We are Fighters

Tina combo thread

Discussion in 'Tina' started by TRI Mike, Sep 1, 2012.

  1. TRI Mike

    TRI Mike Well-Known Member

    Location:
    Caracas, Venezuela.
    Gamertag:
    TRI Mike
    3DS Friend Code:
    3308-4593-5435
    PSN ID:
    Abuelo_RPG
    This thread will be used to keep track of any and all combos found for Tina. I'll try my best to keep it as updated as possible with all combos gathered in this first post. Things like good juggles, stun-game set-ups, sit-down stun set-ups, guaranteed ground grab stuff and the like can go here.

    Reserved.

    Fast transitions into Critical Burst in Counter and Hi-Counter:

    1) :9::P::P::f: :8::P: :6::p+k: 73 dmg counter // 88 dmg hi-counter

    2) :6::P::K: ~BT :P: :6::p+k: 60 dmg counter // 72 dmg hi-counter

    3) :3::K::P: :8::P: :6::p+k: 75 dmg counter // 90 dmg hi-counter

    4) :4::K: ~BT :7::P::P: :6::p+k: 67 dmg counter // 80 dmg hi-counter

    5) :7::P::P: :f: :8::P: :6::p+k: 80 dmg counter // 96 dmg hi-counter

    6) :7::P::P::P: 71 dmg counter // 85 dmg hi-counter

    7) :6::P::P::6::K: :6::p+k: 58 dmg counter // 71 dmg hi-counter

    8) :K::P: :8::P: :6::p+k: (Need to check damage outputs but it works)


    Juggles:

    (Using :9::P::P::f: :8::P: :6::p+k: as base before launching).

    1) :9::K: :9::P::K: :f+p: 138 dmg counter // 161 dmg hi-counter - Works on light and mid weights.

    2) :41236::f+p: 132 dmg counter // 159 dmg hi-counter - Works on everyone.

    3) :8::P: :2::f+p: 121 dmg counter // 142 dmg hi-counter - Works on everyone.

    4) :P::P::P::K: 124 dmg counter // 149 dmg hi-counter - Works on everyone.

    5) :6::6::P::P::K: 126 dmg counter // 151 dmg hi-counter - Works on everyone. Potential ability to activate wall dangerzones.

    6) :9::K: :6::P::P::6::K: :8::P: :2::f+p: 147 dmg counter // 173 dmg hi-counter - Works on light and mid weights only.

    7) :9::K: :6::P::P::6::K: :41236::f+p: - Works on light weights only.

    8) :9::K: :6::P::P::6::K: :f+p: - Works on light and mid weights only.

    These aren't taking dangerzone damage into consideration. And most, if all of them are not guaranteed but I think they're a nice way to start.
     
    #1
    BloodBurger likes this.
  2. Goro Hazuki

    Goro Hazuki Active Member

    Gamertag:
    Goro Hazuki
    Thanks for the effort. Will definitely watch this thread and hopefully contribute as well. I already found a few nice combos and setups with her this time around, but the boys here have already done good coverage with her, so there's no point in repeating things.
     
    #2
  3. Doa_Eater

    Doa_Eater Well-Known Member

    Main Character:
    Tina Armstrong
    PSN ID:
    Bannana_Eater84
    This one is from the 12 days breakdown, good combos from start to finish

     
    #3
    CFW likes this.
  4. TRI Mike

    TRI Mike Well-Known Member

    Location:
    Caracas, Venezuela.
    Gamertag:
    TRI Mike
    3DS Friend Code:
    3308-4593-5435
    PSN ID:
    Abuelo_RPG
    At 0:40 Tina does a combo that allows for a juggle into an air throw. The other thread states this was not possible. Hmmmm.
     
    #4
  5. Goro Hazuki

    Goro Hazuki Active Member

    Gamertag:
    Goro Hazuki
    No, it's definitely possible. I did it all the time in both 0.5 and 0.95 builds. You can even juggle into :41236::f+p:
     
    #5
  6. synce

    synce Well-Known Member

    Main Character:
    Tengu
    Juggle into air grab on NH?? I'm loving DOA5's gravity :)
     
    #6
  7. virtuaPAI

    virtuaPAI I am the reason why you are here!!!
    Staff Member Administrator

    Location:
    Brooklyn, New York
    Main Character:
    Tina Armstrong
    Gamertag:
    Virtuapai
    When using Tina's advanced Mid :K: hold against an opponent who's back is at the wall, she can follow up with :6::P::P::2::P:, :6::P::K:, :P::P::K:. The Combo after the Hold does 99pts of damage, with hold it ranges from 141/151/162.
     
    #6
  8. TRI Mike

    TRI Mike Well-Known Member

    Location:
    Caracas, Venezuela.
    Gamertag:
    TRI Mike
    3DS Friend Code:
    3308-4593-5435
    PSN ID:
    Abuelo_RPG
    Very basic, not guaranteed before CB:

    :6::P::K:, backturned:P:, :6::p+k: (CB) , :3::3::P:, :9::P::K:, :f+p:. 124 damage on counter-hit, 144ish in HC and works on everyone.
     
