DOA 5 Tina Thread

Tones

Well-Known Member
Premium Donor
Haha used the quotes all wrong. I'll edit it to make sense.

I managed to delete a the first ] which made it like that.
 

Tokkosho

Well-Known Member
If she can recover from a drop kick then she should be pretty ok with safety. But hardly doubtful she will.

Cliffhanger throws? Is it exclusive to graplers? I have seen Bass and Tina only.

Just a thought that i had not worthy of a new topic.
Lisa's is probably the coolest one i've seen
 

Dr. Teeth

Active Member
Standard Donor
It was only 40 seconds into the match. That may of happened if Tina over used it or later in the match.

Not necessarily. If someone's familiar with that string or knows Tina, they'll know to hold mid punch regardless of when in the match Tina uses it as soon as they see the second P of the 6PP string. 33P is also holdable on reaction and is yet another mid, so doing 6PP, 33P is taking a very big risk against a good player.

Either which way she could of free canceled and did that throw that does 40% health on HCH.

Yes, but that's assuming the opponent holds. Again, there's no guarantee that they will (Brad didn't in the video). Tina (and any grappler for that matter) LOVES whiffed holds, so any competitive player will know to never EVER guess with holds against her. If you use any throw while your opponent is stunned and they don't hold, you're sacrificing your pressure since your throw won't connect and, depending on what throw you use, the opponent can slow escape the stun and punish. Nobody at the competitive level will throw out holds based on what they think you might do. They'll wait for you to commit to a move and THEN hold. Again, it's a risk. Now, if you know for an absolute fact that your opponent is going to hold out of stun no matter what you do, then that's an entirely different story. In that case, free canceling and going for the throw would be the right move. That'll help you win matches against players online, but nobody good will play like that in tournaments.
 

Tones

Well-Known Member
Premium Donor
Right, so 6pp is a viable option. You have to train your opponent when you set up throws. Just like jab, throw. Really good tool, but you can't always use it. You still need to have it though. Same with the stun game, critical bursts now, spacing, side-stepping, countering and everything else.

We are also working of the assumption that 6pp is not natural combo. It may be on CH and/or HCH. It may also be harder to get the timing out for the counter to get the second p
 

Dr. Teeth

Active Member
Standard Donor
If you're okay with using two slow mid punches in a row, then sure. I'm just saying that any half decent player will hold you and 6p launch is a better option.
 

Dr. Teeth

Active Member
Standard Donor
Can anyone confirm she's "really unsafe"¿

Not yet, but I've heard rumblings that her damage output has been toned down. Someone on the competitive fb group was just using her in the TGS tournament and they said that she felt "really weak" and that it was hard to get any kind of decent damage outside of throws on HC. Of course, this is just one person's experience, but we'll know for sure how much she has or hasn't changed in a day. VirtuaPai will most likely be using her at the GUTS tournament this weekend though, so you'll be able to see how she stacks up competitively then. I'll most likely be sticking to Helena since I've yet to play her, but I'll probably use Tina for a few matches as well.
 

Tina4Life

New Member
A few of her guard breaks:

7K leaves you +9 on block but is duckable.
6H+K is -4 only throw punishable by grapplers.
4P+K is neutral to +2 depending on spacing.
46P is neutral
 

Dr. Teeth

Active Member
Standard Donor
In addition to what Tina4Life said, 66K is now unsafe on block (-7). Really not good considering this has always been one of her primary tools to get in.

Also, 66PPK is just dumb outside of juggles. It's unsafe on all three hits, holdable on reaction, and even though the kick ender causes a guard break, it's still -16 on block.
 

Doa_Eater

Well-Known Member
In addition to what Tina4Life said, 66K is now unsafe on block (-7). Really not good considering this has always been one of her primary tools to get in.

Yes i'm using 66k as a primary combo starter since it really is the best

66k > 3pp (or kk it's the same) > 6p+k (critical burst) > 9k > 4ppp, nasty stuff, id drains half life bar on normal health.

Also her frankenstainer catch throw can really grab from quite the distance.
 

Dr. Teeth

Active Member
Standard Donor
Yes i'm using 66k as a primary combo starter since it really is the best

66k > 3pp (or kk it's the same) > 6p+k (critical burst) > 9k > 4ppp, nasty stuff, id drains half life bar on normal health.

Also her frankenstainer catch throw can really grab from quite the distance.

I messed around with your combo. While it does a lot of damage, it's not very practical since a lot of it can be held out of. Try fitting 8P in there somewhere. It grants you a sit down stun which can be slow escaped, but not held out of. Of course, 8P is slow enough that it can be held on reaction by someone who knows where it hits, but if it hits you'll get a better stun.

Frankenstiener is definitely good. It's mad slow though, so I use it sparingly.
 

Doa_Eater

Well-Known Member
I messed around with your combo. While it does a lot of damage, it's not very practical since a lot of it can be held out of. Try fitting 8P in there somewhere. It grants you a sit down stun which can be slow escaped, but not held out of. Of course, 8P is slow enough that it can be held on reaction by someone who knows where it hits, but if it hits you'll get a better stun.

Yeah i tried 8p right after 66k, it puts opponents in a sit down stun and then i go 33k (the knee jump) and another chop and a ground throw.Nasty stuff again.

There's no way they'd let 66k be safe in Doa 5 considering what she can do from it.

Anyway Dr.Teeth how do you like Tina overall in this version?
 
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