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.
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
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]
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
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
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
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
Smoke Cannon S1
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
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
Ground version
Ground version
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.
Napalm Blast S4
Ground version
Ground version
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.
Cannon Impulse S5
Ground version
Ground version
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
Devastation Blast S6
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
Lock-on
Lock-on
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.