DOA 5 Tina Thread

Dr. Teeth

Active Member
Standard Donor
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.
 

Doa_Eater

Well-Known Member
She also has a critical burst free cancel from 6pp and a new unblockable clothesline(not sure if holdable) from that chain.

They've given Tina too much stuff and options in the game that, now she's a legit striker also with all those throws, catch throws and advance holds but all that for the price of safety. Still so much fun playing her.
 

Goro Hazuki

Active Member
Yeah, but the clothesline is so slow and can be seen from a mile away. But I am very happy with Tina's moves this time around. Some air throw limitations were placed on her since E3, but I can live with it. She makes up for it with limbos, crumples, and force turns.

I also like this move :236::h::+::P+K: :p
 

Dr. Teeth

Active Member
Standard Donor
214P, 6H+K, 3P+KK, 66H+P near a wall, and her moonsault (good luck with that one, by the way) all guarantee a ground throw. The moonsault cancel can be used to corpse hop. I'm pretty sure it can be used to bait out wakeup kicks and punish, but I'm still doing some testing with it.
 

DForev

Member
Hey guys. Since I'm not sure who I want to main, I picked Tina yesterday to try out her moves and stuff. I want to learn at least one grappler character. Having said that, I want to ask about throw escapes. Can you always throw escape, or does it depend on who enters the command at the right time first? I just want to check whether her combo throws are guaranteed.
 

Goro Hazuki

Active Member
Hey guys. Since I'm not sure who I want to main, I picked Tina yesterday to try out her moves and stuff. I want to learn at least one grappler character. Having said that, I want to ask about throw escapes. Can you always throw escape, or does it depend on who enters the command at the right time first? I just want to check whether her combo throws are guaranteed.
Her combo throws can be escaped, but the game's system gives the thrower priority on the timing. If you're playing Tina and did :6::4::H+P: (for example), you'll need to enter :2::H+P: to continue the combo throw. If you and your opponent enter the next input to continue (or escape) the combo throw at the exact same time, then you will get priority and the throw connects. If your opponent's timing is better than yours, he/she will escape your throw.

But that's just a pretty long answer to just "no, your combo throws are not guaranteed"
 

Dr. Teeth

Active Member
Standard Donor
Her combo throws can be escaped, but the game's system gives the thrower priority on the timing. If you're playing Tina and did :6::4::H+P: (for example), you'll need to enter :2::H+P: to continue the combo throw. If you and your opponent enter the next input to continue (or escape) the combo throw at the exact same time, then you will get priority and the throw connects. If your opponent's timing is better than yours, he/she will escape your throw.

The opponent only needs to enter H+P. They don't need to put in 2H+P.
 

TRI Mike

Well-Known Member
I just got the game and I'm severely pissed at the amount of situations that should guarantee her a ground throw but don't. 1K lost all usefulness for me. It was one of my main tools even in DOA4. She lost PP4P2K so I have no idea what to juggle with when I don't feel like using an air grab. The air grab near a wall doesn't guarantee a ground throw like in DOA3. To be honest, I didn't get a very good first impression with Tina.
 

DForev

Member
Her combo throws can be escaped, but the game's system gives the thrower priority on the timing. If you're playing Tina and did :6::4::H+P: (for example), you'll need to enter :2::H+P: to continue the combo throw. If you and your opponent enter the next input to continue (or escape) the combo throw at the exact same time, then you will get priority and the throw connects. If your opponent's timing is better than yours, he/she will escape your throw.

But that's just a pretty long answer to just "no, your combo throws are not guaranteed"

Hmm, thankfully you have priority. Heh, you even gave the setup I was experimenting with. But wouldn't that kinda make it 'guaranteed'? Unless I understand the term wrong. If all it comes down to is timing, if you can consistently get it at the absolute first moment, it's essentially guaranteed. Kinda like how Rikuto was consistently pulling off Bayman's combo throw in the recent IPL tourney against Black Mamba and Master (I know he missed one or two, but once he got the timing down, he seemed unstoppable). Master couldn't do anything by the looks of it.

The opponent only needs to enter H+P. They don't need to put in 2H+P.

That would have been better though I think. Requires them to learn the opponent, and even then, you've got two options in the combo at times, giving the thrower massive advantage. As it is, the defender just needs to mash :H+P:.
 

Dr. Teeth

Active Member
Standard Donor
That would have been better though I think. Requires them to learn the opponent, and even then, you've got two options in the combo at times, giving the thrower massive advantage. As it is, the defender just needs to mash :H+P:.

Agreed, but it actually seldom works if the opponent mashes. Even though they don't have to put in the direction, they still need to put in the H+P at the right time. If you've got the timing down pat, you'll consistently beat out opponents who mash.
 

Dr. Teeth

Active Member
Standard Donor
No prob!

So even though P+K and 3P+KP don't guarantee ground throws, they do guarantee an elbow drop (2P to a grounded opponent) follow up. Even if you're a little bit late and the opponent starts to tech, you'll still catch them. The damage is pretty decent too.
 

TRI Mike

Well-Known Member
That's great to know. I'm slowly getting used to her. I'm finding 6PP quite useful because it has so many follow-ups that I can free cancel it into whatever shit I want after I see my opponent holding or sidestepping. 6K~P+F is also a great tool. I think her running throw is a catch grab because I'm "almost" sure I stopped a few moves with it. She's not as strong as we'd like her to but she's definitely viable if we adapt to her new things.
 

Dr. Teeth

Active Member
Standard Donor
That's great to know. I'm slowly getting used to her. I'm finding 6PP quite useful because it has so many follow-ups that I can free cancel it into whatever shit I want after I see my opponent holding or sidestepping. 6K~P+F is also a great tool. I think her running throw is a catch grab because I'm "almost" sure I stopped a few moves with it. She's not as strong as we'd like her to but she's definitely viable if we adapt to her new things.

Her running throw isn't an OH anymore. It's just a regular throw.
 

TRI Mike

Well-Known Member
You might be right since I'm not sure it's a catch grab myself. I just seem to have eaten a few strikes with it.
 

Dr. Teeth

Active Member
Standard Donor
We seem to have had different experiences with the move haha. I consistently get beaten out by strikes with it. I also don't think training mode will tell you if a throw is a catch grab or not. I think it all reads as throw.
 
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