Lulu
Well-Known Member
Introduction
So finding ways to throw with Tina is proving to be more difficult than I thought...... so while we wait for Hell Feeze over so that Team Ninja can give Tina her good tools back.... lets grab some people while they just lay there.
From Throws
So it turns out Tina can start her ground throw Shenanigans off of specific throws. The problem is getting the throws off to begin with..... anyway:
Rodeo Hold
[]
[-15] -6
In open space you have to perform a really quick dash if you want the throw and maybe..... just maybe you can catch them before they can perform the wake up kick..... note that if you miss then you are at -9 to -15 and vulnerable to Hi Counter Striking..... unless if you don't dash...... but then you won't get the throw. Use that as bait.
Anyway if you pull this off near a wall or any kind of obstruction then the Ground Throw is Guaranteed.
In Open Space, if you perform a Micro Dash (Dashes aren't a commitment in this game), then you can grab the opponent, Guaranteed... Maybe...
Shining Wizard
Running
Hit Confirmable
The Shining Wizard is an interesting throw.... if possible try figure out how to get this throw with out being too far from your Foe. Anyway because of how quickly the throw can be teched it makes it easily confirmable..... if you don't immediately see The Foe roll then go for the ground throw right on the spot. I believe you always get the arm break in this scenario.
German Suplex Whip
On BT Foe
Hit Confirmable
You'l most likey get this throw by punishing but it is possible to set it up yourself..... Other than that its pretty staight forward.... if you see those legs go up... Grab Them !!!
Air (Giant Swing) Toss (Strictly only on Invisible Barriers)
or To Foe in The Air.
Hit Confirmable
It's rare to get this at an invisible barrier but when it does happen.... be ready.
From Holds
Air Toss (Strictly Only at Invisible Barriers)
Jumping Kick old
Hit Confirmable.
Same as before.... keep an eye out for Jumping Kicks.
Knock Downs
The Primary type of Knockdown you should be looking for is actually a bounding animation that I like to call "The Flop".... it looks like a knock down but Foe's leg's will still be dangling in the air for second..... whenever you see this.... The Ground Throw is as good as yours..... always try to go for it.
And with that said.... There are other types of Knock Downs you can use..... they're just not as good.
Low Spin Knuckle (CL3)
6:)
-7 If They Tech
I believe you can Hit Confirm this knock Down..... I just haven't been able to do it.
Leaping Elbow
Hit Confirmable +8 if they Tech
Double Hammer
3_:) Guaranteed
Ankle Spin Kick
P:) (CL3) []
Hit Confirmable
Spinning Jump Kick
6:) []
Hit Confirmable
Drop Kick
[]
Hit Confirmable
Enzui-Guri
-8 If They Tech
This one is weird.... you can only get the throw if the opponent doesn't Tech BEFORE they hit the ground.... once they fall you actually CANNOT ground throw them. You must do it while they are still falling..... and thats what makes it difficult to comfirm.
Low Kick Upper Combo
Hit Confirmable
Leg Cut (CL3)
6: & ) OS/CS -7 If They Tech
Front Step Kick
Hit Confirmable
Arrow Kick
6:) Hit Confirmable
Turning Crescent
BT 4:)
Hit Confirmable
Eagle Kick (InActive)
Hit Confirmable []
actually pretty much any attack at Critical Threshold will give Tina a ground throw oppertunity if you're fast enough but I strongly advise against this.
Juggles
Super Heavy Weights (Work in Progress)
Normal Hit
- - (OS) +7
- - +2
(OS) +1
+0
Guaranteed
* (OS) +1
CL1
- +1
Guaranteed
(OS) +6
(OS) +5
(OS) +1
+2
Guaranteed
- (OS) +1
- (OS) +6
Guaranteed
CL2 (Counter Hit)
2T(OS) +5
2T(OS) +1
- (OS) +1
Guaranteed
(OS) +2
- +0 If they Tech.
