Koompbala
Well-Known Member
Table of Contents
1. Introduction
2. Basics
I. Legend
II. Summary
III. Pokes/Strings
3. Juggle Breakdown
I. Guaranteed Setups
II. Stun Combos
III. Post CB
IV. Environmental Combos
4. Attack Breakdown
I. General Attacks
II. Simultaneous Press
III. Back-Turned Attacks
IV. Side Step Moves/ Tracking
V. Frame Traps
VI. Crushes
VII. Open/ Closed Stance
VIII. Limbo/ Slip Stuns
IX. Untechables/ Holds
5. Throw Breakdown
6. Okizeme
I. Vortex
7. Anti Character Strats
8. Credits
1. Introduction
This is my 2nd go at this this guide is a much uglier and sloppier version of my old one. I unfortunately procrastinate a lot and put this to the side and a lot is missing detail and polish. That makes this guide look like shit but it also effects me too. Since I once again wont be playing as much. So when I refer to my own guide I already know I'm gonna remember what I wrote down here. So the lack of information not only effects you the reader, but me too. Still though there is new and useful information here. Anyway I am a tournament player. I have been to DoA4 tournaments and various other tournaments for different games. I'll be attending more this year so we'll see how that goes. I already been to NCR this year as well as the past 2 for 5U and vanilla.
This guide will contain things I gained from experience, but also some stuff will be on paper. I will point out a lot of things in this guide as is. so I'm not gonna point out what's on paper and what's not. This guide is my baby and I put a lot of work into this. I'm not the kind of person to abandon my work, so if you got questions, comments, concerns later on. Do speak up and I will address them. That being said if any corrections are needed I will update it and will give credit to whoever corrects me. Do note credit will be given in the notes section this is to decrease the amount of clutter. This guide though its not much of one. I would consider it more of a breakdown even though I contradict myself sometimes and call it a guide. I do this cause its easier to type guide cause I'm lazy. I don't necessarily tell you how to play her, but explain her tools and how they can be used. I assure you this breakdown has something for every Tina user amateur to veteran.
2. Basics
This whole section is "basically" gonna be about what the title states general basics. I'm on a roll with the jokes, so yeah this will get you started on creating offense and whatnot. I use some different terms in my guide, so I will put them in the legend.
I. Legend
I use some of my own terms so I feel I gotta do a section for this. These terms I use aren't confusing by the way. Its not my intent to change the wording of already existing terms. Already existing terms I will use, but the terms I made up don't have a term to them yet. So that's why I'm using my own terms here. Remember there is a Wiki for this game on this site. A lot of work was put into it, so look at that for your definitions. This site gives you resources for your disposal use them. The idea of this section is not for me to repeat/replace the Wiki. Just to get an understanding why I'm using certain terms.
789 = ub,u,uf
456 = b,n,f
123 = db,d,df
5 = Neutral
For example: H+P can actually be 5T too, so 5 is just a way to say the lack of a directional input. T on its own looks funky, but once you put a number behind it. It makes sense well to me at least.
Terms:
For other games the way to describe strings there's NC & NCC that's all that is needed. This game since there is another kind of stun state (HC) it just adds more possibilities of terms to be used. There's natural combos then there's, natural combos on CH only, then there's natural combos in every state (NH, CH, HC). NC and NCC is not good enough to describe strings. If something is a NC in one specific state then I'll just use (NC_CH) or (NC_HC). I doubt I'll have to go this far into detail often but whatever.
NH - Normal Hit
CH - Counter Hit
HCH - High Counter Hit
Oki - Okizeme
Vortex - I explain this in its sub section.
SE - Stagger Escape, Slow Escape.
NC - Natural combo
NC_CH - Natural combo on counter hit only.
NC_HC - Natural combo on high counter hit I don't even know if there are any in this game.
WR - While Rising
FC - Fully Crouched
W! - Wall Splat
OS - Open Stance
CS - Closed Stance
Jails - Something that jails is something you can't get out of basically. There is already NC for strings on hit. Jail is normally used for strings your forced to block. I could use block string, but still 5 letters vs two words I'm going with the lesser of the 2.
