Hurricane Tina Has Hit FSD - A Tina Breakdown

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.

TinaBanner.png

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.
 

Koompbala

Well-Known Member
3. Juggle Breakdown

This section took me the longest not because finding these things was difficult. Its just that there is sooo many possibilities in combos because of move recovery, weight, threshold. Even wall splat combos vary because of this. I put this to the side for, so long because of this I tried to find that happy medium of putting in enough info without leaving out too much. This juggle shit is just a major pain in the fuckin ass. I should of put this after Attack Breakdown, but I wanted to break the flow of a bunch of reading cause the Attack Breakdown is huge. I will touch briefly on open/ closed stance. Stance plays a huge role in Tina's combos, so I will just list below what things are stance specific.

Stance Specific:
  • KP (Limbo) closed only. You can get it in open too I explain that later.
  • 8P in juggle for FT
  • 6PPP+K in juggle for better wall damage than PPK
Also something to note about this section this is the combo section, so I would like it to keep it that way. These sections will entail a combo dump, and that's it. But at the end of each section there will be the note/credit section. Also don't worry everything will be numbered so it will be easy to match the combos with combo notes. As you can tell I don't like clutter. I also don't know the weight classes never have never will. Just saying I will be using character names to describe the classes so yeah. This section I did on paper by the way. I'm having trouble translating my own writing which is embarrassing and I also have no way to test things currently. I will next week, so I will bust my ass to fix this section next week. Yeah just saying this whole section will be kinda busted. Moving along.


I. Guaranteed Setups

I admit a lot of "ifs" are in this section. Even though they require the opponent to be "X" or do "X". Still these setups are reliable, so I thought I would give them a honorable mention in this section. Think of them as something that is nearly guaranteed. Some of these are just setups not full combos. Also the first combo is all guaranteed after the first hit of course. Django may not have been the first to find this out. But he was the first not to keep it to himself and make it public, so he gets credit.


01. K(P) P(Limbo), 8P, 66K, CB 61/75/91 4 Hits
02. KP (Limbo) 8P, CB
03. K(P) (Limbo) 3KK, 9K - 6PP6K 426H+P Light-Fu.
04. K(P) (Limbo) 66PP, 9K
05. KK, 6H+K, 2H+P
06. 44P, K, H+K, H+P
07. 67H (Ropes) 8P, 3K, 66PPK
08. 46H (Invisible Wall) 6PPK 8P, 8P+K
09. 46H (Wall) 6PPP+K on CH 8P 2H+P
10. 4H (Against Wall) 2P
11. 8P on CH 33K 426H+P Lights-Fu/ 8P 2H+P Heavies
12. 1P Slip Stun 33K 426H+P Feather/ 8P 2H+P Light-Fu/ H+P Heavies


Notes/ Credits*
01. Again credit goes to Django for the combo. I put the amount of hits in the first combo to make it clear the P from KP is the combo starter. Also put CB not out of laziness, but to clarify that is when the CB happens. I state this in a later section and I already mentioned it in the beginning of the Juggle Breakdown. But you can actually get limbo in both closed & open.

02. This won't work everytime it depends how close you are. I wouldn't doubt it if
stance has something to do with I don't know though. I haven't dug deep as to why it sometimes misses.

03. No I'm not crazy that combo does work on Fu and it can be done on flat ground. Dojo is the only place I test combos unless I need the environment.

04. 66PP variant is if your close to the wall. Considering both K's from 3KK will W! You will never need to use 66PP though. The P limbo that has a lot of blow back. You probably won't even be in range in most cases for the 3K/KK to W! Also 66P on its own will turn the opponent around. You literally need to do 66PP to get the back stun.

05. You can choose to FT from this combo if you want. Hopefully the opponent you do this to loves to SE. SE'ing this wil reset the damage.

06. It doesn't take much to SE this. If they don't SE I think you actually can get more damage. First 2 hits of course not guaranteed and the launcher is not guaranteed either. Its not because it can be SE'd and blocked, but because it can be ducked. The opponent ducking will most likely be the last thing on the opponents mind. I think the person would be more worried about SE'ing and blocking in order to turn around as soon as possible. Rather than just ducking right away.

07. 3K actually does more damage than 33K, but when in a combo seems to do the same amount of damage. This combo you need to be aligned properly with the ropes, so the opponent hits the wall twice for max dmg.

08. That's guaranteed I think since there is no where to back tech, but training sucks and you can't choose tech directions. So I'm not 100% sure on this yet.

09. These combos actually do the same amount of dmg. Why someone would attack after your at +10 I don't know, but if you do land a CH the 8P is a nice easy variant.

10. The elbow is guaranteed I think. Again training sucks can't choose tech direction.


II. Stun Combos

She may not have much variety as far as juggles go, but she can mix up her stun combos. She has a deep stun for every level of attack except for low. Her deep stuns are P, 3P, 6K. Unfortunately you can't sit there and wait for a hold like you can with a crumple. They give deep stuns yeah, but if the person is SE'ing they will get out of the stun if your not fast enough.

Deep Stuns:
66K, 3P, 3PP, FC 3P, 6K, 44P, P/PP, BT 7P/PP, BT 7K, BT 4P.

Recommended Stun Combo mixups:
3P, P/PP, FC 3P, 6K, BT 7K, BT 4P, 7P/PP

Stun to Launch/ 2 hit Stun to Launch:
Generally I found that these combos have the same launch height whether its 1 or 2 hits, so yeah.

9K
6PP6K H+P Light-Fu
426 H+P Heavies

33K
8P 2H+P Light-Fu
H+P Heavies

33P
6PP6K H+P Lights
426 H+P Mid-Fu
8P Heavies

CB Setups NH/CH:
I'm not saying all these work on NH and CH, but if you play Tina. Then you should already know what can and can't be done on NH and CH. These are all tested on fastest SE by the way.

6PPP+K CB, 6PPP+K CB
66K/ 6K PP CB, PP 6K CB, PP 3P CB
9P/ PP 6K CB, PP CB CB
6K/ PP 3P CB, 3P PP CB
4K, 44P/ 7P PP CB, 4P 6K CB, 7K 4P CB


III. Post CB's:

9K
6PP6K 426 H+P Lights
6PP6K 8P 2H+P Mid-Fu
426 H+P Heavies

Against Walls:
6PP6K 426H+P Lights
6PP6K PPK Mid-Fu
426H+P Heavies


IV. Pseudos/ Force Techs

01. CH P+K 8P Light-Heavies
02. NH H+K Fu & Bass
03. 66K 9K 6PP6K 8P Feather & Kasumi OS
04. 66K 9K 6PP6K 2K Fu

Post CB/ Max Threshold Pseudo/ Force Techs:
9K/33P
6PP6K 1K Lights-Fu

33K/P+K
6PP6K 8P Lights-Fu CS

H+K
6PP6K 2K Lights-Mids

33P/9K
6PP6K 2K Heavies

P(Limbo) 3K 9K 6PP6K 2K Heavies
P(Limbo) 3KK 9K 6PP6K 8P Bass OS/CS
P(Limbo) 44P 2KP 6PP6K 8P Lights

Notes*
01. That P+K your not just gonna block something and throw that out there. The only reason that move should be used is to catch step from a FT. That's how you land a CH with that move.
02. This does not work on Bayman neither stance its gotta be a hitbox issue.
03. This does not work on Pai or Fang.

Notes for Post CB*
9K/33P - The 9K launch is the one that works on Fu 33P does not.
33K/P+K - P+K needed for Fu
H+K - CB needed to hit mids.
3rd Limbo - In order for this to work it needs to SE'd. Just yet another reason why I took so long to do this combos are pain too many damn possibilities.


V. Environmental Combos

I haven't played much of this game, so I admit I'm lacking in this area. I don't know if I got every interact-able object, or not. When you do a combo into a partition on NH. You need more hits than would for a CB on CH. So like knocking the opponent into a partition on CH all you need is one more hit CB to burst. If its done on NH then you need like 2 more hits then CB. If I did not post a stun combo before launch. Then the combo I used for CB's was 6K 7PPP. I chose that cause that damage is close to what a full CB setup would require.

