DOA5LR Tina Discussion

Lulu

Well-Known Member
Guess who started playing Tina again...... MEEEE !!!!

I'm not going to main her but shes back in my character Rotation.
 

Lulu

Well-Known Member
So it seems like Tina is +1~+3 if you end a juggle with :6::P::P::P: :2::F:

Which is nice because Tina's :3_::P: is i12.

Man I missed this girl.

Edit:

And I believe :4::4::P::K: :6::P::P::K: :2::F: is -1 but you can get cheeky with this set up by using :6::P::P::6::K: :2::F: now in that scenario the ground throw was never going to connect anyway but your opponent doesn't need to know that ;) do this and you get +5.
 
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Lulu

Well-Known Member
LoL.... wow its a straight up ghost town in here.


Looks like I wasn't the only one to abandon Tina.

Don't worry.... you'l all be back.... once Tina gets ya she doesn't let go.
 

Lulu

Well-Known Member
NOOOOOOOOOO !!!!
:eek: what happened to Tina's :4::K: ?

This use to be a killer move on Normal Hit....... they fucking nerfed it !

:bass:"LEAVE MY BABY ALONE !!!"
 

Lulu

Well-Known Member
LoL.... well thats weird.... Tina's neutral Throw is unbreakable on Counter.

And I can see why..... her tracking options are terribal.

Damnit !!! I used to love Tina so much back when I was just mashing buttons..... Studying her has brought me nothing but pain. :(
 

Lulu

Well-Known Member
So who's interested in some Tina Ground Throw Tech ?

I believe Koombala already covered that in the Tina Break Down...... but the thing is.............. I haven't read all of it yet (I probably never will).

So I figured I could hit the Dojo and see if I can find some stuff then post it here.
 

KING JAIMY

Well-Known Member
Also I've been talking to myself alot lately.....

LOL.
Nah, not really. It's just dead here, haha. I'm sure some people appreciate your research findings. It's just that the casual boards are way more popular than the competitive boards.
 

Lulu

Well-Known Member
Nah, not really. It's just dead here, haha. I'm sure some people appreciate your research findings. It's just that the casual boards are way more popular than the competitive boards.

Hmmmmm..... thats weird. And its a shame because these character specific boards are my favourite.

Anyway me and Tina have some grabbing to do..... hopefully I can have something ready by tomorrow.
 

Lulu

Well-Known Member
Ladies and Gentlemen..... BEHOLD !!!!

If anybody wants to add anything then please....go for it.

Don't make me do all the work :(
 

Lulu

Well-Known Member
There is just not much left to explore, sadly. Tina`s game plan seems to be "guess right" in last round.

LoL.... it is.... as is always with Grapplers in this game.

But that isn't what bugs me.... its how how her strikes don't seem just quite right..... specifically speaking She does a Crap Ton of Critical Damage..... which is not a good thing at all.
 

Tenro

Active Member
hi guys , i have just started using tina in my playing roster but i feel that her mid to long range options are next to trash , plus i get a real headache when tina have to face those obnoxious zoning characters ,( even though i play momiji myself lol ) . anybody can share some tips with me as to how to get in her optimum range when you blown away with those jann lee -ish juggle enders ? i would appreciate it :)
 

Lulu

Well-Known Member
hi guys , i have just started using tina in my playing roster but i feel that her mid to long range options are next to trash , plus i get a real headache when tina have to face those obnoxious zoning characters ,( even though i play momiji myself lol ) . anybody can share some tips with me as to how to get in her optimum range when you blown away with those jann lee -ish juggle enders ? i would appreciate it :)

You can go for a Booty Bump :6::6::P+K:....... its range is sayisfy and the further away it connects the more advantageous it will be if its blocked.... its Negative 4 at blank range...... how It can be held by either mid and Tina always announces it when she does it.

I notice some players like to use Strikes that turn their own characters around so they can back turn dash out of it to bait attacks for whiff punishment. For Tina this would be her :6::P::K: and :4::K:.....

You can also try to bum rush your distant opponents with her Forward Roll :2::P+K:..... however I have had no success using this moves against the Ninjas.

Honestly theres no way around it.... Tina struggles against Zoners...... to counter this I play Tina Rushdown Style...... and I rely on Knockdowns to keep my opponents as close to me as possible even though Tina's mids are somewhat slow-ish.

I wish @Koompbala was here...... he'd know what to say.
 

Tenro

Active Member
at long range , i sometimes try to go for moonsault but even for to be used at long range, it's slow but that +5 guard break becomes quite tempting at certain instances . imo she and bayman and can be considered 2 sides of the same coin but it feels that her biggest guns , her throws need more practice to master unlike bayman who has majority of his throws having the OH status with them and he feels easier to play with . people who actually have the mindset to improve with her , stick to her till the end.
 

Lulu

Well-Known Member
at long range , i sometimes try to go for moonsault but even for to be used at long range, it's slow but that +5 guard break becomes quite tempting at certain instances . imo she and bayman and can be considered 2 sides of the same coin but it feels that her biggest guns , her throws need more practice to master unlike bayman who has majority of his throws having the OH status with them and he feels easier to play with . people who actually have the mindset to improve with her , stick to her till the end.

Yeah Bayman is a Chockfull of Offensive Holds. Tina's actually a lighter and slightly quicker version of her Dad, Bass. Getting throws to work for both these characters requires some serious trickery because if you choose wrong then you'l get blown up..... thats not an issue for Bass because he's heavier and his damage out put makes for quick retaliation but for Tina can be a death sentence.
 

grap3fruitman

Well-Known Member
Standard Donor
I like :6::F+K: at like mid-range a lot and it gets you a guaranteed ground throw if it connects. They usually go for a get-up kick, which :6::F+K: crushes and gets me another ground throw. Then do it again. Condition your opponent to expect one thing and exploit that. Tina has great counter throw damage and people like to hold. ;)
 
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RubinRoon

Member
for range the thing i like to do is 4K and backdash on block or whiff as alrady mentioned.
66p is also nice, not great, but she really doesnt have much.
66k/6H+K for whiff punishing.

Also you can try the gimmiky K>P. its not safe on block, but it has great range and gives you brutal stuns if your opp flinches after you whiff K. Crumple stun in open stance, limbo stun in closed.

Mid range 3K is alright and K works as well. Also the occasional yolo run in shining wizard.
You just gotta play her risky sometimes, make your opponent scared of your craziness.
If you play too logically you`ll most likely gonna lose, cause she really has no spot on the screen where she shines.
 

Lulu

Well-Known Member
Lets hear it for Tinaaaaaa !!!!

TINA !!!

TINA !!!

TINA !!!

TINA !!!

TINA !!!

;)

Edit: okay enough Celebrating...... does anybody have any info on Tina's :6::H+K:. Because I've been using this Move alot in Oki situations and its a life saver. That and it tucks away Tina's Hurtbox in hard to reach places..... wow that sounds dirty. :oops:
 
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