Official DOA4 Tina Thread

virtuaPAI

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Here is the frame data for Tina's staggers. This list assumes that your opponent is neither Slow escaping, or holding out.

Legend:

NB - Normal Blow
CB - Counter Blow
HCB - High Counter Blow


:p +2 on CB/ + 36 on HCB
:3:P +33 on CB/HCB
:K +8 on NB/ +24 On CB/HCB
:2:k +28 on CB/HCB
:3:k +2 on NB/ +22 on CB/HCB
:P:P -2 on CB/+ 35 onHCB
:P:P:p +33 on CB/HCB
:2:P +9 on CB/HCB
:P:P:P:P +28 on NB/ +48 on CB/HCB
:P:P:6:P +35 on NB
:P:P:4:P +31 on NB/CB/HCB
:P:P:4:P:K +24 on NB
:P:P:K +2 on NB/ +4 on CB/HCB
:P:P:K:P +33 on NB/CB/HCB
:P:K +9 on NB/ +24 on CB/HCB
:P:K:p +41 on NB/CB/HCB
:6:P +25 on CB/HCB
:6:P:p +23 on CB/HCB
:6:P:P:P +11 on NB
:6:P:P:2:p + 19 on CB/HCB
:6:P:P:K +13 on NB/CB/HCB
:6:P:k +27 on NB/CB/HCB
:3:P:p + 28 on NB/ +48 on CB/HCB
:3:P +32 on CB/HCB
:7:P +29 on NB/CB/HCB
:7:P:p +29 on NB/CB/HCB
:7:P:P:P +37 on NB/CB/HCB
:8:P +27 on CB/HCB
:9:P +23 on NB/CB/HCB
:9:P:p +23 on NB/CB/HCB
:1:P +19 on CB/HCB
:6:6:p +23 on CB/HCB
:6:6:P:P +32 on NB/CB/HCB
:6:6:P:P:p +35 on NB
:6:6:P:P:2:K +7 on NB
:4:4:p +31 on NB/CB/HCB
:4:4:P:K +24 on NB
:3:3:p +35 on NB
:K:P +41 on NB/CB/HCB
:6:k +13 on NB/CB/HCB
:4:k +27 on NB/CB/HCB
:3:k:p +33 on NB/CB/HCB
:3:K:K +2 on NB/ +22 on CB/HCB
:9:k +34 on NB
:2:k:p +35 on NB
:2:K:K +10 on CB/HCB
:2:K:K:K +7 on NB
:1:K +7 on NB
:6:6:k +27 on NB/CB/HCB
:6:P:+:K +1 on NB
:F:+:K +24 on NB

While Back turned:

:p -1 on CB/ +42 on HCB
:4:p +2 on NB/ +32 on HCB
:2:P +9 on CB/HCB
:4:k 0 on NB/ +20 on CB/HCB
:2:K +22 on CB/HCB
:7:P + 31 on NB/CB/HCB
:7:P:p +46 on NB/CB/HCB
:7:k +15 on NB/CB/HCB

Rising Attacks:
Head up, feet away:
:8:k +41 on NB/CB/HCB
:k +22 on NB/+29 on CB and HCB
:2:k +21 on NB/+26 on CB and HCB

Head up, feet towards:
:8:k +41 on NB/CB/HCB
:k +22 on NB/+29 on CB and HCB
:2:k +21 on NB/+26 on CB and HCB

Head down, feet away:
:8:k +41 on NB/CB/HCB
:k +22 on NB/+29 on CB and HCB
:2:k +21 on NB/+26 on CB and HCB

Head down, feet towards:
:8:k +41 on NB/CB/HCB
:k +22 on NB/+29 on CB and HCB
:2:k +21 on NB/+26 on CB and HC
While Jumping attacks:

:p +22 on NB/CB/HCB

While landing from jump:

:p +22 on NB/CB/HCB
:k +7 on NB
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Tina Doa4.1 combos(masterfile)

These are juggles in the doa4 master file. Attacks in parenthesis ( ) are the launching attacks.