Scramble
9K
6PP6K 426H+P - Into Generators - 6H+K 2H+P

Scramble Ground
PB Into Flying Car - Dat Ass - Into Car Hood - 6H+K 2H+P

Hot Zone 1st Area
Rocket - 66PPK
Heli - Hold 6 8P 2H+P

Hot Zone -2nd Area
Tank - 6H+K 2H+P

Temple
9K
6PP6K PPK - Into Pot - 66K 33K 426H+P - Out Window 244 on CH

6K 6PP6K 9K - 6PP6K 6PPP+K - Into Pot - CB 9K 6PP6K 426H+P 256 on CH

The Show
Jack in the box/ Ball 426H+P, 6PPK, H+P
Post CB H+P/ PPK.

The Clowns on Trampolines Either Side 66PPK.

Tiger Show
Knocked Into Tiger Hoop
6PP6K H+P Light-Fu
Hold 6 8P 2H+P Heavies

House
44P 7K 4P 9K, 6PP6K 6PPP+K - Through Wall - 66K CB 6PP6K 426H+P - Through 2nd Wall 249 on CH
44P 7K 4P CB 9K 6PP6K PPK Through Wall 33P 6PP6K 8P 8P+K Through Ground 230 on CH

Fuel
Fuel Tanks - 426H+P, 6PPK, H+P
Post CB H+P/ PPK.

Sanctuary
PB - Into Rolling Ball - Dat Ass

Notes*
Scramble Ground - Dat Ass would be her 66P+K of course.
The Show - Those options on the ball vary again move recovery threshold all that nonsense.
House - 1st combo the CB is not guaranteed doing those fantasy combos. Same with the 2nd the 8P+K can be back teched, but I had to do it. Its an awesome combo when done.
Fuel - Just treat the fuel tanks the same as the balls in The Show. The same amount of options are available.
Sanctuary - She can run and actually do other things, but for ease of use. I stick with her flying ass as a combo. Also if you delay it at the right time this will become an ass tech. I think its +6 good enough for her 66T. Oh and about the fire posts in that level. I was dicking around one day and would sometimes Limbo stun after I 66K the opponent into the posts. I just wanted to finish this guide, so I didn't dig deeper on how or if it can be done consistently.
 

Koompbala

Well-Known Member
4. Attack Breakdown

Okay in this section its pretty obvious what it entails. In order to decrease the amount of repetition and boredom. I will list moves I have already listed last. I'm also gonna put in the description see above in "pokes/strings" or what have you. It will prevent any confusion on my part, so I know what moves I already listed. I will also list her top 20 best moves (in no order). That way it will cut down on scrounging around trying to find her good moves. This will also be the biggest section yet too. Don't worry the next section is smaller won't take as long.

I. General Attacks

This is gonna be the beefiest section. I'm gonna give a brief description of all her moves some huge others not. As I said in the summary all her moves have use. Mind you when I realized this I was quite surprised. I did not think her whole movelist would have use okay all but a couple is useful. I'll be sure to make those last.

Top 20 Attacks
01. {H+K} (16i -9):
I put this first as a surprise, so people use it more. This despite being her weakest launch so much to say about it. This may be her weakest launch, but I would put this as her best whiff punisher. You can dispute this and say no no 46P is better, or 6H+K is better. In some cases yes 6H+K is better, but that's more for long range. H+K reaches pretty far and got deceptive range. This is under-used for sure. So 46P 3 frames slower 30dmg, H+K yes only 26dmg but its faster a simple 2K afterwards does more damage than 46P.

This move is to be used at distance which again this is for whiff punishing, so its only gonna be used at a range. This is a FT against Gen Fu & Bass with 8P. They whiff, you punish, and get a FT sounds like a fair trade to me. Combos vary with this you can hit 8P on some for a juggle. H+P for her air throw, PPK hits all, and 2K when you hit this max range. Last thing to note is know your range use combos according to your range and patience is of virtue. I have got antsy during a match and used this too soon and got CH'ed when waiting on a wake-up kick. also your gonna see more of this move in the oki section.

02. {44P} {44PK/2K} (19i -9) (-6/-1) SCS both enders:
This is definitely one of her better moves. A mid/high crush stun on hit a deep stun at that. Leaves her BT, so she can follow up with all her amazing moves from BT. Has approximately the same amount of range as 4K. What I'm getting at is if I'm gonna expose my back to the enemy do it with a crush. Also yeah 4K is a crush, but it hardly works so go with 44P. Remember what Tatsu said in the original TMNT film. To the new foot clan he sparred with "Never bow your head to the enemy". Same concept don't be exposing your back unless your doing it for a good reason, or using a good move like 44P.

03. {8P} (18i -5):
A safe short-mid range move. This is used for juggles into untechables, sit down stun, force techs and guaranteed setups. This is another one of her moves thats a jack of all trades move. If this is done to a BT opponent you get a free CB also.

04. {46P} (19i +1):
This would be a long range frame trap. Can't really say anything bad about this move really, but I also can't say much about it in general either. I mean its pretty self explanatory what this move is about and how to use it. You use this for whiff punishing if you miss out on it hey no big deal frame trap bitch. You can also use this to try and get in cause again long range frame trap.

05. {9K} (18i -8):
Her best launcher that also does not W!. There is not much to say about launchers they been in fighters for a while now. This gives you the best combos there ya go that's my breakdown of this move. I will say this though this launcher on flat ground can 6PP6K into 426T for a juggle works on Gen Fu. No I'm not mad it is possible on flat ground. It just requires the opponents back.

06. {66K} (21i -7):
This is a semi-safe mid kick sitdown stun. It needs to be against a crouching opponent on CH for this to sitdown stun or the opponent gets hit into a partition. Due to this move being semi safe this is another one of her get in attacks. It puts the opponent in a crumple stun, so they need to hold, or get hit by the next attack. This also stuns on NH so all around good move.

07. {1K} (21i -21):
Her longest range low that's a single hit. This is actually a fairly effective way of getting in on people due to its range. It's postive on hit +7 I'm fairly certain, so your free to a decent amount of things. You can actually land this far enough away that you are out of range of grabbing, but thats where dash J.O.C. comes into play. It is +7 so that means you can OH 9i jabbers. 44P is also a option I don't know if its fool proof or not though. It does come out at 12i with that much advantage. Problem is I need to do crushing frames and I don't know when it mid crushes. 21i is the iffy area of where things become see-able, so I wouldn't abuse this too much keep it random. This move can be used for FT combos, but you lose so much damage when this is used for most setups.

08. {7K} (27i +9):
A high tracking frame trap that is one frame faster than 8K. Getting this on block means you can get 6H+K on 10i jabbers. One thing to note the game also says on Knock down you get +9 when the person techs right away this is not the case its more. How much more? Not sure haven't fully tested it just yet, but it is more. This is pretty long range and she does a little twist in the air when she does this. What I'm getting at is you would think this steps a little, but it does not. I would use this not to kill step since some things also tech chrouch while stepping, but I would use this when I know the person won't attack. But if I think they may step or block. If I'm not sure on this matter that's when I use 7K. Kill both options with that 7K.

09. {6K} (18i -5):
A slow but safe and amazing mid kick. This also is a attack throw one of the other things that make this amazing is that. The attack throw can be buffered in and you still got time to block. It got decent range is one of her deep stuns. This not only stuns on CH, but NH too. Since it does stun on NH it does not offer anymore stun frames on CH though. Considering this does have a attack throw connected to it. This is a good move to close the match with if you need a little extra guaranteed damage from that attack throw. If you need to come in with a move at mid range this is one of your moves.

10. {FC 3P} {FC3PP} (12i -11/-12):
Great move very few hold both hits it usually comes out too fast. If I mid punch at the beginning of the match this is the move I use. I will do a quick crouch, so its not obvious. This move though is a 12i untechable the downside? Yeah FC required, but luckily there are moves that put her in crouch 8K, 7K, 2K+G, 66P+K, 2P, yeah you get the picture. Due to slow crouch frames and not stunning on NH defiinitely not worth buffering in a crouch to do this. I just stick with moves that put me in FC. Its not like you can't crouch while someone is approaching and do something else to mix it up but eh. Also do note this is stronger than your typical 6P. so it will beat out all mid punches 12i and slower. On CH this also puts the opponent in a deep stun, so its also good for stunning.

