DOA 5 Tina Thread

Doa_Eater

Well-Known Member
Doesn't change anything for me, but the only thing it is being disused around is either top tier buffs or low tier nerfs so yeah i'm a bit impatient.
 

Dr. Teeth

Active Member
Standard Donor
Calm down. No one exactly said she's nerfed or unsafe now. Probably just on par with the rest of the character's strengths. I'm sure she's still safe, has guard breaks, guaranteed ground grab set-ups, easy air grab situations and insane throw damage overall plus amazing mix-up game. She's actually very, very good.

Not for nothing, but she was on par with everyone else at GVN. She was a solid mid tier character. I don't know if they nerfed her or not for sure, but if they did (which, from what Dr. Dogg said sounds probable), then she would have to be somewhere below the mid tier. Of course, no one except Dogg can know for sure until the game launches, but people have a right to be concerned. Also, mixups were never really something she excelled at, so I'm a bit curious as to why you say she has a an amazing mix up game.
 

Renarism

Active Member
I would listen to ANYONE with caution...... Tina is NOT nerfed. There was no reason for her to be.
Wait till the 25th and don't worry ;)
 

Doa_Eater

Well-Known Member
Well she lost a lot of safety from the E3 build and that's it, which is quite disappointing since i think that gave her a good edge against faster characters.
 

Goro Hazuki

Active Member
Well she lost a lot of safety from the E3 build and that's it, which is quite disappointing since i think that gave her a good edge against faster characters.

Well, I noticed a few small changes between E3 build and 0.95 build. Yes, somethings are slightly more punishable and some of the air throw properties became more conservative, but overall, I was still able to do well with her.

So she's slightly toned down, but it's not drastic enough to change your whole game with her. I don't know how much time you had with Tina in DOA5 (you probably have a more solid understanding of her than I do), but her limitations are very manageable in my opinion. I say, like other members, don't worry about it and try her out for yourself when the game is out. I think (hope lol) you will experience these three stages:

1- Oh these are nice tricks that she can pull off.
2- Hmmm, she does have a lot of limitations.
3- Oh but if I do this when that happens...or try this when I see that..etc. No no she's quite solid.
 

Matt Ponton

Founder
Staff member
Administrator
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1) I don't know of a which move, if any, she can use as a knockback into a wall and guarantee an air throw from. I was just stating the requirements.

2) For her being nerfed, I heard that an example of her being made unsafe is that her dropkick is now over 10 frames disadvantage... and a guard break before that. Don't know if they made other areas safer or not, just that's one thing I heard.
 

Ooobe

Active Member
1) I don't know of a which move, if any, she can use as a knockback into a wall and guarantee an air throw from. I was just stating the requirements.

2) For her being nerfed, I heard that an example of her being made unsafe is that her dropkick is now over 10 frames disadvantage... and a guard break before that. Don't know if they made other areas safer or not, just that's one thing I heard.
I'm probably wrong, but doesn't her dropkick leave her grounded, and if so is that enough to guarantee a ground throw (assuming the opponent has one) against her? Can't remember if ground throw's are i12 or faster.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
She's considered crouching like previous DOAs, not knock down state. So the opponent only requires a low throw which are around the i5 speeds. There's enough time to recover from the guard break, dash in, and low throw.

So I'm told.
 

Doa_Eater

Well-Known Member
If she can recover from a drop kick then she should be pretty ok with safety. But hardly doubtful she will.

Cliffhanger throws? Is it exclusive to graplers? I have seen Bass and Tina only.

Just a thought that i had not worthy of a new topic.
 

TRI Mike

Well-Known Member
Does her 46P+F comes out as fast as in DOA3 or is the charged bullshit from DOA4 still there¿ I never found any uses for that grab in 4 because everyone saw it coming. I dream for this redesigned blondie to be as good as in DOA3.
 