1):F:+:K

Normal blow from critical:
Light Weight: :6:P:P:2:k
Mid Weight: :6:P:P:2:K
Heavy Weight: :P:P:k
Super Heavy Weight: :P:p:k

Counter blow:
Light Weight: :F:+:p
Mid Weight: :F:+:p
Heavy Weight: :F:+:p
Super Heavy Weight: :P:p:k

High Counter blow:
Light Weight: :hcf :F:+:p
Mid Weight: :hcf :F:+:p
Heavy Weight: :F:+:p
Super Heavy Weight: :F:+:p

2) :P:+:K

Normal blow from critical:
Light Weight: -
Mid Weight: -
Heavy Weight: -
Super Heavy Weight: -

Counter blow:
Light Weight: :P:p:4:P:2:K
Mid Weight: :P:p:4:P:2:K
Heavy Weight: :P:p:4:P:2:K
Super Heavy Weight: :6:P:P:2:K

High Counter blow:
Light Weight: :F:+:p
Mid Weight: :F:+:p
Heavy Weight: :F:+:p
Super Heavy Weight: :F:+:p

3):3:3:p

Normal blow from critical:
Light Weight: :P:P:4:P:2:K
Mid Weight: :6:P:P:2:K
Heavy Weight: :6:P:P:2:K
Super Heavy Weight: :P:P:K

Counter blow:
Light Weight: :F:+:p
Mid Weight: :F:+:p
Heavy Weight: :F:+:p
Super Heavy Weight: :6:P:P:2:K

High Counter blow:
Light Weight: :hcf :F:+:p
Mid Weight: :hcf :F:+:p
Heavy Weight: :F:+:p
Super Heavy Weight: :F:+:p

4):6 :fkick

Normal blow:
Light Weight: -
Mid Weight: -
Heavy Weight: -
Super Heavy Weight: -

Counter blow:
Light Weight: :P:P:K
Mid Weight: :P:P:K
Heavy Weight: :P:P:K
Super Heavy Weight: :P:P:K

High Counter blow:
Light Weight: :hcf :F:+:p
Mid Weight: :hcf :F:+:p
Heavy Weight: :hcf :F:+:p
Super Heavy Weight: :hcf :F:+:p

5):3:3:k

Normal blow from critical:
Light Weight: :P:P:K
Mid Weight: :P:P:K
Heavy Weight: :P:P:K
Super Heavy Weight: :1:P

Counter blow:
Light Weight: :F:+:p
Mid Weight: :F:+:p
Heavy Weight: :6:P:P:2:K
Super Heavy Weight: :P:p:k

High Counter blow:
Light Weight: :hcf :F:+:p
Mid Weight: :hcf :F:+:p
Heavy Weight: :F:+:p
Super Heavy Weight: :F:+:p
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Doa4.1 Tina's stagger+combos

-There are so many facets about this game that is being over looked. One Of them are stuns. Yes we know, there are many stuns in the game, but how many are effective. Better yet, how many are effective for grapplers. Grapplers, Know your stuns.

As I mentioned in My stuns, stagger and crumble thread, Head Crumble is the best stun in the game. Period. Tina is one of those characters that can take full advantage of this stun.

-:3:P:p is the head crumble starter. This can be done on counter and high counter blows(or mid stun). Once you hit your opponent, you need to Free step to his side (or back, its harder to catch your attack), and Hit your opponent with :6:F:+:k. This will launch your opponent realy high, which can be followed up with :F:+:p or :426:F:+:P.

  • With :F:+:p
  • Counter Blow = 95pts
  • High Counter Blow = 115pts
  • + Electric Floors

    or With :426:F:+:P.
  • Counter Blow = 108pts
  • High Counter Blow = 130pts
  • + Wall Damage
  • + Stage break
  • + Electric Floors

-What if your opponent Hold or Slow Escape? Good question. Unlike many of the other stuns in the game, whatever your opponent do, he is alwyas going to lose damage, unless you mess it up. If your opponent hold, that is a free throw of your choice. If Your opponent Slow escape(SE), That is a free throw of your choice. The only time your opponent will not lose alot of damage, is if they SE to the ground. You will only be able to force tech and force your opponent into a High throw/Mid attack guessing game.


Here are some other effective stuns:

Stomach Crumble:
The character holds his/her stomach while falling face down and head towards the opponent. Crumbling opponents can hold intill aproximately the 5th frame while grounded. All Ground throws and Attacks are guaranteed if opponent do not hold.

Example:Tina's :K:p
Struggle:Medium
Hold:Yes

Foot Crumble:
The Opponent holds his/her Leg and fall down to his/her back or to his/her face(stance specific).Crumbling opponents can hold intill aproximately the 5th frame while grounded. All Ground throws and Attacks are guaranteed if opponent do not hold.