11. {3P} {3PP} (17i -10/-4):
Ugh this string I want it to be good. Don't get me wrong its not all that bad, but I've had problems with this string. Its slow 17i is nothing to brag about. Due to it being slow and the first move not tracking I've actually had the 2nd P get stepped. Also yes the 2nd P does track, but the initial hit is, so slow by the time the 2nd one comes out the opponent is already around you. The good things about this is on CH this does stun and cannot be SE'ed. Both hits need to land in order for a crumple stun to come out. The 3P alone puts the opponent in a deep stun to follow up with her other deeps stuns. Due to this being a deep stun this is one of the moves I use in her arsenal.

12. {6P} {6PP/PPP} (13i -9/-10/-11):
Yes all in that order of block cute I know. This is her best string without a doubt her 2nd fastest attack the 2nd P tracks I'm sure not much know that. This string is the jack of all trades. Its fast, it tracks, it can end safely, it frame traps, it can be used in juggles, is used for guaranteed damage. The only downside is 6PP the 2nd P can be held. Funny enough though this string hardly gets held. I think its just unfamiliarity not enough Tina's out there which is a good thing.

Onto P at the end, so yeah the last P is just P+K, but since its in a string it comes out faster than her P+K. This I hardly use to end cause the weak launch and I mean c'mon 3 mid punches. Not many will let you get away with that many of the same punch. But when your sitting there doing 6PP6K all day. You will land the P if you don't use it often.

13. {6PP6K} (-5):
Her best ender to 6P and the least negative option she has. This is just her 6K, so I'll cover most of what's good in that breakdown. Even though I use this string more than the 6K itself. This is the string to use in her juggles. This does put the opponent in a deep stun, so you are free to do her other deep stuns if you land this move. You wanna train your opponent to block low to land this through using the 2K ender or free cancel 6PP to open up the opponents defense to land this.

14. {6PP2K} (+1):
This is ender is her 2K+G this is her only frame trap out of 6P. This ender would be to change things up and score a knockdown if it hits. Its funny cause I hit this a lot. Its like no one cares about petty damage. I mean yeah its petty, but it appears people rather stand and block rather than block this. Its too bad cause this is a frame trap and puts her in crouch to follow up with her FC 3P.

15. {6PPP+K} (-6):
A safe mid punch variant of 6P. This is a feint stun mid punch this stun is a lot like her CB without the burst. So its either punish a hold, or land a combo. This can also be used to add more damage to her combos such as using this for wall damage instead of PPK. That doesn't hit as consistently like PPK does though its stance specific. Lastly her 46H against a wall you want to use this string for a W! into wall combo.

16. {6PP2P} (-10):
This variant ends with 1P so not much to say about this that won't be said about 1P. If your opponent starts stepping your enders I would sooner use this to track rather than the elbow. Upon fastest SE you won't be able to do shit off this literally nothing. While you won't be able to continue stun it does become a frame trap. So a J.O.C is already buffered for you or you can attack with FC 3P.

17. {PKP} SCS [KP] SE'ble (-8):
This string sets up her limbo stun and her options from limbo are amazing. If I do land PK and I actually decide not to use the throw from it. I will take the time from the PK to check my stance. In open stance use the PKK if your in closed use PKP. Using that slow ass punch is well worth for the options she gets off limbo.

18. {4P} Series {4P/PP/PPP} all variants {-10/-11}:
This very meh string here. I know its silly for me to call a all tracking string meh. There is down sides though its slow and got crap range. I mean yeah 15i ain't very slow, but using something like that against a fast character is hard to land. Especially with that lack of range this string suffers from. It is a tracking mid after all, so it isn't terrible. The last hit does put the opponent in a crumple stun. I've actually hit more peope with this than expected the reasons are unknown. Maybe cause they try to step, or maybe they're not use to Tina having this string.

19. {PKK} SCS [KK] Tracks "3rd hit" (-5):
This string its meh from my experience this takes too damn long. Before the 3 hits connects the opponent is already holding by the time you land PK. Usually its a low hold some hold high though, so I guess you could use this to bait holds. If it didn't take Tina, so long to swing those thunder thighs around. This probably would be a viable way to connect that KK quicker.

20. {4K} (14i -5):
This move oh this move. This use to what was a fantastic low crushing mid kick. Now turned into a half ass low crush. Where to begin this is not a terrible move, but when you compare it to what it use to be. It then becomes a terrible move anyway enough crying. Remember that Tatsu quote earlier? Yeah that this move in my eyes its not worth using most of the time anymore. It hardly crushes anymore when I try to use it for crushing purposes. I end up getting kicked in the ass. I try using it as a fast safe option at times. I still get beat out and my back is exposed. I don't see this move worth the risk to throw out anymore like it use to. It is her 3rd fastest move that reaches out in the mid range I'd say. Her BT options are great, but this move I think is better suited for frame traps. Such as things that give you +4 like (2)KK, 8K are only a few examples.

Moves Continued

21. {PPP} (-10):
This string is for those pesky steppers. If you use a lot of PPK and the opponent catches on that its linear. That's when you throw this string out catch that step. Considering this string has one follow up its predictable. That's where yomi comes into play your opponent will either let you launch or hold in fear of the last hit. Honestly though if someones stepping after PP. I'm just gonna PP grab get that 426T off for CH damage.

22. {PPPK} SCS [PK] (-14):
Pretty much read whats stated above one last thing to note though. The PK is just 9PK Tina has a lot of the same moves. There are some moves that can look similar, but are actually different. I know PP(P) and 9P are the same cause I stunned with the 3rd P hit the 9P to continue the stun opponent gets knocked down. If they were truly different that wouldn't happen the stun would continue. These moves also have the properties and frames.

23. {PPKP} (-5):
Another string not all that useful one follow up and has a see-able ender. I've delayed it and not delayed it enough times and the crap gets held. Its not like I haven't landed this before the stun is nice on CH and it is safe. Its just too risky to land against the more experienced players. I'm also including 3KP in this too I've had 3KP held on reaction while 3KK never does.

24. {PP6P} (-9):
This is somewhat useful I still get some people with this and launch for a combo. From my experience its a less obvious version of her 33P. I actually connect this most of the time, but then again I hardly use this. So use this at your own discretion.

25. {4PP(P)} (+19):
A guard crush that gives +19 hold on there you may be thinking OMFG! +19 that's sooooo good. +19 ain't much with Tina, so yeah. Her "fastest best" launch is at 18i, 33K is 15i, but sometimes doesn't even reach, so that leaves her with that "ass launcher" H+K. I quoted ass and LCH there cause its a good move not as a launcher though anywho. Considering this is a GC IT SHOULD put the opponent in a CH state, but alas it does not. It would be really nice to land her PKT after this cause that is a NCC after all. Then they would have solve the problem of letting PK to land in the first place. If 33K won't hit sometimes PK sure as hell won't. To sum this up in open space H+K against the wall same for W! into her 66PPK.

26. {7P} (29i/+2):
This move is terribly slow yes, but if you go against someone who bloacks a lot. This would be a less advantageous yes but, safer option to 8K. 8K that +6 is nice and all, but using that against someone who tends to step also. Doing 7P would be a safer option less likely to get punished hard like 8K.

27. {7PP/PPP} SCS (-1/0):
This is not one of the useless strings wanna know why? Great for post CB training yeah that's right training. Yeah its a 3 hit CB, but its slow as fuck and none of it tracks. Unless training gets changed where you can turn on CB and you CB right away then this move will become useless.

28. {9P} {9PK} (15i/-10~-14):
Not the fastest move but at least it got range. From time to time I may use this to catch step to change things up. I don't wanna be too reliant on grabs to catch everything. If you go against someone who SE's. Don't expect to continue the stun using this. All you can get off is her P against fastest SE. I doubt anybody who doesn't use her would know this, but still its not much of a stun mixup if you 9P into PP. Onto 9PK this I will hardly throw out -14 is pretty serrious stuff. I will hit comfirm this first before I try to launch. If the launch wasn't so crappy I would actually use this more.