- (OS) +1
Guaranteed
- (OS) +3
- (OS) +
Guaranteed
(OS) +3
- +1
- (OS) +1
(OS) +2
- (OS) +1
- +0
CL3 (Hi Counter)
- (OS) +4
(OS) +2
Guaranteed
- (OS) +1
- (OS) +3
- (OS) + 2
Guaranteed
- (OS) +3
(OS) +1
- (OS) +1
MidWeights
Normal Hit
+0
(OS) +1
Guaranteed
(OS) +0
(OS) +1
(OS) +3
Guaranteed
* (OS) +1
* (OS) +2
CL1
(OS) +5
(OS) +1
(OS) +1
Guaranteed 2T
(OS) +1
(OS) +1
+0
(OS) +3
(OS) +1
Guaranteed
(OS) +0
(OS) +1
(OS) +1
(OS) +1
(OS) +1
Guaranteed
CL2
(OS) +6
(OS) +1
* +1
Guaranteed
(OS) +1
(OS) +5
Guaranteed
+0
(OS) +2
Guaranteed
(OS) +3
(OS) +1
(OS) +4
(OS) +2
(OS) +1
Guaranteed
CL3
(OS) +0
Guaranteed
* (OS) +2 (only works on walls)
(OS) +2
(OS) +7
(OS) +5
(OS) +1
Guaranteed
(OS) +0
Guaranteed
* (OS) +2 (only works on walls)
(OS) +2
+0
(OS) +1
Guaranteed
(OS) +4
(OS) +1
Guaranteed
Light Weight
Normal Hit
(OS) +1
+1
(OS) +0
+0
(OS) +1
* +1
* (OS) +1
(OS)
OS) +3
* 66PPK (HC)
(Gauranteed)
(OS) +1
+1
(OS) +0
CL1
* (OS) +1
(OS) +5
(Gauranteed)
(OS) +1
(OS) +2
+0
(OS) +1
(OS) +5
(Gauranteed)
(OS) +1
+1
(OS) +0
(OS) +1
(OS) +2
(Gauranteed)
CL2
(OS) +2
(OS) +5
Guaranteed
(OS) +1
(OS) +5
Gauranteed
(OS) +2
(OS) +0
(OS) + 6
Guaranteed
(OS) +1
(OS) +2
(OS) +2
(OS) +4
Gauranteed
CL3
(OS) +1
Run (HC)
Gauranteed
(OS) +7
(OS) +1
(OS) +3
(OS) +1
Run (HC)
Gauranteed
(OS) +7
(OS) +1
(OS) +3
Guaranteed
(OS) +1
(OS) +2
Gauranteed
Super Light weights
Normal Hit
(OS) +1
+1
+0
(OS) +1
+0
(OS) +1
2T(OS) +3
Guaranteed
(OS) +1
+1
(OS) +0
CL1
(OS) +1
(OS) +6
Guaranteed
(OS) +1
(OS) +2
Guaranteed
(OS) +1
(OS) +2
Guaranteed
(OS) +1
+1
(OS) +0
(OS) +1
(OS) +2
Guaranteed
CL2
(OS) +1
(OS) +5
Guaranteed
(OS) +1
(OS) +5
Guaranteed
(OS) +2
(OS) +6
Guaranteed
(OS) +1
(OS) +3
(OS) +2
(OS) +5
(OS) +5
Guaranteed
CL3
(OS) +7
Guaranteed
(OS) +1
Run (HC)
(OS) +1
(OS) +3
* +0
Guaranteed
* (OS) +4
Guaranteed
(OS) +2
Run (HC)
(OS) +1
(OS) +3
Guaranteed
(OS) +2
Guaranteed
(OS) +1
Credits:
@WAZAAAAA
Conclusion
BUFF TINA, TN.
So finding ways to throw with Tina is proving to be more difficult than I thought...... so while we wait for Hell Feeze over so that Team Ninja can give Tina her good tools back.... lets grab some people while they just lay there.
From Throws
So it turns out Tina can start her ground throw Shenanigans off of specific throws. The problem is getting the throws off to begin with..... anyway:
Rodeo Hold
[]
[-15] -6
In open space you have to perform a really quick dash if you want the throw and maybe..... just maybe you can catch them before they can perform the wake up kick..... note that if you miss then you are at -9 to -15 and vulnerable to Hi Counter Striking..... unless if you don't dash...... but then you won't get the throw. Use that as bait.
Anyway if you pull this off near a wall or any kind of obstruction then the Ground Throw is Guaranteed.
In Open Space, if you perform a Micro Dash (Dashes aren't a commitment in this game), then you can grab the opponent, Guaranteed... Maybe...
Shining Wizard
Running
Hit Confirmable
The Shining Wizard is an interesting throw.... if possible try figure out how to get this throw with out being too far from your Foe. Anyway because of how quickly the throw can be teched it makes it easily confirmable..... if you don't immediately see The Foe roll then go for the ground throw right on the spot. I believe you always get the arm break in this scenario.
German Suplex Whip
On BT Foe
Hit Confirmable
You'l most likey get this throw by punishing but it is possible to set it up yourself..... Other than that its pretty staight forward.... if you see those legs go up... Grab Them !!!
Air (Giant Swing) Toss (Strictly only on Invisible Barriers)
or To Foe in The Air.
Hit Confirmable
It's rare to get this at an invisible barrier but when it does happen.... be ready.
From Holds
Air Toss (Strictly Only at Invisible Barriers)
Jumping Kick old
Hit Confirmable.
Same as before.... keep an eye out for Jumping Kicks.
Knock Downs
The Primary type of Knockdown you should be looking for is actually a bounding animation that I like to call "The Flop".... it looks like a knock down but Foe's leg's will still be dangling in the air for second..... whenever you see this.... The Ground Throw is as good as yours..... always try to go for it.
And with that said.... There are other types of Knock Downs you can use..... they're just not as good.
Low Spin Knuckle (CL3)
6:)
-7 If They Tech
I believe you can Hit Confirm this knock Down..... I just haven't been able to do it.
