DOA 5 Tina Thread

TRI Mike

Well-Known Member
I don't have the guide yet so anyone with it can most likely complement this info:

SAFE MOVES:
:6::H+K: -4
:7::K: +9
:8::P: -5
:P: -1
:P::P: -2
:4::P::P:(fully charged) :P: +19
:2::H+K: +1
BT :7::P: -2
BT :7::P::P: -6
:3::P::P: -4
:2::P: -4
:4::6::P: +0

In back stance both :7::P: and :7::K: leave her in that position and they're safe so we can bait for a counterhold, block or sidestep to make using BT throws easier.
 

TRI Mike

Well-Known Member
If there really is a patch coming. We need to get her more safety. If 2H+K and 6H+K are unsafe plus 66K and 236P unsafe as well she doesn't have anything to rely on in ranged game. The lack of guaranteed ground throw situations is annoying as hell as well.
 

Doa_Eater

Well-Known Member
I'm not finding any usefulness for 7K. It leaves her at +9 but I can't hit anything with it )=

Yeah that move that has always been there since doa1 but never really with much use, i guess it can hit from a juggle but what's the point, plus that falling down animation on the characters is really rare.
 

Kayin Amoh

Member
Thanks for that vid, Zoruto - and I agree with what you said. I wouldn't mind Tina being slow if her natural power was causing opponents to be ragdolled after blocking certain moves or... well, anything. I see some players use her decently - they usually lose, but at least they put up a fight - but then I choose her online and so much of what she has is negated by incidental slaps that become launchers as they caught her during some slow ass move.

Grk. I honestly don't understand Tina's playstyle at all yet. Not a lot of people pick her online either, so coming across neat strategies just isn't happening.
 

TRI Mike

Well-Known Member
Thanks for that vid, Zoruto - and I agree with what you said. I wouldn't mind Tina being slow if her natural power was causing opponents to be ragdolled after blocking certain moves or... well, anything. I see some players use her decently - they usually lose, but at least they put up a fight - but then I choose her online and so much of what she has is negated by incidental slaps that become launchers as they caught her during some slow ass move.

Grk. I honestly don't understand Tina's playstyle at all yet. Not a lot of people pick her online either, so coming across neat strategies just isn't happening.

Hey buddy, didn't know you came here. I'm @Mike_Nieto. Once I get the 360 version we can play some Tina mirrors to learn from each other.
 

TRI Mike

Well-Known Member
Tested them. It's kinda nice to see many safe moves on her.

EDIT: :6::6::P+K: is always -2 for me, under which situation is +8¿
 

TRI Mike

Well-Known Member
Does anyone see it as a good frame trap¿ Using it from far away can be easy to hold or SS in my opinion.
 

DForev

Member
A few of Tina's range moves differ on safety from how far you use them.

:4::6: :P: goes from +0 to +4 the further you start
:4: :P+K: goes from -1 to +6
:6: :H+K: goes from -4 to +0 making :2: :P+K::K: also going from -4 to +0
:7: :P: goes from +2 to +4
:6: :K: goes from -7 to -4 (so not really safe, but differs with distance)
:2: :H+K: is a bit weird at -19 from distance but +1 at really close because of guard break, but it pushes opponent away. No in between value like the rest.

But, like you said, the further you are the more likely you'll get countered. And most of it is a slim advantage.

when 7K gets blocked i go for :6::6: :F+P:.

I didn't realise that was an OH. That makes things more interesting. Though I really should have noticed earlier.
 

shinryu

Active Member
:4::6: :P: goes from +0 to +4 the further you start

Seriously? I'll have to test this when I get home, but if this is correct than we have happy fun time ahead of us. Realistically, if we can get to a +2 situation reliably we're in a good place: at this point, Tina can match jabs with even the i9 characters and should be able to interrupt even Jann Lee 6p. At +4 Tina can 6p with impunity, so we have a solid elbow/throw mixup to go for. And if the opponent doesn't know necessarily what will beat out the next move, even better. There's a similar phenomenon with Sarah in VF5S (not sure if this is true in DOA5) where her 4k has variable advantage depending on spacing and because of that it makes a couple of moves much more effective than they otherwise would be since unless your 4k hits at exactly the first frame your FL 3k and 2k followups actually beat almost any normal retaliation. Same principle here; even if you are at +2 vs. +3 or +4 the opponent has to bet you aren't and if they lose they could lose very badly.

This really suggests the way to get offense going with Tina is going to be some mixture of 46p, 6f+k, and 66f+p or 46f+p. The two strikes are safe (especially if 6f+k is actually safe at the right spacing) and lead to good followups on hit (though not sure how to best follow 46p, ideas anyone?) and a blocked 46p gives you an opportunity to start up your offense. The OH options give you a way to catch sidesteps/holds and 46f+p is even a slight mixup with 46p. It might be worth mixing in the roll to get 6f+k or JO Cyclone if you've got them locked up. 33p seems like it might be good for evasion and its effective safety with followups. Also, if 7k is +9 you should be able to use 46p/6f+k and 66f+p as followups pretty efficiently; they aren't guaranteed but I think since they're i19 and i16 respectively you should beat any retaliatory strikes.
 

shinryu

Active Member
To follow up the 46p discussion earlier: this is in fact the good shit. Good spacing gives you a great deal of frame advantage to work with, and on hit you basically can just run up on the opponent. If they don't tech, free ground throw. If they do tech, they face the exciting choice of 6f+k or shining wizard, either of which nets you 50 damage or so if they guess wrong. You can also use the running p+k butt attack; at worst, this is -2, and can be even if you space it properly. Probably not usually worth it but another option, since running p and running k are both basically terrible.

66f+p is great after blocked 7k, it looks like. 44p looks to be choice against fast jab characters since it evades high, but against everybody else 46p is probably the go to striking option. Maybe 4+6fp or 6f+k as mixup options.

Also, there's an interesting okizeme game going on after virtually all of Tina's throws; basically, 2p elbow drop will beat a rising attack, but it's very risky vs. someone who just mashes out 4p to back up since they end up at something like +30. On the other hand, mashing p to get up will give you +10 vs. the ground throw but will eat the elbow drop. Ground throw is generally safe if they 4p, especially after 4f+p and 44f+pf+p, and to a lesser extent 41236f+p since those give you some frame advantage. I'm not quite sure how to exploit this yet (obviously if they mash rising attack those are holdable on reaction) but if they're not on point recovering from the throw the ground throw should come off ok. You can punish getting up in place with an elbow drop but you are screwed if they escape
 
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