29. {8K} (28i +6):
A slow ass mid drop kick. This is 2nd most advantageous frame trap. It is an extremely slow linear frame trap, so it can be stepped. While its hard to get someone to stand around for a 28i move to come out. Some will stand around for it people see movement and some just freeze up its kind of funny. This puts Tina in crouch also, so that means you got FC 3P at your disposal. Which would make it come out at 6i pretty spiffy if I do say so myself.

Also means her 66T will come out at 10i and will beat all jabs of 10i and slower. Depending on the range sometimes J.O.C. will be in range. This is also unholdable, but if you pay attention to this move. The animation looks similar to 8T, so if people just step punish these options they both would be useless. Since that is not the case this move still has use.

30. {33K} {33KP} (15i -15/12):
Her fastest launcher but 2nd worst one, so not that cool that its 15i. This would be the only launch guaranteed after her 8P on CH facing front. This also W! so that sucks. The P in this move is an untechable basically her 214P. All the Tina's out there just use the 33K, so to fake out the opponent you could always delay the P. Doing this has got me to land it the couple times I've tried. Other than that not really anything else to know about this.

31. {9PP/PPP} (-8/-11):
First and 3rd hit tracks. There is not much to say about this string can't use it in combos well you can, but it would be a waste. If I hit this then I'll change things up and do 9PP instead of 9PK. Again off 9PP you aint gonna get shit for stun mixup. So it would be good for a stun and OH or if you know a holds coming. Then go right ahead and use that 426T.

32. {6PK} (-5):
The K is just her 4K, but if I'm gonna do her 4K most cases its gonna be from this string. I sometimes will crouch dash away on block cause using that 7K on block is not an option. -5 add that to an already 11i attack yeah if you CH someone its most likely cause its online, or they tried to grab. I can sometimes get off 7K cause sometimes the person will grab. This is a decent string to use.

33. {6PPK} (-15):
This ender is just her 33K really. I use her 6PP6K a lot so to decrease the chances of getting held I hardly use this. This is used to get a guaranteed launch off her hold 46H opponent against a invisible wall. I have used this and do get this as a launch though. Considering she has the elbow to launch also. The opponent ends up holding M. Punch and gets launched for it.

34. {66P} {66PP/PPP} (19i -12/-11/-9) SCS Last 2P's:
Another slow all mid string, but at least this got better follows up unlike the 7P series. There is also something secretly good about this string. The 2nd P usually gets held before I can change this up. That also doesn't mean I can't free cancel and grab instead. Problem is there is a lot of recovery in each string. It can be delayed like crazy but I don't see whats so great about that if its linear. The good thing about this if you get a limbo but the opponent is near a wall. You can use this to combo for guaranteed damage into launch. 66PP 9K all guaranteed while opponent BT.

35. {33P} (21i -9):
This is one of her launchers that does not W!. Its good in that regard 21i sucks as far as speed goes unfortunately. This is a launch not much else to cover really, but due note this is her 2nd best launcher.

36. {66PPK} (-6) SCS last 2 Hits:
I would of grouped this with the other 2 useless enders P+K and 2K, but this still got some use. I actually never get punished for this which is weird I think. If I land the 2nd hit I will usually end it with this. A lot fear that M. punch more because the launch you get. This string is alright til people start punishing this. Then it will go in the crap list.

37. {66PPP+K} {66PP2K} (-21):
These enders are poop. Both are see-able and are extremely negative. Yeah ones unblockable, but it gets ducked so negative. The 2K it tracks oooh too bad its slow as fuck. To sum this up unless you like getting shit on don't use these.

38. {236P} (19i -10):
A long range mid that is still negative as fuck. This move despite being, so damn negative got some use to it. More use than it did in 4 that's for sure. Fun fact Bass got this same move his is 66P+K. Thing is not only is his 0 on block but it takes 35 damage. Tina's Negative as hell and takes 36 damage hers will beat his and not clash. That's the fun fact, but I guess since it does one more point.

That gives TN the green light to shit all over the recovery of this move. The good thing about this is it is fairly damaging 36 is good damage for a move at 19i. Another thing is good is the accidental times I used this move it has come in handy. Found out its good at stopping come in attacks. This move has stopped a lot of moves that get the opponent in. If it wasn't so negative this would be way way more useful.

39. {7PPT}:
This move I don't know the point of this move at all. If your opponent let you get this far without holding. They're either really bad, or your playing a blind person. At that point I would question why you're doing either of those things.

40. {7PP6P} (-11):
Another variant of 7P and yet also useless. Hey, but her elbow tracks oooooh scary too bad its also a M. Punch. Funny enough this actually works after limbo, but it gives a shit launch due to the elbow being crap now.

41. {214P} (18i -12):
A good low crush not necessarily a good move overall, but its a good crush. It actually works unlike 4K, but then they make what was already crush. In the previous game and was already unsafe still unsafe and harder to do. A quarter circle isn't hard to do or anything, but when you wanna crush on reaction putting in a quarter circle is not ideal. Its is an UT on hit so, thats the other plus to it UT and a good crush.

42. {3KP} (-5):
I already broke this down look for {PPKP} for info on this.

43. {2KKK} (-21):
A all tracking low string. I broke down the first 2 hits already. Once you get passed the 2 hits there is not much good to say about this string. The 3rd hit is see-able and only can end in a low so yeah.

44. {236K} (22i -4):
This move I don't even know what the point of this move is. Its slow not even sure if it low crushes. It certainly feels slower than just 22i. Its also linear so yeah I don't why this move is in. I guess its the token useless move.

(P) See above in III. Pokes/Strings

(PP) See above in III. Pokes/Strings

(PK) See above in III. Pokes/Strings

(6P) See above in III. Pokes/Strings

(PPK) See above in III. Pokes/Strings

(K/KK) See above in III. Pokes/Strings

(1P) See above in III. Pokes/Strings

(3K/KK) See above in III. Pokes/Strings

(2P) See above in III. Pokes/Strings

II. Simultaneous Press

01. {P+K} (27i -11):
Oh this launcher how I miss it I miss its glory days of complete safety. This probably would be a good launch if it was still completely safe. Considering its not this is only good for FT's from what I can tell.

02. {6P+K} (19i -7):
Her CB that's semi safe you CB people with this and stuff. I guess you could use this to fake out people too. I just realized it was semi safe not all CB's are safe so this is good news. You can also use this to try and score a feint stun.

03. {4P+K} (38i -1/+1):
Love this move its fantastic a low/mid crush. The rule of frame data I already mentioned this, but depending how far away you land this will determine your advantage. Most of the time it will be +1 at most. Been a while since I tested this, but I think it can go to +6. The opponents gotta block the tip of her boots for that reach +6 though. If timed right this will beat both wake up options and then you can FT from there. Considering this is a UT after all. While I will not cover all the possibilities with this move do look for this in the throws and oki sections. You will see a lot of this move later on.

04. {4P+KH} (30i -16):
This move here I thought this cancel would be utterly useless. This got use for a couple setups as far as I can tell. Which a couple is better than none right? Not like that 236K. Her BT K+G on hit if the opponent kicks right away you will get the opponents back with this move. The opponent needs to be really close for this to happen and BT K+G plants the opponent on the ground close to you. Another thing that makes this situational is the recovery of the Knockdown.

In all setups I seen thus far you can't get both those things I mentioned. The opponent is either not close enough and you just expose your ass, or you do it close enough, but lose a whole lot of damage guaranteed at that. For what? The possibility of the opponent doing a wake up kick right away to get their back. If you need those two requirements down for this to be a viable option.

05. {2P+KP} {2P+KK} (46i -11) (40i -4):
Again more possibilities with BT K+G. This roll and the moves from it I thought they would be useless at first. Again that BT K+G amazes me if the opponent techs and attacks or even steps. The 2P+KP will beat all options that move takes long enough for the ground invincibility frames to be up. Since its a step catcher you won't have to worry about stepping as I said. There is a setup for the 2P+KK but I can't remember right now. Again Oki stuff read the oki section to find out more

06. {1P+K} (28-48i -11):
Her PB you peanut butter people with this. Actually despite not GB'ing at all and being unsafe there does look to be a use to this. It got evasive properties she takes a step back to do this. I haven't been able to test this yet, but I'm thinking this would be good for push back moves. Moves that push back a lot or you can poke at a distance with then do this this PB to evade the incoming attack. What I'm thinking is something like 6H+K at max distance. Do her PB charge only a little for it to step back and let it go.