Example:Tina's :2:k on Counter blow
Struggle:Light(open stance)/Medium(closed stance)
Hold:Yes

Fall Down Side Crumble:
The opponent tips over to the side and fall to his/her style. Crumbling opponents can hold intill aproximately the 5th frame while grounded. All Ground throws and Attacks are guaranteed if opponent do not hold.

Example:Tina's :K on Counter Blow
Struggle:Light
Hold:Yes

Crumple:
The opponent falls back in a generic manner. Crumbling opponents can hold intill aproximately the 5th frame while grounded. All Ground throws and Attacks are guaranteed if opponent do not hold.

Example:Lei fang's :6:4:p
Struggle:Light
Hold:Yes

Wall Crumple:
The character holds his/her stomach while falling face down and head towards the opponent. Crumbling opponents cannot hold once his/her knees touch the ground. All Ground throws are guaranteed if opponent do not hold. If opponent SE, ground throws are no longer guranteed, but a force tech is made possible.

Example:Ein's :4:6:p
Struggle:Heavy~(mid-light when charged)
Hold:Yes

Crumbles on Back turned Opponents

These are the best for grapplers. If your opponent Try to SE, they will Styagger reverse(SR) and can be punished with a throw up to 12 frames.

Limbo Crumble:
The Opponent bends way over backwards, slowly falling. All Ground throws and Attacks are guaranteed if opponent do not Slowescape.

Example:Tina's :3:p:p
Struggle:Medium
Hold:No

Back head Crumple:
The character will snap back fall on his/her knees, than fall face down head away. All Ground throws and Attacks are guaranteed if opponent do not Slowescape.

Example:Lei Fang's :6:4:p
Struggle:Light
Hold:No

Back Crumple:
The character will snap back, than fall face down head away. All Ground throws and Attacks are guaranteed if opponent do not Slowescape.

Example:Lisa's :4:k
Struggle:Medium
Hold:No

These are stuns every grappler should be most aquainted with.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
When your opponent is in a stomach crumple, you will need to step to your opponents back and use: :3:K:P:~:6:F:+:K:~:hcf:F:+:p. The way you step to your opponents back is stance dependent(Your opponents stance, not yours).

Edit--It is harder to step to some characters' backs:
:christie
:ein
:hayabusa

Water/stun Criticals(crushing):

While playing with Tina, you can use :1:p on a slippery surface to cause an extended trip stumble. While your opponent is in this state, you can FSD to his back and commence doing one of the following Combos:
  • :6:f:+:k, :hcf :F:+:p N= 73/ C = 90/ HC =109
  • :P:P,:P:P, :9:k, :6:P:P:P N= 80/ C = 106/ HC =115
  • :P:P,:P:P, :9:k, :6:P:P:k N= 78/ C = 97/ HC =115
  • :P:P,:P:P, :9:k, :P:P:4:P:2:k N= 81/ C = 101/ HC =120
  • :P:P,:P:P, :6:f:+:k, :hcf :F:+:p N= 90/ C = 118/ HC =141
 

UnD34D

Active Member
I want to add more to this later but for right now:

My personal top moves for Tina that are sort of her bread and butter are
:4 :k - Easily my favorite move with Tina. It has pretty good range and low crushes. The best part about it though, while it does leave her at BT, which you would think was a bad position for Tina to be at, gives her a lot of mix up options. Try to use this move on opponents that are rushing in or that you think are about to do a low though since the move is semi-slow. Some of the best follow ups are: BT :7 :k, really quick and leads to more stun, almost always do off of a hit :4 :k, and :4 :p, which you can also do after a :7 :k. If you do the follow up to the BT :4 :p, the additional :p beware, it's easily countered and unsafe to boot, although if it hits you can get a free air grab off of it.

:f :plus :k - Another great move, this one is a launcher on CB and HCB. It has fantastic reach on it, also making it good for stopping people from rushing in, as well as for spacing attacks. After a launch the most damaging juggle is :p :p :4 :p :k

:1 :p - Great interrupting attack, good to start a match with and overall just really annoying to the opponent.

(hold) :3 :p - High crush, awesome match starter and amazing interrupt. Also leads to a nice stun on CB and launches on HCB.
 
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