First, as a long time Tina player, let me say this has been a very informative thread. Still had a couple of questions and things I'm working on I'd like to ask about though:
1) p+k gives a guaranteed 2P elbow drop; does that hold true for the ppp string as well, especially if you hit the string in a juggle? If so that might make it the combo ender of choice if you can't get a better air throw/ground throw/wall bound situation set up. 8P on normal launches is kind of unreliable so far for me and 6ppp + 2p ground hit should be comparable for damage to 8P + ground throw.
2) Does she have any way into a guaranteed launcher on normal hit? 8p sitdown stun is only on a CH, I see 66k mentioned but I don't seem to get sitdown on normal hit from that either? If not that's a serious weakness for her.
3) Similar vein: I don't have frame data in front of me, but does she have anything safe to attack with? If 46P is at least even on block you can get to a position where you could try for 1P or 6P or something, and that may make it the best way to get in now, but I can't believe she doesn't have something that's at least throw-safe to poke with other than that. Or do we just throw guard-breaking stuff all day since at least she should be safe after those if not advantaged, correct? If 6F+K is safe you've at least got a decent mid punch and mid kick mix up at range, though I have no idea what you get from a connected 46P other than damage at this point. Guess you can at least start running at them.
Edit: Ah, balls, didn't see this post before:
7K leaves you +9 on block but is duckable.
6H+K is -4 only throw punishable by grapplers.
4P+K is neutral to +2 depending on spacing.
46P is neutral
Still, she got anything else to poke with that is safe?
We seem to have had different experiences with the move haha. I consistently get beaten out by strikes with it. I also don't think training mode will tell you if a throw is a catch grab or not. I think it all reads as throw.
3) Tina's GB game isn't that great imo. None of them except for 7K leave you at advantage, and that move is duckable and punishable on whiff. It also leaves Tina at a bit of a distance, so following up from it is kind of tricky despite the fact she's at +9. 46P, 4P+K, 6P+K, and 6H+K are all safe, but she's either neutral or minus after all of them so nothing is guaranteed.
46P, 4P+K, 66P+K, are all plus at range.
Is 4K into BT shenanigans viable?
. Is 4K into BT shenanigans viable? Getting her throws off also seems to be an uphill battle...
Is 4K into BT shenanigans viable? Getting her throws off also seems to be an uphill battle...