Leaping Elbow
Hit Confirmable +8 if they Tech
Double Hammer
3_:) Guaranteed
Ankle Spin Kick
P:) (CL3) []
Hit Confirmable
Spinning Jump Kick
6:) []
Hit Confirmable
Drop Kick
[]
Hit Confirmable
Enzui-Guri
-8 If They Tech
This one is weird.... you can only get the throw if the opponent doesn't Tech BEFORE they hit the ground.... once they fall you actually CANNOT ground throw them. You must do it while they are still falling..... and thats what makes it difficult to comfirm.
Low Kick Upper Combo
Hit Confirmable
Leg Cut (CL3)
6: & ) OS/CS -7 If They Tech
Front Step Kick
Hit Confirmable
Arrow Kick
6:) Hit Confirmable
Turning Crescent
BT 4:)
Hit Confirmable
Eagle Kick (InActive)
Hit Confirmable []
actually pretty much any attack at Critical Threshold will give Tina a ground throw oppertunity if you're fast enough but I strongly advise against this.
Juggles
Super Heavy Weights (Work in Progress)
Normal Hit
- - (OS) +7
- - +2
(OS) +1
+0
Guaranteed
* (OS) +1
CL1
- +1
Guaranteed
(OS) +6
(OS) +5
(OS) +1
+2
Guaranteed
- (OS) +1
- (OS) +6
Guaranteed
CL2 (Counter Hit)
2T(OS) +5
2T(OS) +1
- (OS) +1
Guaranteed
(OS) +2
- +0 If they Tech.
- (OS) +1
Guaranteed
- (OS) +3
- (OS) +
Guaranteed
(OS) +3
- +1
- (OS) +1
(OS) +2
- (OS) +1
- +0
CL3 (Hi Counter)
- (OS) +4
(OS) +2
Guaranteed
- (OS) +1
- (OS) +3
- (OS) + 2
Guaranteed
- (OS) +3
(OS) +1
- (OS) +1
MidWeights
Normal Hit
+0
(OS) +1
Guaranteed
(OS) +0
(OS) +1
(OS) +3
Guaranteed
* (OS) +1
* (OS) +2
CL1
(OS) +5
(OS) +1
(OS) +1
Guaranteed 2T
(OS) +1
(OS) +1
+0
(OS) +3
(OS) +1
Guaranteed
(OS) +0
(OS) +1
(OS) +1
(OS) +1
(OS) +1
Guaranteed
CL2
(OS) +6
(OS) +1
* +1
Guaranteed
(OS) +1
(OS) +5
Guaranteed
+0
(OS) +2
Guaranteed
(OS) +3
(OS) +1
(OS) +4
(OS) +2
(OS) +1
Guaranteed
CL3
(OS) +0
Guaranteed
* (OS) +2 (only works on walls)
(OS) +2
(OS) +7
(OS) +5
(OS) +1
Guaranteed
(OS) +0
Guaranteed
* (OS) +2 (only works on walls)
(OS) +2
+0
(OS) +1
Guaranteed
(OS) +4
(OS) +1
Guaranteed
Light Weight
Normal Hit
(OS) +1
+1
(OS) +0
+0
(OS) +1
* +1
* (OS) +1
(OS)
OS) +3
* 66PPK (HC)
(Gauranteed)
(OS) +1
+1
(OS) +0
CL1
* (OS) +1
(OS) +5
(Gauranteed)
(OS) +1
(OS) +2
+0
(OS) +1
(OS) +5
(Gauranteed)
(OS) +1
+1
(OS) +0
(OS) +1
(OS) +2
(Gauranteed)
CL2
(OS) +2
(OS) +5
Guaranteed
(OS) +1
(OS) +5
Gauranteed
(OS) +2
(OS) +0
(OS) + 6
Guaranteed
(OS) +1
(OS) +2
(OS) +2
(OS) +4
Gauranteed
CL3
(OS) +1
Run (HC)
Gauranteed
(OS) +7
(OS) +1
(OS) +3
(OS) +1
Run (HC)
Gauranteed
(OS) +7
(OS) +1
(OS) +3
Guaranteed
(OS) +1
(OS) +2
Gauranteed
Super Light weights
Normal Hit
(OS) +1
+1
+0
(OS) +1
+0
(OS) +1
2T(OS) +3
Guaranteed
(OS) +1
+1
(OS) +0
CL1
(OS) +1
(OS) +6
Guaranteed
(OS) +1
(OS) +2
Guaranteed
(OS) +1
(OS) +2
Guaranteed
(OS) +1
+1
(OS) +0
(OS) +1
(OS) +2
Guaranteed
CL2
(OS) +1
(OS) +5
Guaranteed
(OS) +1
(OS) +5
Guaranteed
(OS) +2
(OS) +6
Guaranteed
(OS) +1
(OS) +3
(OS) +2
(OS) +5
(OS) +5
Guaranteed
CL3
(OS) +7
Guaranteed
(OS) +1
Run (HC)
(OS) +1
(OS) +3
* +0
Guaranteed
* (OS) +4
Guaranteed
(OS) +2
Run (HC)
(OS) +1
(OS) +3
Guaranteed
(OS) +2
Guaranteed
(OS) +1
Credits:
@WAZAAAAA
Conclusion
BUFF TINA, TN.
Last edited: