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  1. Django

    DOA 5 Tina Thread

    nope i 8P after every untechable knockdown unless they are dieing and ground grab will kill them. not dealing with recovery kick with +22 frames is better then 12 more damage for me.
  2. Django

    Tina combo thread

    am sticking to stagger escape fastest only combos getting tired of people blocking my :8::P: sitdown into,:6::p+k: CB :mad: 8P, 3P to keep stun. 8P, 33K for launcher.
  3. Django

    Team Ninja wants ideas for next patch!

    really big swing a move that pretty much only gets to be used on Lightweight chars.
  4. Django

    Team Ninja wants ideas for next patch!

    But it did... Tina shining wizard was a catch throw, now it a normal throw not a OH, your point is invalid.
  5. Django

    Team Ninja wants ideas for next patch!

    Tina running throw shining wizard isn't even an OH :| and i think the only thing tina really needs is for 46P to be + on block, not 0. at least +4 for it to matter, even with a +3 setup i am getting CH for attacking... i heard it was +5 in DOA4.
  6. Django

    DOA 5 Tina Thread

    they can tech roll when they get hit, if they don't tech you can get a ground throw / force tech.
  7. Django

    Tina's force tech game

    it cause when u do 46P frame 19-21 whiff, and it hit them on active frame 22 cause you can't hit before that, hitting 3 frame later getting you +3, same for 6H+K making it -1. just do 236 2364 T for buffer MTD while dashing if u know they gonna block. and no, no attack is guaranteed.
  8. Django

    DOA 5 Tina Thread

    you already know :)
  9. Django

    DOA 5 Tina Thread

    Force Tech :6::h+k:, :8::P: +22 and if you :4::6::P: on the first frame you get +3 on block :eek: :6::h+k: and for this you get -1 on block.
  10. Django

    Tina's force tech game

    change it to Force Tech 1P 6H+K (13 damage, +9 advantage) hold 3P (6 damage, +17 advantage) 8P (7 damage, +22 advantage) no need for 2P 1P anymore and the best part yet! 8P +22 Force Tech has the right range for a 46P +3 on block and 6H+K -1:eek:!!! if your getting +1 or +2 your not doing it...
  11. Django

    Tina's force tech game

    am in love with hold 3P Force tech, running that train +17 right in your face :cool: and the 2p 1p, misses sometimes... maybe am being slow. i do like u can running T after it.
  12. Django

    Tina's force tech game

    i just try 6H+K hold 3P into H+K 16 frame attack, and it can be hold still. also u can't forget that strikes/throws hit on the next frame that the game tell you.
  13. Django

    How Big is the Hold Window?

    i know if you try that with a throw they can't throw a hold out, cause it take the 1 frame for the hold to come out.
  14. Django

    How Big is the Hold Window?

    46P hits way later at that range thats why u get +3/+4 on it, so it hitting at like 22/23.
  15. Django

    Tina's force tech game

    after hold 3p force tech i just reset 6f+k Hold 3p till they block, and go for 66T or 41236T.
  16. Django

    Why is DOA 5 considered non-competitive ?

    a juggle is nothing more then a combo get over it.
  17. Django

    DOA 5 Tina Thread

    any untechable knockdown works i.e. :6::h+k:, :2::H+P:: +0 48 damage Force techs :6::h+k:, :1::P:, :6::h+k:: +9 41 damage :6::h+k:, :h3::P:: +17 34 damage these are the only ones i saw worth using
  18. Django

    How Big is the Hold Window?

    the hold recovery is equal to the number of stun frame they would have if they stagger escape on fastest... which is dumb, cause a spammed hold = Fastest Stagger Escape. so if a move give +22 stun, but 15 +stun on stagger escape on fastest then the hold would be over in 15 frames. but for them...
  19. Django

    How Big is the Hold Window?

    well it was 22 before... also these frames aren't really followed when Holding in stun.
  20. Django

    How Big is the Hold Window?

    18 frames. 1-2 hi counter 150% 3-10 counter 125% 11-18 normal damage 100% 19-30 recovery this is for holding normally (not stunned).
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