II. Summary
Tina she is a low-high risk/ high reward character. I say low-high because she can be played either way. She may not have diversity in the juggle department, but she's diverse in other ways. Until a Tina places in a offline tourney places multiple times with her. I won't be descriptive on her level of risk, or how she is supposed to be played really. Based off her moves and tools Tina is a control character. She thrives off gaining control and maintaining it. She got good force techs, great untechables, tracking moves up the ass even BT P tracks, and an amazing vortex. This tells me that she is meant to control space based off what she has. Her range is shit, so the idea with her. Is to keep the opponent in close and mid range and work off of that. She also may have the best punishment in the game. That's up for debate so I won't say for sure. I would say that she's top 3 for punishment and grabs in general. Overall she's a well balanced character with less than a handful of (useless) moves too.
III. Pokes/Strings
01. K~T/KK (14i -4, -5/ -4, -5)
Not the fastest K as you can tell, but a good move/string nevertheless. What's great about her attack throw off K and PK is that you can buffer in the throw and still block in time. Her K I don't really ever use it that often cause the payoff from finishing her K strings is so great, but sometimes I don't like to guess. There are some people that fear this string and will either high hold, or low hold. That's the guessing I'm talking about , so sometimes I will just take the damage given and do K~T. KK is kinda slow, but I put it here in pokes because of the 2nd K tracking.
02. 2K (17i -11)
I know this is pretty slow to be a poke and -8 on hit makes it look even less appealing. The thing is 2K and every other follow up tracks. The 2nd K leaves you at +11, +5 on fastest SE and is fairly long range. The P is unsafe, but on hit puts the opponent in a deep stun. It knockdowns on CH and to reiterate tracks. Her 2K is also a instant high crush.
03. 3K/3KK (15i -3/-10)
This is a decent range poke with a delayable follow up. The 3KK gives +17 on hit in all states by the way, so not a good move to use for stun combos. Good to setup her OH though that 66T.
04. P (11i -1)
Not much to say about a jab its her fastest attack leaves her at 0 on hit. Of course the P is what you use to start the good ol' P grab technique.
05. PP (-2)
For the people who are fearless and that P grab is the last thing on their mind. You gotta discourage that mash with a delayed P to the face into 426T. When not delayed this jails on block and NH.
06. PK~T (-5)
There's now a reason to do PK its only a NC_CH doesn't leave you at advantage on hit so, its useless without the throw. Fun fact this also does the most damage on CH. Its actually weaker on NH & HC and all hits are not guaranteed either. I like PK~T cause its hard to react to and you get some nice damage off of it.
07. PPK (-3)
A nice string to use if you think the opponent will continue to attack. There are some people that even PP won't stop them from mashing. +2 isn't that much on advantage, her jab will clash with the 9i jabbers. Still though a good string regardless. The K is just her 3K, so yeah don't need to say much else about this string.
08. 1P (15i -10)
This is -4 on hit I suggest using this sparingly and honestly now that I think about it. I don't even know why I put this in pokes. Its not really much of one oh well though. This is a nice tracking instant high crush. This is her best slip stun in water and on ice. The stun this gives outside of slip on CH is weak. If the opponent SE's upon fastest SE this just becomes a frame trap at +12.
09. 4K (14i -5)
This was a shitty nerf it effected her in more ways than simply, but muh NH stun. Being negative frames in other games means you're fucked and its gonna land on CH. In this game it means nothing and you will land an attack on NH. She has specific moves in this game that she can punish with 4K and I mean 4K alone. This move is +6 on NH now so keep that in mind. I finally decided to add this into pokes after using her more and testing this move more. This move is definitely viable and a good poke to use cause of its speed, safety, and range. You'll see a lot more of this move throughout the guide.
10. 2P (14i -4)
Alright this is a awesome poke. You may be thinking why the hell is a 14i low anything to brag about? Especially with Akira & Sarahs being 12i. The fact 2P puts you in crouch and leaves you at 0 is awesome. Her neutral game may be average, but her crouch and BT game is fantastic. For starters its an instant high crush and 4th fastest attack. Since it puts you in crouch it sets you up for her fully crouch 3P. Which that FC 3P beats all 12i 6P's, so she got an answer for 12i punchers & slower. Now for those characters with 12i highs, or faster I.E. Fang with her 10i jab and 11i kick. Remember 2P is a high crush so it will crush those highs, it will leave you at 0, or because of mashers +4 on CH. About that +4 it pushes back a lot actually which is still okay. +4 gives Tina some things to work with not much.
