TRI Mike
Well-Known Member
OK I don't have an internet connection right now so I haven't been able to post this but I've been messing around with her since launch and I'm quite worried. There are a few buffs here and there and I'm 100% sure there's shit I haven't discovered yet but the amount of nerfs is worrying and frustrating because they were very important things to take advantage of DOA5's mechanics. Here's a small list:
Nerfs:
1) is no longer a guard break and is now unsafe at -9. This is extremely shitty since it was probably Tina's most important ranged attack and an excellent whiff punisher that she could get away with even when blocked. I don't like this at all.
2) / no longer gives an unholdable back-turned stun. This move used to guarantee and a 30-damage ground throw. Now, the opponent can hold out of it immediately. A ridiculous nerf. BT still gives the unholdable stun though.
3) no longer gives a sit-down stun on crouching opponents. This was an excellent option against people who liked to low hold a lot and opponents who sucked at slow-escaping to easily CB them. Now it only gives a regular DOA4 stun. Lame.
4) / BT no longer gives a free ground throw so I honestly don't see any point on using the move anymore. This was a fantastic option to punish low wake-up kicks, whiff punish, etc. Now it's just useless.
5) Her now-only sit-down stun no longer guarantees the launcher. At fastest stagger in vanilla, the launcher was 100% guaranteed, in DOA5U the opponent has time to block, hold and SS the launching kick. Still,a human staggering at fastest is pretty much impossible so you can still go for the kick but the nerf is there.
Buffs:
1) now gives a slight bound that can be continued with or . This is nice since the first punch is a fantastic crush.
2) (full charge) gives a bound but I just can't figure out what to juggle with. lol
3) is a new air grab that lands slightly more damage than the regular one but requires more height, it can be used to slam opponents against walls behind Tina, this is nice.
4) I'm not sure about this one but I think the launcher is now stronger and grands higher launch.
5) Most if not all her throws are stronger in damage but with a base lifebar of 300, she actually takes less chunks of the bar, so this is a buff that doesn't benefit her unless we start playing in 270 or 240, which we should.
There's probably more in both list but I'm missing them. My thoughts so far is that she's weaker than in vanilla, the nerfs are from things I used a LOT in the first version and my current opinion is that the buffs don't make up for it. We can work with what we have but I honestly think the nerfs should be reverted to vanilla status and the life should go back to 270, 240 would be even better.
Nerfs:
1) is no longer a guard break and is now unsafe at -9. This is extremely shitty since it was probably Tina's most important ranged attack and an excellent whiff punisher that she could get away with even when blocked. I don't like this at all.
2) / no longer gives an unholdable back-turned stun. This move used to guarantee and a 30-damage ground throw. Now, the opponent can hold out of it immediately. A ridiculous nerf. BT still gives the unholdable stun though.
3) no longer gives a sit-down stun on crouching opponents. This was an excellent option against people who liked to low hold a lot and opponents who sucked at slow-escaping to easily CB them. Now it only gives a regular DOA4 stun. Lame.
4) / BT no longer gives a free ground throw so I honestly don't see any point on using the move anymore. This was a fantastic option to punish low wake-up kicks, whiff punish, etc. Now it's just useless.
5) Her now-only sit-down stun no longer guarantees the launcher. At fastest stagger in vanilla, the launcher was 100% guaranteed, in DOA5U the opponent has time to block, hold and SS the launching kick. Still,a human staggering at fastest is pretty much impossible so you can still go for the kick but the nerf is there.
Buffs:
1) now gives a slight bound that can be continued with or . This is nice since the first punch is a fantastic crush.
2) (full charge) gives a bound but I just can't figure out what to juggle with. lol
3) is a new air grab that lands slightly more damage than the regular one but requires more height, it can be used to slam opponents against walls behind Tina, this is nice.
4) I'm not sure about this one but I think the launcher is now stronger and grands higher launch.
5) Most if not all her throws are stronger in damage but with a base lifebar of 300, she actually takes less chunks of the bar, so this is a buff that doesn't benefit her unless we start playing in 270 or 240, which we should.
There's probably more in both list but I'm missing them. My thoughts so far is that she's weaker than in vanilla, the nerfs are from things I used a LOT in the first version and my current opinion is that the buffs don't make up for it. We can work with what we have but I honestly think the nerfs should be reverted to vanilla status and the life should go back to 270, 240 would be even better.