DOA5LR Good throw setups?

Kyosuke NEO

New Member
I got a bit curious about this while trying to learn her better. Basically what are good methods of setting up for a throw, beside the old reliable tick throw? I realize I don't throw enough with Tina; I'm still a bit new to her so I’m trying to figure out good ways of tagging people with them.
 

Lulu

Well-Known Member
This is something I've been want to write about for weeks now but just haven't had the time.....

Just hang in there alil longer and I will get around to creating a a character specific "Throw Trap" Beginner's guide.

Perhaps not for Tina specifically but I do believe it can be reverse engineered for any character. I'l get back to you as soon as I get it done.

In the mean time you can use the Basic Set Ups by using Guard Breaks to create a force guess situation where you can use the advantage to either throw your opponent or counter Hit them with a strike for trying to attack out of Disadvantage.

The problem is a truly talented player can option select this set up by Fuzzy Guarding......

Assuming you don't have trouble getting a stun in the neutral game.... then you can play Tina as a "Stun Launch" Character even though she isn't one. As soon as you get a stun going then launch your opponent for an air throw..... air throws always do 100% of their damage or more in some special conditions..... so this is a nice way of pressure your opponent into holding..... and when they do..... BOOM: :3_::6::4::H+P:.

The problem with set ups that Require conditioning is they aren't something you can use to throw consistently.... its usually used to set up something Huge. A really big Half Health throw. Or if you are playing Mila, Christie or Hayabusa its used to set up those +22 Frame Sit Downs.

Well thats all I got for now.... Go Get'em Tiger ! ;)
 
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