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  1. PacManila

    Tina Patch v1.03

    To add to using 1P to force tech, if you do a linear move after they tech from this, you'll end up whiffing. Looks like they also made some last-minute changes. Hooray for another GB with plus frames: 8K: changed disadvantage on guard from GB (-12) to GB (+6F), changed attribute when held...
  2. PacManila

    Tina Patch v1.03

    Nice, I was hoping that she would have a move (especially this one) that would give her plus frames on block that isn't a high. Would this end up adding more plus frames on block after force-teching someone with 8P (she normally gets from 0-3 plus frames depending on how fast you execute it)?
  3. PacManila

    DOA 5 Tina Thread

    How does everyone here fight against Ayane? I've been having lots of trouble fighting her lately. Besides her distancing, I feel at a loss when she free cancels her strings on me on block. I try to find an opening in between strings, but my attacks end up getting stuffed. Either that, or I get...
  4. PacManila

    Tina's force tech game

    Agreed with what Jason said. Throws are good against sidesteppers. If you force tech them with 8P, you'll have to dash first to connect a throw or use her 66T offensive hold. You can also use 1K since it tracks. I do the same with recovery settings, but I also tweak the block settings in...
  5. PacManila

    Tina combo thread

    ^^I had it set on fast escape in practice.
  6. PacManila

    Tina combo thread

    I also want to add that after 1P on counter, 6P is the only guaranteed follow-up if the opponent does not throw out a hold. You can slow escape the stun quick enough to block the 4K or 3K follow-up.
  7. PacManila

    DOA 5 Tina Thread

    No worries man. 44T to 4K looks like a pretty good mixup setup, I'll try to incorporate it while I'm playing next time. BT 8T will be good against sidestepping and those looking to counter BT P+K. Her moonsault seems to be the best choice in terms of the options you have on block and...
  8. PacManila

    DOA 5 Tina Thread

    It may be character specific. I could land the 6P on Kasumi, but not Rig or Ryu. And it looks like they have enough time to crouch if you go for neutral P after 44T =(. 4K after the throw seems universal though, but after that nothing is guaranteed if they slow escape (in practice I had it set...
  9. PacManila

    DOA 5 Tina Thread

    When you get them with the 44T, they're too far for the 6P to hit (unless they're thrown near a wall). P should hit since its 11 frames and the throw gives 11+. They'll be able to throw out a hold when they're stunned by the K in PK.
  10. PacManila

    DOA 5 Tina Thread

    I assume that 6PK after the 44T works only when they're near a wall? You can get PK after the throw since you get 11+ after the throw, enough for her jab to hit right after. I've also been experimenting hitting PKP after the throw while the computer is mashing out mid punch hold (I used the...
  11. PacManila

    Good game, Bad game Online/Offline thread

    GGs to Bannana_Eater84, Stryblu, KidVicious707, and anyone else I played in the lobby tonight. My Tina could use some work XP
  12. PacManila

    Tina players meet up

    GGs eater, even though it was mostly me and everyone else getting destroyed. My Tina looked helpless ><
  13. PacManila

    DOA 5 Tina Thread

    I have a couple questions. What do you all normally lead in with (i.e. attacks to start pressure, start your approach, etc.) and what are some good ways to open up someone's defenses? Besides baiting holds for throws, it looks like getting the hard knockdown for the force tech is very...
  14. PacManila

    Tina's force tech game

    Great find on the 8P force tech, definitely trying that out in my matches. Another cool thing about it is that 8P has good range after the knockdown. I tested the range (using 6H+K for the knockdown) and saw that you can still hit 8P if you knock them down from 3 backdashes away, which is...
  15. PacManila

    Tina's force tech game

    Thanks for compiling this. Been mostly using 6H+K to force tech since I can't seem to get hold 3P to come out consistently yet (not to mention I've been hitting the first 6H+K from a distance). There are some things I noticed when playing a friend and some others. My friend who uses Brad...
  16. PacManila

    DOA 5 Tina Thread

    Just did some time in the lab and I do get +9 on a blocked enziguri (7K). Not sure where I got the +2 from. As for the power blow, it doesn't guard break, even if charged all the way.
  17. PacManila

    DOA 5 Tina Thread

    I got +2 after hitting the enziguri. If I remember correctly, the fight info showed +9 when I used 6H+K for the force tech. Didn't know that her power blow guard breaks, maybe I wasn't charging it long enough. I'll try it out the next time I go into the lab. Thanks for the force techs...
  18. PacManila

    DOA 5 Tina Thread

    7K will get you +2 if they do a standing block. I've been using her 66H+P and 26H+P after the force tech mostly. What is the +17 guard break you mentioned? I was hoping that this would be a good set up for 46P as well, but she won't be far enough to get any positive frames on block. I don't...
  19. PacManila

    DOA 5 Tina Thread

    Thanks for the input. A lot of my friends have been resorting to low countering to avoid the MDT. Been trying to improve my rushdown, though I do notice i throw out a lot of mid punches especially after 1p. Based on what I've been doing in lab, 6P seems like the only move guaranteed after a CH...
  20. PacManila

    DOA 5 Tina Thread

    Does anyone here play Tina aggressively? I sometimes find myself spacing too much or being too defensive when I should be pressing the attack. This is what gets me killed the most imo. I have trouble really keeping the pressure going, especially after knockdown.
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