Koompbala
Well-Known Member
TINA CYCLONE! Am I right!? Guys! Guys?........
For those who didn't like the joke and are shaking your heads right now. If you need some eye drops after seeing my joke please look at the fine banner below.
Banner courtesy of "Saber" thank you for the banner.
List of Changes:
1. Introduction
2. Basics
I. Legend
II. Summary
III. Pokes/Strings
3. Juggle Breakdown
I. Guaranteed Setups
II. Stun Combos
III. Post CB
IV. Force Techs/Pseudos
V. Environmental Combos
4. Attack Breakdown
I. General Attacks
II. Simultaneous Press
III. Back-Turned Attacks
IV. Side Step Moves/ Tracking
V. Frame Traps
VI. Crushes
VII. Open/ Closed Stance
VIII. Limbo/ Slip Stuns
IX. Untechables/ Holds
5. Throw Breakdown
6. Okizeme
I. Vortex
7. Credits
For your viewing pleasure:
I personally think this looks better in FSD Dark, but this can be viewed in light also. There are plenty of guides out there that make it for one color scheme. *Cough Cough* I made sure this can be viewed on both schemes *Cough* There's that cough again I need a lozenge. I'm gonna also try to make this easy to view on mobile. I know mobile viewing is a thing now.
IMPORTANT NOTE:
I understand this guide is huge, so to navigate easily and find sections quickly use "Ctrl+F" I double space every title of the sections & sub sections. For example to quickly jump to a section Ctrl+F - type the number or roman numeral - double space - section title. The sub section "crushes" has 4 spaces in the contents, but as said already only double spaced in the actual section. The "Attack "Breakdown" that is another huge section if you wanna know about a certain move. Again Ctrl+F {6K} as an example to find an attack description. Each move will always have those brackets around them. If I reference a move in this guide anywhere else it won't have the brackets around them. Enjoy!
This is my first guide for a fighter and 2nd guide total. I'm a tournament player who got the curse of the #9. I tend to get 9th in a lot of tournaments I have participated in. No joke I've placed in 9th at 5 different tournaments (all non-doa related). I'm actually a decent player just a master choke artist. I became a competitive player during DoA4 and got into DoA at DoA2: HC. The moment I played 5 and tried Tina right away I knew who my character was. I was gonna go back to Fu, but you can't teach an old dog new tricks apparently.
This guide will contain things I gained from experience, but also some stuff will be on paper also. I will point out a lot of things in this guide as is, so I'm not gonna point out what's on paper and what's not. This guide is my baby and I put a lot of work into this. I'm not the kind of person to abandon my work, so if you got questions, comments, concerns later on. Do speak up and I will address them. I did recently downgrade to a stupid phone again, so yeah my responses will be delayed unfortunately. That being said if any corrections are needed I will update it and will give credit to whoever corrects me. Do note credit will be given in the notes section this is to decrease the amount of clutter.
This guide though its not much of one. I would consider it more of a breakdown even though I contradict myself sometimes and call it a guide. I do this cause its easier to type guide I'm lazy. I don't necessarily tell you how to play her, but explain her tools and how they can be used. I assure you this breakdown has something for every Tina user amateur to veteran. It really wasn't my choice to dig this deep into Tina, but that is what happens when one has no internet. You are forced to play nothing, but training cause the computer is just stupid. I won't delay this any longer onto the guide
This whole section is "basically" gonna be about what the title states general basics. I'm on a roll with the jokes, so yeah this will get you started on creating offense and whatnot. I use some different terms in my guide, so I will put them in the legend.
I use some of my own terms so I feel I gotta do a section for this. These terms I use aren't confusing by the way. Its not my intent to change the wording of already existing terms. Already existing terms I will use, but the terms I made up don't have a term to them yet. So that's why I'm using my own terms here. Remember there is a Wiki for this game on this site. A lot of work was put into it, so look at that for your definitions. This site gives you resources for your disposal use them. The idea of this section is not for me to repeat/replace the Wiki. Just to get an understanding why I'm using certain terms.
789 = ub,u,uf
456 = b,n,f
123 = db,d,df
5 = Neutral
For example: H+P can actually be 5T so 5 is just a way to say the lack of a directional input. T on its own looks funky, but once you put a number behind it. It makes sense well to me at least.