07. {66P+K} (32i -2/+6):
Slow as hell, but good move nonetheless. Tina reallys knows how to back dat ass up. To get + out of this you wanna hit this max range. This is good if you don't use it a lot, so people forget you have this in your arsenal. When the space is right whip this out. Not many people know this is a Frame trap. Hell I would go as far as to say no one knows only the people who play her. The thing to remember when preparing to use this move though is know your opponents movements.

For the people that can stand still at distance and always moving back and forth make this hard to land max distance. So just watch out for that when attempting to use this. Another good thing about this move. Is when the active frames are active not much will beat this. This does a lot of damage so yeah. Its gonna beat most other attacks when active. Oh right lastly this is an ass tech off one setup from a PB on Sanctuary.

08. {2K+G} (25i +1):
There is 2 versions of this other one the most useless PoS ever. Anyway this is a low frame trap that would be something to worry about. That is if it gave her +2, so yeah this move ain't as great as it seems. Still not terrible at least its a frame trap in this game. Never use this move at a distance it becomes punishable on hit at distance. As you can imagine even worse on block. There's not really anything to say about this move its an average move.

09. {2K+G} (25i -19) Max Distance:
This move is -9 on hit, so yeah technically this is her worst move. Never ever use this at a distance nuff said.

III. Back Turned Attacks

I thought about not making this its own sub section, but she just got too many moves from BT. Also it's kinda hard to compare these moves to her neutral facing attacks. While some are super good how can you gauge something that is so situational. I won't do a list for this section I will just list the useful ones. There is no way to turn her around manually so knowing the useless moves aren't really necessary like they are when facing front.

01. {BT P/PP} (12i -5/ -2):
This may be more negative and slower but oddly enough the first P tracks which is rather silly, but hey I'm not complaining. This is really useful despite it tracking cause these are jabs. Jabs are NC yes, but leave you negative and dont stun only on HCH. So really what makes this useful is using these while the opponent is stunned as a subsitute for her BT 7P/PP. The jabs turn you around while the 7P's do not. Just like facing front these are deep stuns when stunned.

02. {BT 7P/PP} (12i -2/-6) SCS:
Fairly quick high elbows really all her useful moves from BT are quick. These are deep stuns cannot be SE'ed out of. Although when 7PP hits and the opponent SE's really the only launch you will hit is 33P. The 7P can be followed up of course, but due to the follow up. Her being left at -2 leaves her at a good mix up cause her other BT moves are fast and she can grab from BT.

03. {BT 4P/PP} (15i -10/-12):
First hit tracks this is just a BT version of her neutral FC 3P really. Not much to say about this cause like her other moves from BT its for BT mix ups and stun mix ups. Nothing really to note about this move other than the 4P alone will have you face front.

04. {BT K} (14i -8):
Figure I'd give this an honorable mention since it does semi guarantee her a free launch with H+K. This is good for combo mix up and yeah thats pretty much it.

05. {BT 7K} (11i -7):
This is her fastest BT move and crumples during stun. This is a good refloat, but she can't do shit when it comes to BT combos. She really needs a BT air grab like some kind of neckbreaker or something. That way she could combo while BT kinda.

06. {BT 4K} (15i -11):
I wasn't gonna mention this cause its kinda slow compared to her other BT options. Its unsafe, negative on hit and 0 on HCH. The reason I mentioned this though I could've sworn I got a sit down stun from this. I think I may be crazy cause I have yet to recreate the sit down stun.

07. {P+K} (35i +2/+6):
This is just a slightly faster version of her 4P+K, so needless to say it got the same properties as 4P+K. Its still a mid/high crush will give advantage everytime BT though mainly stays around the +3 range. Its still a untechable so yeah this move is great. Sometimes I will stun with 44P and mix it up between 8T and P+K. I do that because 8T and P+K BT kinda look alike. Depending on the timing of course of the opponents hold P+K will sometimes punish it.

08. {H+K} (16i -6):
This is a underestimated move this if you don't pay attention the kick looks like her K from 44PK but its not. It is different and it gives a different knockdown a amazing one at that. While this knockdown doesn't guarantee any follows ups her oki options from this is amazing. The P from 2PK seems give the same kind of knockdown so I need to test that too. Well anyway she can do 2P+KP after KND she can do P, 6H+K to eliminate both wake up options. I will go into more detail about this in the oki/vortex section. Last thing to note if you land 44P even with fastest SE the opponent will get hit by this if you free cancel. The opponent has to hold this kick for it to not connect.

IV. Side Step Moves/ Tracking
Neither of these need a description really both self explanatory. I will describe her SS moves like I did with the rest of her moves. I don't know why I didn't put her SS moves in with her move description dump. Its kind of hard to rank SS moves, so yeah her 3 SS moves track so I put them in here and will describe them.

Side Step Moves
01. {SS P} (27i -6):
This move got crap range, but it gives +3 on NH, so 6P can be used afterwards and beat out 10i jabs. There are a lot of things that leave you at a disadvantage on NH, so you most likely gotta train your opponent not to attack after SS P on NH. Once you train them to block then you can start mixing in grabs. Since Tina has no 12i moves other than her FC or BT moves she gotta use P mixups after this on 9i jabbers. If this at least gave one more frame on advantage on NH. This would be a great answer for all characters.

02. {SS K} (34i -21):
So this is her 1K same everything really. This is best used for step crushing those high strings. Due to this being so slow though you ain't gonna do much crushing if the string leads into a mid or low. Since this is her 1K you would do the same things as you would if a normal 1K hits. 4K, 3KK, KK, H+K things that you know will beat out fast attacks.

03. {SS H+P} (30i):
This is her SS T this isn't a OH, so I use this one the least. Some people are mashy, but for the ones who aren't. If you know a string ender doesn't track then this would be the ideal time to use this. You would step the ender it whiffs and you punish with this grab. Not much else to really note about this move.

Tracking Moves

No description is needed these moves track. I already gave a description to these moves, so I'll just list the moves with no description. Some strings track, so in order to easily list what ones do in a string I'll put them in parenthesis.

01. PP(P)
02. PK(P)
03. PK(K)
04. (9P)P(P)
05. 7PP(6P)
06. 6P(PP)
07. 6P(P2P)
08. 4P all
09. 3P(P)
10. 1P
11. 66PP(2K)
12. 44p(K)
13. K(P)
14. 7K
15. 2K all
16. 1K
17. P+K
18. 2P+K(P)
19. BT 4P
20. BT H+K


V. Frame Traps

This is another self explanatory section this will also be just a list of what they are just Ctrl+F if you want to see a description on it. She got a decent amount of them some useful than others. I have yet to count them, so it may surprise to see how many she has. Also I am not gonna be going into extreme detail like there are some things on NH that are frame traps. There are other stuns if the opponent SE's the fastest it doesn't become a stun mixup, but instead becomes a frame trap. This is just gonna be a list of her stuff on block. Since this is only about things that leave you positive I will actually use a hyphen "-" to signify "through" Example: +2-+4 cause range affects frame traps.

01. 7P +2
02. 6PP(2K) 2H+K +1
03. 4PP(P) +19
04. 46P +1 - +2
05. 8K +6
06. 7K +9
07. 4P+K 0-+3
08. BT P+K +2 - +4
09. 66P+K +3

Notes*
03 - So this is more than just a guard break its a guard crush.
07 - Do note that this can be -1, but yeah this all varies on range.
08 - In most cases its gonna vary between +2 - +4 it can reach higher.
09 - Only positive when blocked at max range, so use wisely.

VI. Crushes

Yet again just gonna list moves if I had internet and time. I was in the process of doing her frame data, but I like double checking, so I never finished it. I also wanted to do her crush frames which is why I brought up frame data. If I knew her crush frames I would have a better idea on how to guage her crushes. That being said I will just generalize what the crushes do. Also lower case "i" in this section is instant. I think its fairly obvious what the other acronyms stand for.