    #7
  9. shinryu

    shinryu Active Member

    PSN ID:
    strider_shinryu
    It's starting to seem like the strategy in general for Tina off stuns is to force the opponent to the CB threshold with random crap and then force the choice between CB and eating a high-counter (2)64f+p/41236f+p, since she's got no real guaranteed damage outside of naked launcher to airthrow or 6f+k to ground throw on normal hits. Is that kind of the consensus at this point? If so, it seems like it might be worthwhile to see if there are good stuns at threshold that leave you at minimal disadvantage (or advantage?) if you whiff the throw. Then she'd be able to at least safely attempt throws at CB to condition them to not try to hold, unless the CB is holdable on reaction? It's still a mid, right?
     
    #8
  10. CatzDaLegit

    CatzDaLegit Tina Purist
    Premium Donor

    Location:
    Ramstein-Misenbach, Germany
    Main Character:
    Tina Armstrong
    Gamertag:
    Yeah Showtime
    PSN ID:
    CatzDaLegit
    How? I've tried and I can't seem to juggle anything into the giant. Is it only for super light characters?
     
    #9
  11. Django

    Django Member

    Location:
    New York
    Main Character:
    PSN ID:
    DjangoKnight
    i know CH 8P, 33K, 41236T works.
     
    #10
  12. CatzDaLegit

    CatzDaLegit Tina Purist
    Premium Donor

    Location:
    Ramstein-Misenbach, Germany
    Main Character:
    Tina Armstrong
    Gamertag:
    Yeah Showtime
    PSN ID:
    CatzDaLegit
    l should have clarified. I mean to do some type of juggle filler and THEN do giant swing. 9pk is possible into a regular air throw, but the giant swing? I can't see it.
     
    #11
  13. Django

    Django Member

    Location:
    New York
    Main Character:
    PSN ID:
    DjangoKnight
    i never got to make anything like that to work.
     
    #12
  14. Django

    Django Member

    Location:
    New York
    Main Character:
    PSN ID:
    DjangoKnight
    u can do 9K instead 33P after CB for 1 more damage, plus it easier to do.
    so far :9::K:, :9::P::K:, :f+p:. is the best combo after CB, other then Power Blow of course.
    or use :9::K:,:41236::f+p: when your close to the wall.
     
    #13
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  15. TRI Mike

    TRI Mike Well-Known Member

    Location:
    Caracas, Venezuela.
    Gamertag:
    TRI Mike
    3DS Friend Code:
    3308-4593-5435
    PSN ID:
    Abuelo_RPG
    Good to know, I was having problems doing 33P.
     
    #14
  16. Goro Hazuki

    Goro Hazuki Active Member

    Gamertag:
    Goro Hazuki
    Hey man, that's why I specified in my post that it was in older builds :) I can still land the standard air throw from a very high juggle, but they did tone down the air throw juggle follow up in the final build. I was kinda annoyed by it, but oh well. Tina is still decent and can dish out the damage.
     
    #15
    CatzDaLegit likes this.
  17. grap3fruitman

    grap3fruitman Well-Known Member
    Standard Donor

    It's really annoying that they took away her old guaranteed ground grabs and it's infuriating that now the opponent recovers before Tina in those situations. The first was a slap to the face, the second was a kick to the balls.
     
    #16
  18. TRI Mike

    TRI Mike Well-Known Member

    Location:
    Caracas, Venezuela.
    Gamertag:
    TRI Mike
    3DS Friend Code:
    3308-4593-5435
    PSN ID:
    Abuelo_RPG
    Yeah it's really lame. 1K was one of my main tools, it guaranteed a ground throw EVEN IN DOA4 but now it's just a pressure tool to try and stun. She's still very strong imo just not exactly what we wanted.
     
    #17
  19. Dr. Teeth

    Dr. Teeth Active Member
    Standard Donor

    Location:
    Boston, MA
    1K is still an effective crush move if nothing else, just like in DOA 2.
     
    #18
  20. Caster Shell

    Caster Shell New Member

    PSN ID:
    Illusions11
    What are Tina's best options/combos after she throws her opponent into the ropes with :4::4::H+P:?
     
    #19
  21. Darth Lotonic X

    Darth Lotonic X Active Member

    Gamertag:
    Darth Lotonic X
    Critical Burst Combos:

    For damage reference, I used :7::P::P::P: for consistency purposes.

    Lights/Mediums: :9::K: ,:6::P::P::6::K:,:8::P:,:2::f+p: 121 Damage

    On walls you can do substitute :8::P: , :2::f+p: for :41236::f+p: (126 Damage Plus Wall) on Lights and :f+p:(116 Damage) on Mediums.

    :p+k: can used instead of :9::K: but it is somewhat inconsistent.

    Heavies: :p+k:,:8::P:,:2::f+p: 102 Damage
    On wall: :9::K:,:41236::f+p: 105 Damage Plus Wall
     
    #20

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