DOA 5 Tina Thread

EMPEROR_COW

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Do these work on normal hit as well (I know :8::P: doesn't)? I know NH isn't practical, I'm just curious.
These work in all conditions with the exception of 8P, where it only works when the opponent is launched in the air..

8P on normal hit gives you a forced crouch state allowing a crouch throw
and on counter hit it causes a sit down stun
in the air it guarantees a ground throw :)

I hope this is helpful :D
 

Forlorn Penguin

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Premium Donor
I'm definitely looking forward to playing Tina. I'm pretty confident that she's going to be one of my mains this time. Great to see some info on her. Keep it coming.
 

Doa_Eater

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These work in all conditions with the exception of 8P, where it only works when the opponent is launched in the air..

8P on normal hit gives you a forced crouch state allowing a crouch throw
and on counter hit it causes a sit down stun
in the air it guarantees a ground throw :)

I hope this is helpful :D

Thanks a lot EMPEROR_COW that was very good read and very informative.

I'm gonna lmao so hard if Tina turns out high tier!
 

Forlorn Penguin

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Premium Donor
I'm gonna lmao so hard if Tina turns out high tier!

It wouldn't surprise me if Tina made high tier, honestly. TN seems to be putting a lot of effort into making the grapplers really good this time. I don't know about top tier (under VF tier), but high tier seems possible.
 

Doa_Eater

Well-Known Member
It wouldn't surprise me if Tina made high tier, honestly. TN seems to be putting a lot of effort into making the grapplers really good this time. I don't know about top tier (under VF tier), but high tier seems possible.

Quite right, but i just think it's a lot harder to place them correctly on a list compared to the other characters, going from DOA2 onward i always felt that throws were more of a quantity over quality attribute to have.
 

TRI Mike

Well-Known Member
Awesome info. She does seem pretty good but I'm worried about that statement saying she doesn't get advantage from opponents breaking her combo throws. I thought all the grapplers did. What happened¿ is this true¿

EDIT: Also, what is this about her requiring insane height again for her air grab¿ I thought it was DOA3-like.
 

EMPEROR_COW

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Premium Donor
EDIT: Also, what is this about her requiring insane height again for her air grab¿ I thought it was DOA3-like.

It is more or less DOA3 like .. but it depends on what launcher you use as well.. not all launchers give the same Height..

plus for her twirly one you a need slightly higher launch.. the normal one can be done from a fairly reasonable height :)
 

Dr. Teeth

Active Member
Standard Donor
Awesome info. She does seem pretty good but I'm worried about that statement saying she doesn't get advantage from opponents breaking her combo throws. I thought all the grapplers did. What happened¿ is this true¿

EDIT: Also, what is this about her requiring insane height again for her air grab¿ I thought it was DOA3-like.

That was never really the case. When that was said, Bayman was the only true grappler revealed. When Bass and Tina became playable, people began to realize that that was a Bayman specific mechanic. There were definitely times where Tina's throw combos were being broken and I was being punished.

The height required for her normal air throw is pretty reasonable, but it's nothing like 3. In 3, you could launch with any launcher after 1 stun, juggle with :P::P:, and then air throw. That's not really possible in 5. You might be able to sneak in 1 jab on a slope using a certain launcher, but it's definitely not 3.1 good. It wasn't just me either. Rikuto was saying that he couldn't find a way to do it either. Something may change by the final build, but who knows.
 

Doa_Eater

Well-Known Member
It is more or less DOA3 like .. but it depends on what launcher you use as well.. not all launchers give the same Height..

plus for her twirly one you a need slightly higher launch.. the normal one can be done from a fairly reasonable height :)

I guess it's still better 4. Given the new cliffhangers and DOA1 style danger zone spots it was highly unlikely that the air giant swing would be easy.
 

TRI Mike

Well-Known Member
In the IGN 12 days of DOA5 video where she fights Wong with the terrible English voice. She uses a juggle into air grab twice. As far as I know, the command now is not P+F but 41236P+F so whoever tested it out was probably not being fast enough with the execution¿
 

Dr. Teeth

Active Member
Standard Donor
Both of those times she worked the stun threshold before the launch. The one at 1:30 was a full on cb. You get more height on launch the more you stun the opponent, allowing her to juggle into her airthrow after at least two stuns.

What I was saying was that it's impossible to juggle into it after one stun. In other words, you can't just do stun > launch > juggle > air throw like you could in 3.1. You can certainly get the height required to juggle, but it's a risk, especially since a lot of Tina's moves are on the slower side. In a competitive match, that Tina most likely would have gotten held. There are probably more solid setups utilizing sit down stuns, though.

