 / 16 / 15 / 14 - Hard Armor 1-4, Soft Armor
Projectile
Ground:
Total: 46
Air:
Total: 45
  • Active frames corresponds to the time Tita shoots fire

A surprisingly versatile move that helps Tita at most ranges. In neutral, it's pretty good at mid/long range, as Tita can freely cover most angles while throwing fire. This lets her control enormous amounts of space at once (even more so in the air, as it also shoots fire below Tita).

However, things gets spicier when Burst is thrown into the mix. If Tita Bursts while Napalm Blast is active, she will continue shooting out flames as normal. This is known as Napalm Burst, and works due to the move's projectile properties. Napalm Burst is excellent for pressure, as it lets Tita safely dash in and do whatever she wants for some insane guard damage. It also has some combo applications, but doing so is somewhat inconsistent.

  • Each hit has a chance of inflicting Burn on hit.
YvK DEF Down.png Cannon Impulse
S5
YvK Tita S5 Ground.png
Ground version
Ground version
YvK Tita S5 Air.png
Air version
Air version
Damage Impact SP Cost Cooldown Properties
47x24 5+14 35 / 32 / 30 / 28 / 27 - Hard Armor, Projectile

Tita pulls out a gatling gun and shoots 24 bullets in front of her. Pretty hard to hit due to high startup and narrow bullets, but gives good reward on hit. Due to its high amount of hits (24!), Tita is almost guaranteed to proc DEF Down if all bullets connects with the opponent.

  • Air version shoots downwards at a diagonal
  • Tita can manually aim where each bullet is being shot at
  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
YvK Heavy.png Devastation Blast
S6
YvK Tita S6.png
Damage Impact SP Cost Cooldown Properties
1350 5+23 30 / 27 / 26 / 24 / 23 - Hard Armor, Projectile, Draw-In

Shoots down a huge blast to the ground, before exploding and shooting 4 projectile at all cardical directions (relative to Tita). While very slow, it makes for a surprisingly good combo fodder, since it can easily be comboed into by cancelling Dark Matter EX. With good enough timing, Tita can provoke a rehit by calling an assist, allowing her to continue the combo.

  • Inflicts Heavy on hit
  • Air version is only active on contact with the ground
  • 5 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze


Satellite Beam
EXTRA Skill
YvK Tita EXTRA 1.png
Lock-on
Lock-on
YvK Tita EXTRA 2.png
Fire
Contender for slowest move in fighting game history
Fire
Contender for slowest move in fighting game history
Version Damage Impact SP Cost Cooldown Properties
Windbox 0 32 100 EXTRA - Invincible
Beam 1950 148/151 - - Invincible, Projectile
Total: 190
  • Last active frame corresponds to the moment the beam hits the opponent

Tita sits down, pulls out a computer and starts entering her opponents's coordinates, before creating a windbox shortly after. After a while, a beam is fired. The beam will always strike where the opponent stands, but it will come out quicker on locked-in opponents.

An extremely gimmicky EXTRA Skill. While its whopping 5 seconds (yes, you read that correctly) of startup makes it very bad for combos, it deals enough damage to instantly guard break every character, should they fail to Flash Guard it. This allows Tita to basically trigger a minigame, which the opponent can ignore by simply letting themselves get hit (unless Jurio and Chris are active). Its extremely long animation (again, it takes 5 seconds to hit the opponent) also makes it a decent way of forcing a time-out at the end of the match, but this rarely comes into play.

  • The beam will hit non locked-on opponents 3 frames after locked-on opponents
  • The opponent can still cast Skills or use their assist during the freeze


Builds

Note: These builds are mostly here in order to guide new players into how to exploit Tita's potential to its fullest. Don't be afraid to experiment!

Recommended accessories

  • Good accessories for Tita goes here. Explain why this build is good for her

Recommended Skills

  • S1
  • S2
  • S3
  • S4

Recommended Support

  • Josette - Tita can't really go wrong with a DEF boost, given her low effective health.
  • Ries - SP regeneration lets Tita cover the entire arena with hitboxes to her heart's content.
  • Jurio and Chris - Greatly improves her snowball potential, as she can very easily set up guard breaks.


General Strategy

Neutral

  • Explain how Tita approaches neutral, ideally at close, mid and long range

Offense

  • Explain how Tita's offense works

Defense

  • Explain how Tita can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot

General Counterplay

  • List some general Tita counterplay. This includes, but isn't limited to, knowledge checks or gimmicks


Combos

Combo Terminology Table

Symbol Meaning
> Cancel from the previous move to the following move.
, Link from the previous move to the following move.
dl./delay Delay before using the following move.
X(w)/whiff Whiff the following move (do not hit).
jc Jump Cancel.
wc Walk Cancel.
d./dash Dash air attacks. Done by pressing the dodge button while standing still.
(X) Optional input.
{X}*N Repeat (sequence) N number of times.

Solo

  • (A) > S2 > S3 > [A] > S2 (1.1k damage)
Easy SP efficient BnB at close-ish range. Resets neutral.
  • (A) > S2 > S3 > dash [A] > S5 jc > j.[A] > j.S2 (2.1k damage)
More advanced BnB. Requires a little more SP than the previous route.
  • (A) > S2 > S3 > S6, Assist, (dash) [A] > S5 (~4.3k damage)
Resource dump route. Expensive, but does excellent damage on top of proccing several status effects at once.

With accessories

  • Combo (damage)
Specify which accessories are required for this combo to work
Combo description

With assists

  • Combo (damage)
Specify which assist is required for this combo to work
Combo description

With accessories and assists

  • Combo (damage)
Specify which equippable items are required for this combo to work
Combo description


Colors

Color 1 Default color
Color 2 Reference (if there's one)
Color 3 Josette Capua (Trails in the Sky)
Color 4 Reference (if there's one)


Navigation

General
Controls
FAQ
Builds
HUD
System
Stages
Netplay
Characters
Adol
Dogi
Geis
Aisha
Elk
Cruxie
Mishera
Chester
Estelle
Joshua
Kloe
Olivier
Tita
Agate
Renne
Loewe
Lloyd