Dr. Teeth

Active Member
Standard Donor
Does her 46P+F comes out as fast as in DOA3 or is the charged bullshit from DOA4 still there¿ I never found any uses for that grab in 4 because everyone saw it coming. I dream for this redesigned blondie to be as good as in DOA3.

I think it's faster than it was in 4. I don't really remember though. And don't we all. It looks like we'll have to wait a little bit longer unfortunately. She's still not quite back at that level.
 

Goro Hazuki

Active Member
Does her 46P+F comes out as fast as in DOA3 or is the charged bullshit from DOA4 still there¿ I never found any uses for that grab in 4 because everyone saw it coming. I dream for this redesigned blondie to be as good as in DOA3.

It's pretty quick and it's an OH, so you have good chances of landing it. It still is beaten by a low throw though. And I actually like the "charged bullshit" because it helps you time your throw when your opponent is attacking.

Plus the charging gives a little extra damage. It's a good thing..[/martha stewart]
 

Tones

Well-Known Member
Premium Donor
Holy shit that made me laugh. Didn't expect that. She could do that in DOA4 though.2

Both of those times she worked the stun threshold before the launch.
One was just 6pp on HCH.


Guard break into OH is a viable option in DOA5 and seems to be reserved for grappling characters.

From the version I played, she actually felt better than her DOA4 self. Though I think it's because the game's movement and hit-boxes have tightened up, that it suits her attacking animation (of 3k at least) and my play style.

Regardless, she still feels like a solid mid-tier character who's really easy to pick up.
 

CFW

Well-Known Member
Regardless, she still feels like a solid mid-tier character who's really easy to pick up.

That's good to know, I've never played a DOA game in my life nor a grappler.

Would anyone recommend her for a beginner?
 

Dr. Teeth

Active Member
Standard Donor
One was just 6pp on HCH.

I assume this is at the 40 second mark in the Brad Wong video? If so, then yes. But it's still working the stun threshold. She had to stun Brad twice on high counter with 6PP, then launch with 33P to get the height necessary for a juggle into the air throw. If the Brad player was smarter, he would have held the second P or the 33P since none of that was guaranteed. This is why I honestly prefer just launching after one stun and going into an air throw without the juggle. It may do less damage, but I'm taking fewer risks and not giving my opponent as many opportunities to hold out of the stun. This is especially useful with Tina since a lot of her best moves are mids.
 

Doa_Eater

Well-Known Member
That's good to know, I've never played a DOA game in my life nor a grappler.

Would anyone recommend her for a beginner?

Just learn the guaranteed ground throws and go from there, a normal throw is something that everyone has without anything special added to the grapplers except more damage.
 

Tones

Well-Known Member
Premium Donor
If the Brad player was smarter, he would have held the second P or the 33P since none of that was guaranteed..
It was only 40 seconds into the match. That may of happened if Tina over used it or later in the match. Either which way she could of free canceled and did that throw that does 40% health on HCH.

Just learn the guaranteed ground throws and go from there, a normal throw is something that everyone has without anything special added to the grapplers except more damage.
One needs to learn how to maximize the guaranteed damage one can deal at the given opportunity. Learn her 5 frame, 7 frame as you'll be punishing most of your opponents attacks with them after block. Learn her most damaging throw to capitalize counter holds (I think it's while raising 64, shortcut is crouch dash with 33 then 64 or 62364 which is also a crouch dash and throw).

If they are smart they going to be countering less. OHs counter them slow escape and jabbing you out of strings.

The more advanced things are setting up OHs and setting up a throw.

If you have a throw that can do 40% health why not center the game around setting that damage up. Make it easy for yourself. Once you do that for a while move onto the next thing like setting up OHs, then the next thing, then the next thing. Just remember that your competition play is a balance of everything as you'll only need to be using what works (which you'll learn is depended on the play style of your opponent which also means their selection of character comes into play). On that note, during a competition match, if something stops working against them stop using it.
 
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