High Crush
01. 44P
02. 1P, 6PP(2P)
03. 33P, PP6P
04. 3P
05. 66P
06. 1K, SS K, 66PP2K
07. BT T
08. 66K

Low Crush
09. 4P+K BT P+K
10. 4K, 6PK
11. 236P
12. 214P
13. 6H+K
14. 2K
15. 236K
16. 8K

Mid Crush
17. 44P
18. 4P+K BT P+K

Notes*
01, 17 - Her best crush by far this is a MC/iHC.
02 - An instant high crush.
05 - This string does duck for a moment, so it is a high crush.
06 - While it may be instant this is slow as hell so yeah.
07 - Not necessarily a high crush since attacks beat throws, but more like a throw that tech crouches.
09, 18 - This is a LC/MC great for wake up kicks.
10 - I've said everything that needs to be said about this move in its description. See {4K}
11 - This use to be a low crush not sure if it is anymore.
12 - A low crush that is more reliable than 4K unfortunately. Fairly sure its instant.
14 - iLC sometimes I wonder if this is better to crush since its only 2 frames slower than 1P and this got follow ups. Sometimes that 1P on NH can be detrimental.
15 - Drop kick not even sure if its a LC, or not.
18 - This is such a slow drop kick and I have been unsuccessful to low crush with this. Does low crush someone clarify?

VII. Open/ Closed Stance

You start off in closed stance, so really this should be closed/ open stance, but eh fuck it. I thought about not giving this its own section, but stance plays a very important part with Tina not just for her limbo, but also for her FT's. This section I will list what moves change your stance. Much like the frame trap section to make it easy I will just put in parenthesis what moves in strings change stance.

Its fairly simple to detect stance you just look at the center of the screen and look at yours and your opponents lead limb. So look at each lead foot if they are crossed its close if the lead foot matches open simple. You can also detect stance through paying attention to lead arm. The same concept that I just listed applies to the arms too. Stance plays a huge role in VF also. Just like this game you don't usually notice stance related stuff. Only til you dig deep in the game.

01. PP(PK) 9PK
02. PP(6P) 33P
03. PP(KP) 3KK 3KP
04. PK(K) K(K)
05. 6P(P)6K
06. 7PP(P)
07. FC 3(P)P
08. 1P
09. 44P
10. 8K 7K 236K 66P+K 4PP(P)
11. 1K 2KK(K)
12. 33K
13. 2H+K
14. SS K
15. 6P+K
16. 1P+K
17. 2P+KK
18. 66K
19. BT 79
20. BT 7K
21. BT (4P)P
22. BT T

Notes*
01 - Doing either of these you will be in the same stance.
03 - Since these all change remember finish these strings you'll end up in the same stance.
10 - Doesn't actually change stance, but GB's the opponent in another stance.
13 - Tina changes stance every time this is done the opponent recovers from the GB the same way each time.
14 - This move comes in from open stance and recovers in open stance, but yet changes stance. So get this when done from closed. During the startup frames the move changes to open right away. Well since the startup is done in open when Tina is already in open stance. Once Tina actually recovers she gets back up from the move she does a twitch, so her stance changes. Its really funky and probably sounds confusing, but better explained when you do it yourself.

Miscellaneous Notes*
- One thing I noticed about GB's more specifically Tina's GB's the ones that give good advantage like +3 and up. Make the opponent recover in different stances with the exception of her 4P+K/ BT P+K.
- All her enders to 6P change stance except for one, so that means do any one of them and you'll end up in the same stance. Again all, but 6PP6K.
- Remember P+K changes stance, so that means strings that end with it will change your stance. 9(P)P(P) 6P(PP) 7PP(P)

-About 214P now if you notice 214P doesn't change stance, but its used as a ender for three other strings 33KP and FC 3PP BT 4PP. Since 214P doesn't change stance then why does FC 3PP stay in the same stance if 214P doesn't change? Shouldn't the first P make her change stance in order to end up in a different position each time?

That's the weird thing do FC 3P it changes stance do FC 3PP she doesn't change stance. If you delay the sting long enough you see her mid string change stance then change again when you finish it. Another thing this move at the closest distance may miss. The 2nd P that is I would crouch walk to the opponent get as close as possible. Do FC 3PP delay the first move for a quick second finish it sometimes the 2nd hit completely misses. This was tested on Hitomi only.

VIII. Limbo/ Slip Stuns

This section yeah your gonna have to go back to Guaranteed Juggle section for the juggles. Like the rest of the other sections this will be just a list of the moves. There is only one move that limbo's with tina you can actually get it in both stances which I will explain in further detail next. For slip stuns lows on CH while in water/ice will put the opponent. In a special stun state where the opponent can SE out of only so much. That being said certain moves are guaranteed after this. Also this puts the opponent on their ass, or on their knees. Kinda like a sit down stun, or kinda how it would look like if one slipped. So only mids and lows will hit the opponent for that guaranteed damage.

Limbo Stun

I said what move puts the opponent in limbo K(P). I already stated what open/closed stance is about. Now its time to explain how the hell you get a limbo off both stances not just closed only. I dick around in training a lot due to that being the only mode I can play. I one day decided to hit the opponent with her KP in open then launch with P+K. Well that move is, so slow. When I would delay it a little I noticed that I would get a back launch everytime. I thought originally it was because she does a twist when she does P+K its not. It got nothing to do with that twist.

If you hit KP in open then wait a little longer do 8P you get 8P to hit BT. So it turns out the limbo crumple when you wait long enough the opponent falling exposes enough of their back for you to land a back attack. This of course like a lot of DoA. It can end up in a lot of guessing. Simply because your opponent can delay his/her hold long enough to hold the 8P before you can limbo them. Most don't know this tid bit of info, so my guess is. In most cases the opponent will panic hold before its time to hit the 8P in fear of that limbo. That's my guess at least don't have online, so I can't test a lot of things.

Slip Stuns

2H+K - This is a terrible waste of a slip stun if you ever use this in a water/ ice environment. On fastest SE this gives +3 pathetic she takes so long to recover from that move its not even worth doing.

2K - This knocks the opponent too far to get anything, but 2KK or KP. There are perks to actually using 2KP, but this goes back to oki, so read up on that section to know more.

1P - High crushes much like 2K does, but this is 15i so its 2 frames faster. This also keeps them in range. Unfortunately Tina doesn't have many options from this. The only ones worth a damn is FC 3P for a stun mixup, or 33K for a guaranteed launch.

IX. Untechables/ Holds

So yeah both these sections are gonna be fairly small. So I decided to bunch them together like I did with the previous sub-section. This section will be a mix of just a list of moves and some descriptions. For her untechables not much to say about those. On hit you can opt for a down attack, ground throw, or force tech. She has a untechable that ground stuns when you try to FT with it. Since it ground stuns it allows you to FT with a different move. I'm Just gonna call it a true untechable. I will now list her untechables.

Untechables

01. 214P, FC 3PP, BT 4PP, 33KP
02. 8P
03. 6H+K
04. 4P+K, BT P+K

Notes*
01 - All give a free ground throw except for 33KP.
02 - Only in a juggle is when it becomes untechable.
03 - Gives +9 on FT, but in some cases will give +10.
04 - 4P+K - When this hits a grounded opponent it puts the opponent in a ground stun. The opponent can't move and a ground throw cannot be done, but certain ground attacks work. Like not only will some force techs work, but even pseudos become a FT after this. Doing a 6H+K after this will give it an additional frame of advantage and FT the opponent close enough no dash is needed to be in grab distance.

Holds

I contemplated where I should put holds cause they are called defensive holds after all. Putting them in Attack Breakdown at first didn't make much sense. I decided to put them in this section because I'm only talking about when they connect. Which when one connects it then puts you on offense. Her holds in general don't need much explanation. They are self explanatory, but there are 3 I gave a description

67H - You can mash out H to get the follow up afterwards, but the timing is easy enough to do. So its not really necessary to mash it out. This hold is really just a DH version of her 44T. Just like 44T you can land PKP on some people, but its situational and not worth it. This sometimes bounces the opponents off ropes too. This literally her 44T in DH form. This really does more damage than 7H its not just for looks.

