Lulu
Well-Known Member
Introduction
So here are a series of changes I would like for Tina.... that will probably never see the light of day because Team Ninja is PreOccupied with Something Far More Important. But hey... you never know.
The changes listed below are not to give Tina's faster or safer moves nor are they meant to give her guarantees..... They are to strengthen her already existing playstyle of forcing The Opponent to Guess.
Damage:
No Changes.... Infact feel free to Nerf Anything in this Department in exchange for Buffing Anything in the other Departments.
Speed:
- Increase delay By 10 Frames
BT - Increase Delay by 5 Frames.
- Reduce Start Up by 5 Frames, Increase Recovery by 10 Frames.
Reach:
- Slightly increase Reach
- Reduce Seperation Distance
- Greatly Reduce Seperation Distance
- Greatly Reduce Seperation Distance
Advantage:
6H/7H vs. Jump Kick - Reduce Move Recovery by 10 Frames.
- Reduce Advantage by 1 Frame
- Reduce Advantage by 2 Frames
Move and Hit Status Effects:
- Come On.... Change it back !!!
- Slightly increase Knock Back effect.
- Remove Wall Hit Effect.
- Change Hit Status from Knock Down to Exaggerated Bound on Counter Hit.
Back Turned - Add more Jump Frames to the Beggining of this move.
Back Turned - Change Hit Status from Stun to Long Bound on Counter Hit.
Critical Damage:
Increase Critical Limit by one point... if not then:
- Reduce Critical Damage of 2nd by one point
BackTurned - Reduce Critical Damage by one point
BackTurned - Reduce Critical Damage by one point.
Input Commands:
- Adjust the Input Detection... its too sensitive (Do the same for Brad Wong)
Switch with . Why ?....because the original is useless..... infact remove that throw all together. Its wasting potential.
Miscellaneous:
:[H+P]: - Add ability to cancel into Taunt..... just for fun.
Conclusion:
Tina's got alot of Pointless Moves that don't seem to have a purpose beyond a weaker Version of something else.... might aswell get rid of them and focus on the stuff that matters. Hopefully they will fix this in DoA6.
So here are a series of changes I would like for Tina.... that will probably never see the light of day because Team Ninja is PreOccupied with Something Far More Important. But hey... you never know.
The changes listed below are not to give Tina's faster or safer moves nor are they meant to give her guarantees..... They are to strengthen her already existing playstyle of forcing The Opponent to Guess.
Damage:
No Changes.... Infact feel free to Nerf Anything in this Department in exchange for Buffing Anything in the other Departments.
Speed:
- Increase delay By 10 Frames
BT - Increase Delay by 5 Frames.
- Reduce Start Up by 5 Frames, Increase Recovery by 10 Frames.
Reach:
- Slightly increase Reach
- Reduce Seperation Distance
- Greatly Reduce Seperation Distance
- Greatly Reduce Seperation Distance
Advantage:
6H/7H vs. Jump Kick - Reduce Move Recovery by 10 Frames.
- Reduce Advantage by 1 Frame
- Reduce Advantage by 2 Frames
Move and Hit Status Effects:
- Come On.... Change it back !!!
- Slightly increase Knock Back effect.
- Remove Wall Hit Effect.
- Change Hit Status from Knock Down to Exaggerated Bound on Counter Hit.
Back Turned - Add more Jump Frames to the Beggining of this move.
Back Turned - Change Hit Status from Stun to Long Bound on Counter Hit.
Critical Damage:
Increase Critical Limit by one point... if not then:
- Reduce Critical Damage of 2nd by one point
BackTurned - Reduce Critical Damage by one point
BackTurned - Reduce Critical Damage by one point.
Input Commands:
- Adjust the Input Detection... its too sensitive (Do the same for Brad Wong)
Switch with . Why ?....because the original is useless..... infact remove that throw all together. Its wasting potential.
Miscellaneous:
:[H+P]: - Add ability to cancel into Taunt..... just for fun.
Conclusion:
Tina's got alot of Pointless Moves that don't seem to have a purpose beyond a weaker Version of something else.... might aswell get rid of them and focus on the stuff that matters. Hopefully they will fix this in DoA6.
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