So VirtuaPai and I got to spend a lot of time with Tina at GVN this past weekend (and also had some pretty awesome mirror matches). I'm sure he'll come in at some point to tell you what he thinks, but here are some thoughts I have of her:
- She plays totally unlike she does in any other DOA. I have the most experience with her in 3.1, and the first thing I noticed was that virtually none of her guaranteed throw setups from that game work in 5. The only one that still worked was that you could guarantee a ground throw if you end a juggle with her air throw near a wall, but the timing is stricter. Rikuto assured me that there are definitely setups that can be done, but they're still testing stuff out to see what works and what doesn't.
- causes a stun that can't be held out of immediately and it's safe on block (I think. Either that or no one was punishing it), so it's a pretty solid tool for getting in.
- causes a guard break.
- causes a sit down stun. VP was using , , , and the big swing air throw as a basic combo. Even though it's not guaranteed, the was pretty difficult to hold. It did about 25% life, too. Nasty.
- is an offensive hold that guarantees a ground throw if you do it near a wall.
- Her slip stun mixup from 3.1 still kind of works. You just need to stun the opponent regularly first, and then hit to get the slip stun.
- Her shining wizard (running throw) is not an offensive hold anymore. I was told it wasn't in 4 either, but I didn't spend too much time with that game.
- Her sidestep game is pretty solid. coming out of a sidestep is a low kick identical to , and I believe it crushes the same way. coming out of a sidestep looked to be a mid similar to , but I'm not too sure.
- doesn't guarantee a ground throw on counter or high counter the way it did in 3.1. It can be teched, but the opponent has to do it quickly. I was catching some people with it, but anyone who knew what they were doing was able to escape it every time.
- In 3.1, you could do after a launch for major damage against lightweights and middleweights. Even though the gravity has been changed in DOA 5 to allow Tina to use her air throw after a launch, this juggle still doesn't work unless you're on a slope. As a result, the best she can do after a launch is just a regular air throw.
All in all, I feel as though Tina is pretty solid in DOA 5. At this point, I still think she's weaker overall than she was in 3.1, but she's definitely better than she was in 2U and 4. Anywho, that's all I've got. If I think of more, I'll post. Discuss or ask questions if you've got 'em!
- She plays totally unlike she does in any other DOA. I have the most experience with her in 3.1, and the first thing I noticed was that virtually none of her guaranteed throw setups from that game work in 5. The only one that still worked was that you could guarantee a ground throw if you end a juggle with her air throw near a wall, but the timing is stricter. Rikuto assured me that there are definitely setups that can be done, but they're still testing stuff out to see what works and what doesn't.
- causes a stun that can't be held out of immediately and it's safe on block (I think. Either that or no one was punishing it), so it's a pretty solid tool for getting in.
- causes a guard break.
- causes a sit down stun. VP was using , , , and the big swing air throw as a basic combo. Even though it's not guaranteed, the was pretty difficult to hold. It did about 25% life, too. Nasty.
- is an offensive hold that guarantees a ground throw if you do it near a wall.
- Her slip stun mixup from 3.1 still kind of works. You just need to stun the opponent regularly first, and then hit to get the slip stun.
- Her shining wizard (running throw) is not an offensive hold anymore. I was told it wasn't in 4 either, but I didn't spend too much time with that game.
- Her sidestep game is pretty solid. coming out of a sidestep is a low kick identical to , and I believe it crushes the same way. coming out of a sidestep looked to be a mid similar to , but I'm not too sure.
- doesn't guarantee a ground throw on counter or high counter the way it did in 3.1. It can be teched, but the opponent has to do it quickly. I was catching some people with it, but anyone who knew what they were doing was able to escape it every time.
- In 3.1, you could do after a launch for major damage against lightweights and middleweights. Even though the gravity has been changed in DOA 5 to allow Tina to use her air throw after a launch, this juggle still doesn't work unless you're on a slope. As a result, the best she can do after a launch is just a regular air throw.
All in all, I feel as though Tina is pretty solid in DOA 5. At this point, I still think she's weaker overall than she was in 3.1, but she's definitely better than she was in 2U and 4. Anywho, that's all I've got. If I think of more, I'll post. Discuss or ask questions if you've got 'em!