Terms: For other games the way to describe strings there's NC & NCC that's all that is needed. This game since there is another kind of stun state (HCH) it just adds more possibilities of terms to be used. There's natural combos then there's, natural combos on CH only, then there's natural combos in every state (NH, CH, HCH). NC and NCC is not good enough I think to describe strings.
Stun Combo String (SCS) - We all know what stun combos are that term was really the only term used in 4 when describing "combos" since nothing was guaranteed. You could hold out of all combos, so there were really not any actual combos. Except for NC's and once the opponent was already launched. The idea of SCS is strings that stuns, but you can hold out of, so these strings aren't guaranteed much like stun combos.
NH - Normal Hit
CH - Counter Hit
HCH - High Counter Hit
Oki - Okizeme
Vortex - I explain this in its sub section.
SE - Stagger Escape, Slow Escape.
NC - Natural combo
NC_CH - Natural combo on counter hit only.
NC_HCH - Natural combo on high counter hit I don't even know if there are any in this game.
WR - While Rising
FC - Fully Crouched
W! - Wall Splat
OS - Open Stance
CS - Closed Stance
Jails - Something that jails is something you can't get out of basically. There is already NC for strings on hit. Jail is normally used for strings your forced to block. I could use block string, but still 5 letters vs two words I'm going with the lesser of the 2.
Tina she is a low-high risk/ high reward character. I say low-high because she can be played either way. She may not have diversity in the juggle department, but she's diverse in other ways. Until a Tina places in a offline tourney places multiple times with her. I won't be descriptive on her level of risk, or how she is supposed to be played really. Based off her moves and tools Tina is a control character. She thrives off gaining control and maintaining it. She got good force techs, great untechables, tracking moves up the ass even BT P tracks, and a amazing vortex. This tells me that she is meant to control space based off what she has. She also may have the best punishment in the game. That's up for debate so I won't say for sure. I would say that she's top 3 for punishment and grabs in general. Overall she's a well balanced character with less than a hanful of useless moves too. I was surprised how many of her moves have use.
I will just detail her basic pokes and strings. Tina's pokes are meh not really much to say about them. They're not great, but they're also not terrible just inbetween really.
01. K~T/KK (14i -4/-5):
Not the fastest K as you can tell, but a good move/string nevertheless. What's great about her attack throw off K and PK is that you can buffer in the throw and still block in time. Her K I don't really ever use it that often cause the payoff from finishing her K strings is so great, but sometimes I don't like to guess. There are some people that fear this string and will either high hold, or low hold. That's the guessing I'm talking about , so sometimes I will just take the damage given and do K~T. KK is kinda slow, but I put it here in pokes because of the 2nd K tracking. KK is a great string and love that its a SCS and you get a free 6H+K on hit.
02. 2K (17i -8):
I know this is pretty slow to be a poke and -8 on hit makes it look even less appealing. The thing is 2K and every other follow up tracks. The 2nd K leaves you at +4 and is fairly long range. The P is unsafe, but on hit puts the opponent in a deep stun. It knockdown on CH and to reiterate tracks. Her 2K is also a instant high crush.
03. 3K/KK (15i -2/-10):
This is a decent range poke with a delayable follow up. The KK is a SCS that gives +22 on hit in all states by the way, so not a good move to use for stun combos. Good to setup her OH though that 66T.
04. P (11i -1):
Not much to say about a jab its her fastest attack leaves her at 0 on hit. Of course the P is what you use to start the good ol' P grab technique.
05. PP (-2):
For the people who are fearless and that P grab is the last thing on their mind. You gotta discourage that mash with a delayed P to the face into 426T. When not delayed this jails on block and NH.
06. PK~T (-5):
There's now a reason to do PK its only a NC_CH doesn't leave you at advantage on hit so, its useless without the throw. Fun fact this also does the most damage on CH. Its actually weaker on NH & HCH and all hits are not guaranteed either. I like PK~T cause its hard to react to and you get some nice damage off of it.
07. PPK (-2):
A nice string to use if you think the opponent will continue to attack. There are some people that even PP won't stop them from mashing. +2 isn't that much on advantage her jab will clash with the 9i jabbers. Still though a good string regardless. The K is just her 3K, so yeah don't need to say much else about this string.
08. 1P (15i -10):
Someting interesting about this this is actually -3 open stance and -4 closed stance on hit. This is a nice tracking instant high crush. This is her best slip stun in water and on ice. The stun this gives on CH is weak if the opponent SE's upon fastest SE this just becomes a frame trap.
09. 2P (14i -4):
Alright this is a awesome poke. You may be thinking why the hell is a 14i low anything to brag about. Especially with Akira & Sarahs being 12i. The fact 2P puts you in crouch and leaves you at 0 is awesome. Her neutral game may be average, but her crouch and BT game is great. For starters its an instant high crush and 3rd fastest attack. Since it puts you in crouch it sets you up for her fully crouch 3P. Which that FC 3P beats all 12i 6P's, so she got an answer for 12i punchers & slower.
Now for those characters with 12i highs or faster I.E. Fang with her 10i jab and 11i kick. Remember 2P is a high crush so it will crush those highs, it will leave you at 0, or because of mashers +9 on CH. About that +9 it pushes back a lot actually which is still okay. +9 actually gives Tina a lot to work with. Fishing for another CH is an option. Like launch with 9K get a nice combo off that, or do H+K into a force tech on certain characters. You also can do 66T as an answer to stepping, blocking, and attacking. For the mid punchers Tina beats she still gotta worry about those 7K's like Hayate & Alpha. Now even though her FC 3P 12i it doesn't mean she's helpless against the faster characters. For those pesky 11i punchers use that 2P to bait those mid punches and hold. Although there are some people like Jann Lee with a quick jab, 11i mid punch, and 12i mid kick too many possibilities. Needles to say I would forget about using 2P on him.
Saved the best for last I didn't forget about WR 64T J.O.C. Since 2P puts you in crouch that sets you up for an easy 64T for a J.O.C. Use that for the steppers, people you got holding afterwards, and for the defensive types who block. As you can see just from 2 moves there are a ton of possibilities and a lot of options. Talking about her FC 3P & J.O.Cyclone.
For those who didn't like the joke and are shaking your heads right now. If you need some eye drops after seeing my joke please look at the fine banner below.
Banner courtesy of "Saber" thank you for the banner.
List of Changes:
- June 25th - Updated Contents and fixed some grammar.
- June 25th - Added more terms and posted Juggle Breakdown.
- June 26th - Added more combos to Guaranteed Combos sub section.
- July 2nd - Posted Attack Breakdown and Updated Contents again.
- July 4th - Updated Contents again and edited more of Attack Breakdown.
- July 14th - Posted Throw Breakdown
Table of Contents
1. Introduction
2. Basics
I. Legend
II. Summary
III. Pokes/Strings
3. Juggle Breakdown
I. Guaranteed Setups
II. Stun Combos
III. Post CB
IV. Force Techs/Pseudos
V. Environmental Combos
4. Attack Breakdown
I. General Attacks
II. Simultaneous Press
III. Back-Turned Attacks
IV. Side Step Moves/ Tracking
V. Frame Traps
VI. Crushes
VII. Open/ Closed Stance
VIII. Limbo/ Slip Stuns
IX. Untechables/ Holds
5. Throw Breakdown
6. Okizeme
I. Vortex
7. Credits
For your viewing pleasure:
I personally think this looks better in FSD Dark, but this can be viewed in light also. There are plenty of guides out there that make it for one color scheme. *Cough Cough* I made sure this can be viewed on both schemes *Cough* There's that cough again I need a lozenge. I'm gonna also try to make this easy to view on mobile. I know mobile viewing is a thing now.
IMPORTANT NOTE:
I understand this guide is huge, so to navigate easily and find sections quickly use "Ctrl+F" I double space every title of the sections & sub sections. For example to quickly jump to a section Ctrl+F - type the number or roman numeral - double space - section title. The sub section "crushes" has 4 spaces in the contents, but as said already only double spaced in the actual section. The "Attack "Breakdown" that is another huge section if you wanna know about a certain move. Again Ctrl+F {6K} as an example to find an attack description. Each move will always have those brackets around them. If I reference a move in this guide anywhere else it won't have the brackets around them. Enjoy!
