Not enough people have been exploring tag mode, which is a shame because I honestly think it's a lot more fun than singles. Tina plays a bit differently in tag mode, and due to the unique mechanics found in the mode itself, she's capable of some stuff that would be impossible in singles mode.
EDIT: It should be noted that since I have a 360, this was all done on ver. 1.02 of the game. Not sure if any of this stuff will be affected by the new patch, but I'll update my post once it comes out if so.
Tina Notes:
- is insanely good. It's Tina's best tag filler by far. The refloat is insane, and using it in juggles can increase the juggle potential of anybody she's partnered with. For a quick demo, tag Tina with Bass, do a launcher, and see how many times you can do (Tina) , TAG (Bass) , TAG in a row.
- Some properties of moves are different in tag than they are in singles. can now be used in juggles and has a little bit of refloat.
- , while being near useless in singles mode, is now one of Tina's key moves in tag. In addition to being ridiculously damaging, tagging out instantly after it hits will grant your partner a guaranteed followup, and the advantage is so large that you can basically do anything you want.
- Just like in singles, air throws are unaffected by damage scaling. This is more significant in tag mode since there's a lot more juggling going on. For that reason, I think it would be best if you ended your juggles with either of Tina's air throws (height permitting) as opposed to with a string.
- Special tag throws do 5 more damage than regular tag throws. Tina has special tag throws with the following characters:
- Bass
- Zack
- Mila
- Bayman
- Hayabusa
- Leifang
- Lisa
- Sarah
The team that I use in tag is Tina/Helena. Below, you'll find some setups, juggles and various other pieces of tech that I've discovered with this particular team. You should take some of the examples I've provided and use them in your own juggles and setups with whatever team you wish to use.
Basic Combos:
When doing combos in tag, you're not only going to want to go for damage. You should also be mindful of how much health your characters have. Sometimes you'll have to go for a less damaging juggle if it means saving a character who's about to be KO'd. For that reason, I've included which character starts and finishes each combo.
Tina Start, Tina Finish
- (Tina) , , TAG (Hele) , TAG (Tina) - 92 DMG Lights, Middles
- (Tina) , , TAG (Hele) :, TAG (Tina) - 85 DMG Heavies
Helena Start, Helena Finish
- (Hele) BT , BT , TAG (Tina) , TAG (Hele) - 93 DMG Lights, Middles
- (Hele) , BT , TAG (Tina) , TAG (Hele) - 81 DMG Heavies
Tina Start, Helena Finish
- (Tina) , , TAG (Hele) , TAG (Tina) , TAG (Hele) - 88 DMG Lights, Middles
- (Tina) , , TAG (Hele) - 76 DMG Heavies
Helena Start, Tina Finish
- (Hele) , BT , BT , TAG, (Tina) , TAG, (Hele) , TAG (Tina) - 100 DMG Lights, Middles
- (Hele) , BT , TAG (Tina) , TAG (Hele) , TAG (Tina) - 88 DMG Heavies
Juggle Loop:
The following juggle can be looped against lights and middles until they fall out of it. Note that the damage scaling on this is severe, and after a while it'll stop doing decent damage. For that reason, you wouldn't really want to do a juggle consisting of this over and over again. Its main purpose is for positioning (wall carries, stuff like that).
- (Tina) , TAG (Hele) , TAG (Tina) , TAG (Hele) etc. - Lights, Middles
CB Setups:
- (Tina) , TAG (Hele) , TAG (Tina) , CB!
- (Hele) , TAG (Tina) , CB!
Advanced/Guaranteed Combos:
- (Tina) , TAG (Hele) Anything really. I'm serious. This setup is ridiculous.
- (Tina) , TAG (Hele) , TAG (Tina) , , , TAG, (Hele) - 120 DMG Lights, Middles
- (Tina) , TAG (Hele) , TAG (Tina) , , TAG (Hele) , TAG (Tina) - 127 DMG All
Guaranteed Helena FT Setups Using Tina:
- (Tina) , TAG (Hele) , BT - 102 DMG Lights, Middles
BKO Throw Juggles Using Tina:
Coming Soon
This little writeup is only covering stuff that's guaranteed (minus the CB! setups). I'm sure there are a bunch of gimmicky, 50/50 type setups that this team is capable of, but I haven't even begun to scratch the surface. I'll probably keep updating this guide with stuff that I find.
Bottom line: Tina is a monster in tag mode. She works really well with basically everyone due to how easy her sitdown stuns are to link off of and how amazing is in juggles. giving you an unholdable, un-slow escapable stun is also huge. She also has a ton of special throws with characters, but she can find synergy with most characters anyway, so that shouldn't be a deciding factor in who you pair her with. Pair her with your (other) favorite characters and see what you can come up with!