67H off the ropes - This was tested on sweat only, but if your near the turnbuckle the throw would most likely be the one to activate. You sometimes will get the bounce back from the turnbuckle though.

Rope Bounce
8P 3K w! 66PPK 63/77/90 no ropes, with ropes 62/77/93

No SE
On CH & HCH 8P CB

4H - There is a misconception among some that she gets a free ground throw from this after a wall splat. That is not the case, but honestly for the people that believe she gets a free ground throw. Just roll with it don't say otherwise. If thats what they wanna believe just take the free non-guaranteed damage. I had a person arugue with me over this stupid shit. I don't know why I was arguing against more damage.

Now if you need to close the match, the opponent has little health and this wall splats. You can do the elbow for guaranteed damage. Her elbow does 12 extra damage, so for the rare occasion of needing 12 extra damage do this. This does leave her at a disadvantage, so yeah I only do this when its needed. In most cases I will chance the ground throw.

46H - TN knew what they were doing when they gave this +10. They didn't want Tina getting any super good stuff from this bungholes. Why give her any amazing setups against a wall while Leifang can have it anywhere & Tina cannot.

46H Against a Invisible Wall - She gets a guaranteed 6PPK 8P 2H+P for an additional 73 damage Light-Fu 6PPK H+P Heavies you get 5 more damage on CH, but why one would attack I don't know.

46H Against a Wall - Doing this hold near a wall and getting it off is ideal. You get and additional 80 damage all weights. On CH there is 2 combos that do the same amount of damage. The combo is 6PPP+K W! 66PPK W! on CH you can do 8P 2H+P 93 damage.
 

Koompbala

Well-Known Member
Throw Breakdown
This section is dedicated to her throws which play a huge role in her game. Her grabs are very damaging and can lead to massive damage. I was originally gonna make OH's have its own sub section, but there really isn't much to say about them. Overall I would say Tina is definitely top 3 for the character with the best grabs. I also would go as far as to say that goes for her punish grab too.

5T
When this turns into the G.T.S. (CH/HCH) if the person doesn't tech right away you get a free ground throw. The opponent gets knockdowned, so close to you. No dash is needed to compensate for range to pull off the ground throw.

6T/ 2T/ 44T
If you do 6T and the opponent techs right away you're at -12. If you do this make sure that 48 damage will K.O. the opponent. Not that it's punishable, or anything. I have done this when the opponent is against a invisible wall, so the opponent would be as close ass possible on wake up. When I did that it pushed back regardless, so it can't be punished luckily. Still though fuck 6T on its own.

For the 2T variant I don't really know the point of this grab. Its a pile driver that does 50 damage, but doesn't leave her negative, so it does have more use than 6T. I guess this could be used for placement like if you want to stay in the direction your headed then use this.

Finally for her 44T variant this is her strongest version of 6T at 53 damage and should be the only version used. I didn't check thoroughly, but I do believe this is the most damaging punish grab that's practical. I didn't forget about hayate's 236T that's why I put practical. There isn't much else to say about this grab.

With Wall
This interacts with walls when the opponents back is against the wall. This in 4 use to be the wall version of J.O.C. Unfortunately they saw that as being too easy of an input for big damage, so they gave this a new animation. The game says the opponent is at 0 if the opponent techs right away that is not the case. You can do 46T when the opponent techs and this will beat 11i mids. Considering the grab is 23i and you can beat a 11i attack I say your definitely positive.

4T
This does 58 damage and is a good substitute for her 6T punish. That is because this is 8i and many things can still be punished by an 8i throw. There are a lot of people who just lay on the ground all day, so a lot of the time you can get a ground throw afterwards. If the person does a wake up kick right away you will get hit by it for a HCH, so watch out for that. If the person delays the wake up kick though you should be able to block it in time.

With wall
This grab interacts with the wall when Tina's back is against the wall. This is a good wall throw shit this use to be the only guarantee in 4 cause it did give you a free ground throw afterwards in 4 not anymore though. Despite this not giving a free ground throw afterwards it still does a nice amount of damage 68 I believe. Thought this gave good oki which it still does, but to an extent. You will see what I mean come the oki section.

64T~6T
This doesn't guarantee anything only gives +7. This grab I never use.

64T~2T~8T
A grab worth doing to get that muscle memory down. The payoff for doing this on HCH ain't really worth it. It tops off at 130 while J.O.C. is 120. You do the math 120 damage with no chance of break compared to 130 with a chance of break yeah no thanks. This grab though it is the ideal grab for really negative big damage punishing. The possibility of 105 on HN is definitely worth it in my eyes. This really has been the grab of choice when punishing really unsafe strings since 4 for sure others didn't play them like that.

214T~236T/ 6T~8T
This I do on accident when attempthing to buffer her J.O.C. I actually connect this a lot despite doing it accidently

44T~T
I hardly use this grab and its not even because this grab is weak or hard to do. Its just her other grabs trump this one.

While Running T
Whenever I get this off I'm so used to standing there, or blocking, but this is another one. If they don't tech right away free ground throw. The 2T takes 30 damage, so if they don't tech you got a lot of damage to look forward to.

426T
This is her 2nd strongest grab at 68 damage. There isn't much to cover when it comes to this grab. I will P grab with this I will also use this if the opponent doesn't have much health left and finish with this to change things up. If someone decides to be a lazy then yeah I would recommend backing up slightly. To get away from wake up kicks and prepare to whiff punish if need be. Whiff punish M. Kicks with her H+K and lows with her 6H+K.

WR 64T
J.O.Cyclone. NH 78 HCH 120 dmg fuckin sexy if I do say so myself.

Alright, so theres an easy way to do this. The grab is WR 64 H+P. So in 4 people did 33, 46T in DoAU2 Bass his best grab is the same input. You could buffer 33 as he's doing 4PP not finish the string do 64T. Bam strongest grab pretty silly stuff. He didnt duck, but simply inputting a ducking motion the game recognized it as a duck.

Okay, so the buffering in DoA5 is awesome and a headache at times. It almost has a MK negative edge feel to it at times. To do Tina's J.O.C 33, 64T translates to 6 214T as you can see you can do shit out of order and it still works. I'm sure there are plenty of other ways to do it this is just how I do it.

Now the good ol' technique of punch grabbing. To P,T with J.O.C. it can work, but people with quick reflexes see this coming. Even with the quick way to do this grab cause the grab unlike DoAU2 actually requires her to duck. So even if all you do is a twitch duck that alone alerts people especially offline. If you decide to P, T or PP, T use her 426T. No duck required and does a hefty 68 on NH.
Only time I do J.O.C. is to punish holds, a force tech, or after a crouching move of hers.

Now lets move onto crouching moves and the J.O.C. Something like 1P is, so short ranged you can follow up with a 64T and the J.O.C will always connect. But something like a 1K 64T may not always connect because of its long range.

1K and J.O.C. so when your out of range from throwing and wanna go for one. This is where the buffer system gets ridiculous. 1K puts you in crouch right, so when do 66 to get close. You already went in Crouch. Simply hit 4T J.O.C comes out. So in short 1K, 66, 4T J.O.C. comes out. Same applies to her 6H+K when it FT's.

Now force techs and J.O.C. unfortunately her force techs are meh. This is only because Tina her force techs knock back really far. when presented with an opportunity to do a force tech. Just do two moves to force tech 8P or 6H+K.

So after 8P to force tech 66, 214T works. Also the duck when you do 214T after 66. The twitch duck is less noticeable after 66 rather than 6 for whatever reason. Also for the record Run full screen 214T does not give you a J.O.C. The buffer system is really lenient, but not that damn lenient. As stated above 6H+K puts you in crouch so only 64T is needed for J.O.C.

Low throws

1T
Her ideal low punish grab. It is easy to do and is a single part grab. Which does a decent amount of damage too. It is also 4i much like her 5T. Not much to say about this other than its alright. When the 236T version W! the opponent can't do a wake up kick so thats good.

2T ~ T
This is a grab I don't use often because its a multi part grab. Even if I used it everytime to get the timing down. I still wouldn't get it down if it was my only grab I used. This is because low grabs in general aren't used often. There is not many situations where you can use them. Its hard for me at least to get that muscle memory down with such little use.

33T/ 2T
This is her most damaging grab on CH/HCH. On CH/HCH you can choose to do the slam "2T" or the suplex 33T where she throws the opponent behind her. 33T 2T should always be used cause it is unbreakable and does the most damage. The only time the other grab should be used is for placement. For example your back is against the wall you land this on CH you do 33T and you get a W! and now you can apply the wall pressure.


Offensive Holds

66T
I thought this move was absolute crap at first. It also looks incomplete which technically it is supposedly her grab from 1 which was a multi part grab. Anyway enough about that, so yeah at first thought this was crap. Which this is 16i, so it goot that going for it. Only one person currently got a OH faster and that's alpha with her 10i OH. 16i seems to be the average for OH's Leifang is 16i Bass is 16i also. So it got speed going for it. The range is also decent, so that's another good thing. The damage is nothing to brag about either but when you do this against the wall you get a free ground throw. Which also doesn't scale so the ground throw always does 30 damage. Which brings this throw up to 70+ damage on NH & up. This throw when done in the open gives good oki. I'll go more into detail about that come the next section.

8T
Her strongest OH based off straight damage without any special setups needed for more damage. This looks a lot like 8K which is 28i and this is 30i. Since this is 30i there is not many situations where this can be used. There are not many Tina's out there so people get hit by this quite a bit when they shouldn't.

46T~426T
A TC'ing OH a very good OH. I tend to use this mainly when a score a knockdown where I know a wake up kick wont be used. If both of the opponent and I are standing I usually opt for 66T just because its faster and cant react to it like you can with 46T. An example of where I use this is after 6T with a wall. There is another plus to this grab its evasive. Tina she takes a step back then charges forward and it TC's the whole time. So do 6H+K max distance into this grab, or say the person breaks the first part just do it again. I don't use this much because of its speed. I try to use it sparingly cause it is reactable. Do experiment with this though it is worth using.

3T
This is a low OH one the Tina is one of the few characters that has one. Not much to say about this. You can use this to stop high crushes in the crushing frames. Also a great tool against Helena and that's all I can really say about this grab.
 

Koompbala

Well-Known Member
July 5th update - So yeah I was lucky enough to do some offline training mode and everything I thought I knew about wake-up went right out the window. So I'm at a stand still vortex is still valid, but I have even more editing to do since training sucks and oki is not what I once thought it was. I'm thinking of just leaving the section as is and disregard some of it since none of applies like I thought it did.
 

Koompbala

Well-Known Member
Now I can post awesome, so yeah I realized something about myself. I'm extremely meticulous its, so bad its to the point that I'm anal about things looking right. The credit I gave to Saber for the banner his name alone went through 5 changes. I can't even count how many times I changed the table of contents before I finalized them. I also literally kept on switching from FSD Dark to FSD Light A LOT before I found the right color that can be seen on both schemes. Actually there is a color I used that can't be seen on Light, but at least the words are still visible.

It also doesn't help not everything is on notepad I can't just copy paste edit for forum viewing. The juggle breakdown I'm currently working on I'm transferring it from paper, to notepad, to the forum. I need to do this with the last 3 main sections also, so each section is apparently gonna take a day. If I'm lucky I can get multiple sections done in one day. Finally to vent god dammit this forum doesn't allow double spacing. So the important note is wrong, but not moot fuck it. To find something search with a single space and whatever number pertains to the section.

Edit: Holy grammatical errors I previewed the crap out of my first post. Just read over it again now that I posted it. I still found a plethora of errors, but corrected a lot of them.
 

iHajinShinobi

Well-Known Member
Standard Donor
Damn bro, good job, VERY good job. This is very thorough (don't stress so much about the grammatical errors, everyone messes up, just go back and correct them when you see them). o:

It's nice to study other characters with a full breakdown like this. And I knew I was missing something in my breakdown, a Table of Contents, lol.

You did a fine job and your work is much appreciated. Thanks for taking the time to lay these things for everyone.
 

Koompbala

Well-Known Member
Thanks I agree I too like studying other characters that way I can develop anti-character strats I'm sure that is also your reasoning. I got 2 main sections left as you can tell from the contents, but yeah I'm getting there through my anal way of editing. Then I will commence operation tag FSD once I finalize this guide. Forgetting contents is very common I'm finding out Blue didn't use any and Takeda didn't either.
 

MajesticBlue

Active Member
This is freaking awesome! Very very nice. The way you have it set up is quite visually appealing and methodical. I really like it. Might take some elements of this into consideration for future projects haha.
 

iHajinShinobi

Well-Known Member
Standard Donor
Yeah, I'm sure our characters recieved some changes so we'll have to edit our character guides accordingly once we figure out the changes.
 

TRI Mike

Well-Known Member
I don't know where else to post this and I didn't wanna make a new thread for it but is anyone else having issues using 64T¿ I use the frame advantage follow-up but the first part is a bitch. Most times only 4T comes out. lol
 

J.D.E.

Well-Known Member
Standard Donor
A Bit Late, but good job man. This is very well-detailed. I always felt like Tina was underrated as a character & looking through all of this, it shows. Good shit, bro!
 

Rapham0n

Active Member
Awesome awesome guide. Thank you, Koompbala. I know doing something like this takes a lot of time (as well as a lot of testing). Great job.

Now if only we could get something like this for all of the characters. That would make learning the characters for newbies (such as myself) a hell of a lot easier. (Also this thread should be stickied.)

Going into DOA5 Ultimate hopefully we can expect more guides like this for all of the characters. Tekken, Mortal Kombat, Virtua Fighter and Street Fighter all have their community websites that list character guides in a nice orderly fashion. So why shouldn't Dead Or Alive get the same treatment? It seems that many fighting game fans are quick to dismiss DOA as nothing more than eye-candy. If there's anything I've learned about DOA5 it's that underneath all that "eye-candy" there is actually a great fighting game.
 

Mestizo

Active Member
Standard Donor
Wow this is such an awesome guide, time to study it and hopefully up my game! Thanks for takign the time with this, would love to do some rounds with you!

@Raph - imo doa is the greatest since it combines great beauty and great substance. Most gamers dismiss DOA becuase i think they are used to games like street fighter which looks so ugly but are so deep and have just come to expect that.
 

Rapham0n

Active Member
Wow this is such an awesome guide, time to study it and hopefully up my game! Thanks for takign the time with this, would love to do some rounds with you!

@Raph - imo doa is the greatest since it combines great beauty and great substance. Most gamers dismiss DOA becuase i think they are used to games like street fighter which looks so ugly but are so deep and have just come to expect that.

No disrespect to DOA5, but my #1 favorite fighting game is the 2011 Mortal Kombat reboot. I absolutely LOVE that game. It's the only fighting game where things come naturally to me. I figured out over 95% of the entire casts combos/setups/juggles on my own. When I play that game it's as if I just automatically know what to do. With other games I have to look up combo guides and stuff like that because I just can't figure them out. Also the X-Ray attack feature in MK is just so damn awesome. I cringe every time I see Kung Lao's X-Ray attack. :cool: The only reason I stopped playing MK is because none of my friends play it anymore. They only play Tekken Tag 2 and DOA5 now. Although, admittedly both TTT2 and DOA5 are fun, (even though I don't especially like certain tag mechanics in TTT2).

I will say one thing though, DOA most certainly has the best character models. In Street Fighter the character models are freakishly out of proportion. In Mortal Kombat all of the female character models suffer from a severe case of ugly man-face. In Tekken the character models are all over the place. Some of them look abnormally good (such as Jin for example) while some of them are horribly disfigured (examples include Asuka's hands and feet, Christie's shoulders, Bryan's nose, Anna looking more like a tranny than a woman, etc. etc.)

All of the character models in DOA5 look really good.
 

Koompbala

Well-Known Member
Thanks for the responses I have been super busy as of late and won't stop being busy anytime soon fortunately and unfortunately. Couldn't edit more of this like I wanted it to. Some of its my day 1 one knowledge, but majority for sure is right. I originally did this for myself so I have something to reference but ended up making this a guide. I got my smart phone back so now I can post again.
 
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