1. Introduction
This is my first guide for a fighter and 2nd guide total. I'm a tournament player who got the curse of the #9. I tend to get 9th in a lot of tournaments I have participated in. No joke I've placed in 9th at 5 different tournaments (all non-doa related). I'm actually a decent player just a master choke artist. I became a competitive player during DoA4 and got into DoA at DoA2: HC. The moment I played 5 and tried Tina right away I knew who my character was. I was gonna go back to Fu, but you can't teach an old dog new tricks apparently.
This guide will contain things I gained from experience, but also some stuff will be on paper also. I will point out a lot of things in this guide as is, so I'm not gonna point out what's on paper and what's not. This guide is my baby and I put a lot of work into this. I'm not the kind of person to abandon my work, so if you got questions, comments, concerns later on. Do speak up and I will address them. I did recently downgrade to a stupid phone again, so yeah my responses will be delayed unfortunately. That being said if any corrections are needed I will update it and will give credit to whoever corrects me. Do note credit will be given in the notes section this is to decrease the amount of clutter.
This guide though its not much of one. I would consider it more of a breakdown even though I contradict myself sometimes and call it a guide. I do this cause its easier to type guide I'm lazy. I don't necessarily tell you how to play her, but explain her tools and how they can be used. I assure you this breakdown has something for every Tina user amateur to veteran. It really wasn't my choice to dig this deep into Tina, but that is what happens when one has no internet. You are forced to play nothing, but training cause the computer is just stupid. I won't delay this any longer onto the guide
2. Basics
This whole section is "basically" gonna be about what the title states general basics. I'm on a roll with the jokes, so yeah this will get you started on creating offense and whatnot. I use some different terms in my guide, so I will put them in the legend.
I. Legend
I use some of my own terms so I feel I gotta do a section for this. These terms I use aren't confusing by the way. Its not my intent to change the wording of already existing terms. Already existing terms I will use, but the terms I made up don't have a term to them yet. So that's why I'm using my own terms here. Remember there is a Wiki for this game on this site. A lot of work was put into it, so look at that for your definitions. This site gives you resources for your disposal use them. The idea of this section is not for me to repeat/replace the Wiki. Just to get an understanding why I'm using certain terms.
789 = ub,u,uf
456 = b,n,f
123 = db,d,df
5 = Neutral
For example: H+P can actually be 5T so 5 is just a way to say the lack of a directional input. T on its own looks funky, but once you put a number behind it. It makes sense well to me at least.
Terms: For other games the way to describe strings there's NC & NCC that's all that is needed. This game since there is another kind of stun state (HCH) it just adds more possibilities of terms to be used. There's natural combos then there's, natural combos on CH only, then there's natural combos in every state (NH, CH, HCH). NC and NCC is not good enough I think to describe strings.
Stun Combo String (SCS) - We all know what stun combos are that term was really the only term used in 4 when describing "combos" since nothing was guaranteed. You could hold out of all combos, so there were really not any actual combos. Except for NC's and once the opponent was already launched. The idea of SCS is strings that stuns, but you can hold out of, so these strings aren't guaranteed much like stun combos.
NH - Normal Hit
CH - Counter Hit
HCH - High Counter Hit
Oki - Okizeme
Vortex - I explain this in its sub section.
SE - Stagger Escape, Slow Escape.
NC - Natural combo
NC_CH - Natural combo on counter hit only.
NC_HCH - Natural combo on high counter hit I don't even know if there are any in this game.
WR - While Rising
FC - Fully Crouched
W! - Wall Splat
OS - Open Stance
CS - Closed Stance
Jails - Something that jails is something you can't get out of basically. There is already NC for strings on hit. Jail is normally used for strings your forced to block. I could use block string, but still 5 letters vs two words I'm going with the lesser of the 2.
II. Summary
Tina she is a low-high risk/ high reward character. I say low-high because she can be played either way. She may not have diversity in the juggle department, but she's diverse in other ways. Until a Tina places in a offline tourney places multiple times with her. I won't be descriptive on her level of risk, or how she is supposed to be played really. Based off her moves and tools Tina is a control character. She thrives off gaining control and maintaining it. She got good force techs, great untechables, tracking moves up the ass even BT P tracks, and a amazing vortex. This tells me that she is meant to control space based off what she has. She also may have the best punishment in the game. That's up for debate so I won't say for sure. I would say that she's top 3 for punishment and grabs in general. Overall she's a well balanced character with less than a hanful of useless moves too. I was surprised how many of her moves have use.
