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?
66K was safe in all other DOAs (someone correct me if it wasn't in 4), and even gave you frame advantage in 3.1. She needed it because it was a safe way to get into throw range, but now that she herself is throw punishable on block for using it, it's lost a lot of its use. Same with 46P. It went from being +5 to neutral on block, which is stupid because it's a guard break that she can't guarantee anything out of.
I honestly don't know how I feel about Tina at this point. She's still fun to play as, but she's weaker than she was at GVN. They definitely made her less safe, and also tweaked the ground throw game which caused her to lose some guaranteed setups (but not all of them). I feel like the only thing she really has going for her is very high damage on HC and a few ground throw setups, but that's basically it. Hopefully some awesome tech will get discovered soon.
So, what are some of Tina's essential moves so far?
- 8P is good because it gives you a sit down stun.
- KP, while slow, gives you a limbo stun on the second hit.
- 9PK is awesome after a launch after a CB since it refloats into an air throw.
- 66H+P is good. It's an offensive hold, plus it will guarantee a ground throw if you use it when your opponent is against the wall.
- Her 3P+K is more useful this time around. She now has a kick followup that looks identical to 6H+K that will guarantee a ground throw.
- 46H+P is another good offensive hold.
- 33P and 33K are her launchers of choice for me. With the return of 4 point holds, this leads to a pretty simple but effective mixup.
Sorry about the wall of text haha.