EDIT: It should be noted that since I have a 360, this was all done on ver. 1.02 of the game. Not sure if any of this stuff will be affected by the new patch, but I'll update my post once it comes out if so.
Tina Notes:
- is insanely good. It's Tina's best tag filler by far. The refloat is insane, and using it in juggles can increase the juggle potential of anybody she's partnered with. For a quick demo, tag Tina with Bass, do a launcher, and see how many times you can do (Tina) , TAG (Bass) , TAG in a row.
- Some properties of moves are different in tag than they are in singles. can now be used in juggles and has a little bit of refloat.
- , while being near useless in singles mode, is now one of Tina's key moves in tag. In addition to being ridiculously damaging, tagging out instantly after it hits will grant your partner a guaranteed followup, and the advantage is so large that you can basically do anything you want.
- Just like in singles, air throws are unaffected by damage scaling. This is more significant in tag mode since there's a lot more juggling going on. For that reason, I think it would be best if you ended your juggles with either of Tina's air throws (height permitting) as opposed to with a string.
- Special tag throws do 5 more damage than regular tag throws. Tina has special tag throws with the following characters:
- Bass
- Zack
- Mila
- Bayman
- Hayabusa
- Leifang
- Lisa
- Sarah
The team that I use in tag is Tina/Helena. Below, you'll find some setups, juggles and various other pieces of tech that I've discovered with this particular team. You should take some of the examples I've provided and use them in your own juggles and setups with whatever team you wish to use.
Basic Combos:
When doing combos in tag, you're not only going to want to go for damage. You should also be mindful of how much health your characters have. Sometimes you'll have to go for a less damaging juggle if it means saving a character who's about to be KO'd. For that reason, I've included which character starts and finishes each combo.
Tina Start, Tina Finish
- (Tina) , , TAG (Hele) , TAG (Tina) - 92 DMG Lights, Middles
- (Tina) , , TAG (Hele) :, TAG (Tina) - 85 DMG Heavies
Helena Start, Helena Finish
- (Hele) BT , BT , TAG (Tina) , TAG (Hele) - 93 DMG Lights, Middles
- (Hele) , BT , TAG (Tina) , TAG (Hele) - 81 DMG Heavies
Tina Start, Helena Finish
- (Tina) , , TAG (Hele) , TAG (Tina) , TAG (Hele) - 88 DMG Lights, Middles
- (Tina) , , TAG (Hele) - 76 DMG Heavies
Helena Start, Tina Finish
- (Hele) , BT , BT , TAG, (Tina) , TAG, (Hele) , TAG (Tina) - 100 DMG Lights, Middles
- (Hele) , BT , TAG (Tina) , TAG (Hele) , TAG (Tina) - 88 DMG Heavies
Juggle Loop:
The following juggle can be looped against lights and middles until they fall out of it. Note that the damage scaling on this is severe, and after a while it'll stop doing decent damage. For that reason, you wouldn't really want to do a juggle consisting of this over and over again. Its main purpose is for positioning (wall carries, stuff like that).
- (Tina) , TAG (Hele) , TAG (Tina) , TAG (Hele) etc. - Lights, Middles
CB Setups:
- (Tina) , TAG (Hele) , TAG (Tina) , CB!
- (Hele) , TAG (Tina) , CB!
Advanced/Guaranteed Combos:
- (Tina) , TAG (Hele) Anything really. I'm serious. This setup is ridiculous.
- (Tina) , TAG (Hele) , TAG (Tina) , , , TAG, (Hele) - 120 DMG Lights, Middles
- (Tina) , TAG (Hele) , TAG (Tina) , , TAG (Hele) , TAG (Tina) - 127 DMG All
Guaranteed Helena FT Setups Using Tina:
- (Tina) , TAG (Hele) , BT - 102 DMG Lights, Middles
BKO Throw Juggles Using Tina:
Coming Soon
This little writeup is only covering stuff that's guaranteed (minus the CB! setups). I'm sure there are a bunch of gimmicky, 50/50 type setups that this team is capable of, but I haven't even begun to scratch the surface. I'll probably keep updating this guide with stuff that I find.
Bottom line: Tina is a monster in tag mode. She works really well with basically everyone due to how easy her sitdown stuns are to link off of and how amazing is in juggles. giving you an unholdable, un-slow escapable stun is also huge. She also has a ton of special throws with characters, but she can find synergy with most characters anyway, so that shouldn't be a deciding factor in who you pair her with. Pair her with your (other) favorite characters and see what you can come up with!