III. Pokes/Strings
I will just detail her basic pokes and strings. Tina's pokes are meh not really much to say about them. They're not great, but they're also not terrible just inbetween really.
01. K~T/KK (14i -4/-5):
Not the fastest K as you can tell, but a good move/string nevertheless. What's great about her attack throw off K and PK is that you can buffer in the throw and still block in time. Her K I don't really ever use it that often cause the payoff from finishing her K strings is so great, but sometimes I don't like to guess. There are some people that fear this string and will either high hold, or low hold. That's the guessing I'm talking about , so sometimes I will just take the damage given and do K~T. KK is kinda slow, but I put it here in pokes because of the 2nd K tracking. KK is a great string and love that its a SCS and you get a free 6H+K on hit.
02. 2K (17i -8):
I know this is pretty slow to be a poke and -8 on hit makes it look even less appealing. The thing is 2K and every other follow up tracks. The 2nd K leaves you at +4 and is fairly long range. The P is unsafe, but on hit puts the opponent in a deep stun. It knockdown on CH and to reiterate tracks. Her 2K is also a instant high crush.
03. 3K/KK (15i -2/-10):
This is a decent range poke with a delayable follow up. The KK is a SCS that gives +22 on hit in all states by the way, so not a good move to use for stun combos. Good to setup her OH though that 66T.
04. P (11i -1):
Not much to say about a jab its her fastest attack leaves her at 0 on hit. Of course the P is what you use to start the good ol' P grab technique.
05. PP (-2):
For the people who are fearless and that P grab is the last thing on their mind. You gotta discourage that mash with a delayed P to the face into 426T. When not delayed this jails on block and NH.
06. PK~T (-5):
There's now a reason to do PK its only a NC_CH doesn't leave you at advantage on hit so, its useless without the throw. Fun fact this also does the most damage on CH. Its actually weaker on NH & HCH and all hits are not guaranteed either. I like PK~T cause its hard to react to and you get some nice damage off of it.
07. PPK (-2):
A nice string to use if you think the opponent will continue to attack. There are some people that even PP won't stop them from mashing. +2 isn't that much on advantage her jab will clash with the 9i jabbers. Still though a good string regardless. The K is just her 3K, so yeah don't need to say much else about this string.
08. 1P (15i -10):
Someting interesting about this this is actually -3 open stance and -4 closed stance on hit. This is a nice tracking instant high crush. This is her best slip stun in water and on ice. The stun this gives on CH is weak if the opponent SE's upon fastest SE this just becomes a frame trap.
09. 2P (14i -4):
Alright this is a awesome poke. You may be thinking why the hell is a 14i low anything to brag about. Especially with Akira & Sarahs being 12i. The fact 2P puts you in crouch and leaves you at 0 is awesome. Her neutral game may be average, but her crouch and BT game is great. For starters its an instant high crush and 3rd fastest attack. Since it puts you in crouch it sets you up for her fully crouch 3P. Which that FC 3P beats all 12i 6P's, so she got an answer for 12i punchers & slower.
Now for those characters with 12i highs or faster I.E. Fang with her 10i jab and 11i kick. Remember 2P is a high crush so it will crush those highs, it will leave you at 0, or because of mashers +9 on CH. About that +9 it pushes back a lot actually which is still okay. +9 actually gives Tina a lot to work with. Fishing for another CH is an option. Like launch with 9K get a nice combo off that, or do H+K into a force tech on certain characters. You also can do 66T as an answer to stepping, blocking, and attacking. For the mid punchers Tina beats she still gotta worry about those 7K's like Hayate & Alpha. Now even though her FC 3P 12i it doesn't mean she's helpless against the faster characters. For those pesky 11i punchers use that 2P to bait those mid punches and hold. Although there are some people like Jann Lee with a quick jab, 11i mid punch, and 12i mid kick too many possibilities. Needles to say I would forget about using 2P on him.
Saved the best for last I didn't forget about WR 64T J.O.C. Since 2P puts you in crouch that sets you up for an easy 64T for a J.O.C. Use that for the steppers, people you got holding afterwards, and for the defensive types who block. As you can see just from 2 moves there are a ton of possibilities and a lot of options. Talking about her FC 3P & J.O.Cyclone.