DOA5LR Tina Discussion

PacManila

Active Member
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:

Imo it's her best too to beat out wake-up kicks. With the right timing it can beat out both mid and low WUKs because of the active frames and gives you a free ground throw or WR:P: FT. But be careful throwing it out too often. On block it's unsafe (-9), but out of her roll it's safe like in vanilla (-4).
 

Lulu

Well-Known Member
Imo it's her best too to beat out wake-up kicks. With the right timing it can beat out both mid and low WUKs because of the active frames and gives you a free ground throw or WR:P: FT. But be careful throwing it out too often. On block it's unsafe (-9), but out of her roll it's safe like in vanilla (-4).
Seems to work extremely well on the AI.... I was trolling Hayabusa with it.
 

Lulu

Well-Known Member
So I just found out Tina's :8::P: doesn't always guarantee a ground throw.

Interesting.
 

PacManila

Active Member
So I just found out Tina's :8::P: doesn't always guarantee a ground throw.

Interesting.

It depends on how high they are in the air post launch. If they're high enough for 8P to hit but closer to the ground, they'll be grounded for less frames and Tina will still be in her recovery frames before she can get a ground throw out. This also goes for upward slopes since the ground would be closer to them when launched.
 

xXSilverSearcherxX

Active Member
How to Throw them when there down Online? Ive done it before but Its ithr My timing or people get up too fast? I feel like its almost imposible but i can do it all the time on solo! Help?
 

PacManila

Active Member
How to Throw them when there down Online? Ive done it before but Its ithr My timing or people get up too fast? I feel like its almost impossible but i can do it all the time on solo! Help?

If you mean getting the ground throw in other ways besides after hard knockdowns/8P juggle ender or after 66T against the wall, then it mostly depends whether or not they tech. If they choose not to, you can get the throw if you're quick enough. Otherwise ground throws aren't guaranteed outside of the situations I mentioned earlier.
 

Lulu

Well-Known Member
It depends on how high they are in the air post launch. If they're high enough for 8P to hit but closer to the ground, they'll be grounded for less frames and Tina will still be in her recovery frames before she can get a ground throw out. This also goes for upward slopes since the ground would be closer to them when launched.

And here I was thinking only Bayman has that problem. :(
 

Decadence

New Member
Been away from these forums for months, and I'm pretty disheartened to find exactly the same topics as when I was last here!
I imagine this means Tina still hasn't had any notable buffs to her strike game to allow her to do much more than the 'guess right' strategy people have mentioned is essentially her meta...
Perhaps it's time I look for a more involved main.
 

Lulu

Well-Known Member
Been away from these forums for months, and I'm pretty disheartened to find exactly the same topics as when I was last here!
I imagine this means Tina still hasn't had any notable buffs to her strike game to allow her to do much more than the 'guess right' strategy people have mentioned is essentially her meta...
Perhaps it's time I look for a more involved main.

Pick one of the Ninja's.... their surprisingly good at Throwing.
 

Decadence

New Member
And not a one of them has any personality...
I used to be a Hayate main, in previous games, but then I realised he's basically a wooden post with a ninja mask.
 

Lulu

Well-Known Member
I don't Ayane and Momiji are dull but thats just me.

I'm not a big fan of Hayate and Kasumi's personality....... but they are fun to play as.

So how about Jan Lee or Hitomi ?
 

Decadence

New Member
Was considering Hitomi, actually. My first main, back in the day, was Ein, and she has a more dynamic version of his fighting style.
Kind'a wish she had a German accent, rather than a generic American one, but that's not a big deal.
 

Lulu

Well-Known Member
Yeah TN doesn't put all that much detail into the accents of some characters...... but hey it could be worse. Like Capcom and its Varioua Stereotypes.
 

Decadence

New Member
I think TN did a good job with the majority, just seems to be the Asian characters (including half-Japanese Hitomi) that just got generic VAs. SF4 was much the same.
 

Decadence

New Member
Nope, and don't intend to. She's not as flat out dull as Hayate/Hayabusa, but her constant Pyrrha-style whining about not wanting to fight is really irritating. Seriously, not interested in the ninjas. Any of them.

I've been playing Hitomi a bit, and she's actually starting to seem like a less dynamic version of Ein. I never noticed her voice much before, but now actually playing her and listening to it every match, I'm not sure if I can put up with it! Still, it's nice being able to actually get involved in the fight; Tina was always pretty disconnected from the action. Just defend as best you can and try to get an opening right.

I really like Nyotengu; she's dramatic and theatrical, and has some really spectacular combos, but I'm not entirely sure her terrible neutral game and slow speed gets me away from the whole 'guess right' meta that's making me reconsider Tina.

I quite like the look of Rachel, but she doesn't really seem to have an awful lot of variety. Even tourney vids of her just seem to be the same few strings repeated.

Kind'a wish TN were just a bit more active in terms of patches, most of it just seems to be very minor, obscure changes that don't really affect the character. Hell, I think the most Tina's ever gotten are some additional camera angles on some of her throws and some minor changes to moves that don't get used... Tina could use an OH that actually works to deter people from just hammering into her constantly, or at least some better hitboxes and frames on some of her pokes. And Nyo could use a damage buff, as a tengu she should hit like a truck, but her damage is pretty crappy.

Still, I'm enjoying the game far more than a I have in a long time. A lot of the flaws I had thought were the game's problem are actually just Tina's. For example, I'm a long-time SF player, and I was always a character specialist there, too. And despite focusing on one character, I learned how everyone else worked just by fighting against them, and I never found that to be the case with DoA5; no matter how long I played, I never really got much understanding of how other characters worked. I'd thought DoA5 was at fault, but after playing Hitomi for a while, I now realise it's actually Tina that's to blame. Tina's so removed from the fight, and her moveset is just so bad for anything other than dealing actual damage that you never experience much interaction with the other characters, and never learn how they work by comparison with your own moves.

So as much as I enjoy playing Tina, she kind'a screws my ability to enjoy the game. I don't think I'm alone here, either; the game's still active, as are these forums, but Tina's forum is pretty dead and you never see her in tourneys any more, despite being generally ranked mid.

Yes, this was my attempt to steer the topic back to being about Tina and to avoid my inadvertent highjacking. Whoops.
 

Doa_Eater

Well-Known Member
Well you pretty much figured it out. Doa5 has never been a balanced fighter which has derailed and crippled the game competitively despite the huge push that it has received.
 
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