Also Mike, she has two air throws. The one used in those juggles was :F+P:. Hcf :F+P: is her big swing air throw. It does a bit more damage, but the height required for it is a little higher. It also sends the opponent flying, which could be trouble depending on who you're facing as it's harder to pressue the opponent on wakeup. At east in my opinion haha.
 

Doa_Eater

Well-Known Member
So in short it would require a high counter critical launch to execute the giant swing. I seem to remember there was an example like that in the combo test footage 2.
 

TRI Mike

Well-Known Member
Both of those times she worked the stun threshold before the launch. The one at 1:30 was a full on cb. You get more height on launch the more you stun the opponent, allowing her to juggle into her airthrow after at least two stuns.

What I was saying was that it's impossible to juggle into it after one stun. In other words, you can't just do stun > launch > juggle > air throw like you could in 3.1. You can certainly get the height required to juggle, but it's a risk, especially since a lot of Tina's moves are on the slower side. In a competitive match, that Tina most likely would have gotten held. There are probably more solid setups utilizing sit down stuns, though.

Also Mike, she has two air throws. The one used in those juggles was :F+P:. Hcf :F+P: is her big swing air throw. It does a bit more damage, but the height required for it is a little higher. It also sends the opponent flying, which could be trouble depending on who you're facing as it's harder to pressue the opponent on wakeup. At east in my opinion haha.

Well it does seem logical that since the game does have a stun system semi DOA4ish, Tina would require to play a little stun game before being able to juggle-into-air grab. I didn't know she had two. This makes her even more interesting to me. I'm really loving this girl and I haven't even played her.

Does anyone know if she has tag throws with Lee¿ or any synergy with him for the mode¿ I'm pretty sure I'm gonna main them right now.
 

TRI Mike

Well-Known Member
That's sad to hear. You seem to know your stuff. Do you see her as a viable character for tourney play¿
 

Doa_Eater

Well-Known Member
That's sad to hear. You seem to know your stuff. Do you see her as a viable character for tourney play¿

Me? I'm by far no expert let alone on tournaments (I'm not even American). VirtuaPai, Dr.Teeth and Renarism are the experts here. But just throwing it out there if her match ups against Jann-Lee, Kasumi Christie or any rush down characters are good she's more the viable.
 

synce

Well-Known Member
Just curious, how does Tina stack up against Bass this time around? I'm assuming quicker and weaker, but what about more technical aspects like juggle potential, ground game, range, etc.
 

Dr. Teeth

Active Member
Standard Donor
I apologize for the ensuing wall of text. I'm on my phone and posting is a pain in the ass, so I'm trying to get everything at once haha.

I don't know anything about tag since it wasn't available in the build I played. Outside of Tina, the only characters I can play well are Helena, Leon, and a little Bayman, so I've never really messed around with Lee too much. He's a very powerful character, so I'm sure he could work well with anybody. You should mess around with them and see what you find! Personally, my teams are going to be Tina/Helena and Tina/Bayman since I know she works well with both of them already.

As for how Tina stacks up competitively, I personally feel like she'll end up being mid tier, maybe high mid at best. She's good, but there are other charcters who are just better imo. Sarah, Akira, Eliot, Jan Lee, Bayman, Christie, Busa, Kasumi, and maybe Leifang and Kokoro all just seem to be a bit better. Tina's main problem to me is that she's pretty predictable, slow, and I feel like a fair amount of her moves lack priority are easy to hold on reaction. That being said, she has sit down stuns, guard breaks, lots of safe moves, ways to guarantee damage, good offensive holds, and nasty damage output. She's viable and has good tools, but I don't think she's as strong as other people have been making her out to be.

I feel like I should stress that this is just one guy's opinion that was formulated after only one weekend of play in an unfinished build at a pre-release tournament. When the game actually launches and more tech is discovered, we'll develop a better idea of how good or bad she actually is. That's why I feel it's a bit silly to talk tiers at this point, but you asked haha. Also, I love these kinds of discussions.

And synce, I can't really compare them since I didn't even touch Bass. I wanted to, but the casual rotations were pretty long and I mainly wanted to focus on Teener. If I had to guess, I feel like Bass' mixup and guard break games are better than Tina's, but she has the edge in speed. I want to say her sidestep game is better than his, but I don't know for sure.
 
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