4K is basically the only viable move go for after a CH now. There are now 10i mids so another 2P is an option. Due to her extended grab range you can also sometimes land WR 64T. You also can do 66T as an answer to stepping, blocking, and attacking watch out for 11i attacks, and faster now. For the 12i mid punchers and slower. Tina beats them she still gotta worry about those 7K's like Hayate & Alpha. Now even though her FC 3P is 12i it doesn't mean she's helpless against the faster characters. For those pesky 11i punchers use that 2P to bait those mid punches and hold or crush with
33P. Although there are some people like Jann Lee with a quick jab, 11i mid punch, and 12i mid kick too many possibilities. Needles to say I would forget about using 2P on him. Saved the best for last I didn't forget about WR 64T J.O.C. Since 2P puts you in crouch that sets you up for an easy 64T for a J.O.C. Use that for the steppers, people you got holding afterwards, and for the defensive types who block. As you can see just from 2 moves there are a ton of possibilities and a lot of options. Talking about her FC 3P & J.O.Cyclone.
3. Juggle Breakdown
This section took me the longest not because finding these things was difficult. Its just that there is sooo many possibilities in combos because of move recovery, weight, threshold. Even wall splat combos vary because of this. I put this to the side for, so long because of this I tried to find that happy medium of putting in enough info without leaving out too much. This juggle shit is just a major pain in the fuckin ass. I should of put this after Attack Breakdown, but I wanted to break the flow of a bunch of reading cause the Attack Breakdown is huge. I will touch briefly on open/ closed stance. Stance plays a huge role in Tina's combos, so I will just list below what things are stance specific.
Stance Specific:
KP (Limbo) closed only. You can get it in open too I explain that later.
6PPP+K in juggle for better wall damage than PPK. Also something to note about this section this is the combo section, so I would like it to keep it that way. These sections will entail a combo dump, and that's it. But at the end of each section there will be the note/credit section. Also don't worry everything will be numbered so it will be easy to match the combos with combo notes. As you can tell I don't like clutter. I also don't know the weight classes never have never will. Just saying I will be using character names to describe the classes, so yeah.
Air Throws - All air throws can be stance specific at times.
6PPP - That too is also stance specific at times
I. Guaranteed Setups
I admit a lot of "ifs" are in this section. Even though they require the opponent to be "X" or do "X". Still these setups are reliable, so I thought I would give them a honorable mention in this section. Think of them as something that is nearly guaranteed. Some of these are just setups not full combos.
01. 44P, K, H+K, 6PPP 2T Fastest SE (all)
02. 4K/44P, K, H+K, 6PP6K, PPK, 2T (Alpha)
03. 4K/44P, K, H+K, 6PP6K 5T (Hitomi-mids)
04. 4K/44P, K, H+K, 6PPP (Helena-Bass)
05. 67H (Ropes) 8P, 3K, 6PPP
06. 46H/67H/44T (invisible Wall) 6PPK, 6PP6K PPK 2T (Alpha)
07. 46H/67H/44T (invisible Wall) 6PPK, 6PPP 2T (Hitomi-Fu)
08. 46H/67H/44T (invisible Wall) 6PPK, 6PPP+K 2T (Bass)
09. 46H/67H/44T (Wall) 6PPK, 6PPP+K (all)
10. (BT Opponent) 44P, BT 7K, 2P, 2T (Bass)
11. (BT Opponent) 44P, BT 7K, PPK 2T (Mid-Fu)
12. (BT Opponent) 44P, BT 7K, 7K, 7K, 4PP (Light)
13. (BT Opponent) 44P, BT 7PP
14. (BT Opponent) K(P) 66PPP
15. 8P on CH 33K 426H+P Lights-Fu/ 8P 2H+P Heavies
16. 1P Slip Stun 33K 426H+P Feather/ 8P 2H+P Light-Fu/ H+P Heavies
17. (BT Opponent) K(P) 9PPP
Notes*
01. It doesn't take much to SE this. If they SE you actually can get more damage. First 2 hits of course not guaranteed and the launcher is not guaranteed either. Its not because it can be SE'd and blocked, but because it can be ducked. The opponent ducking will most likely be the last thing on the opponents mind. I think the person would be more worried about SE'ing and blocking in order to turn around as soon as possible. Rather than just ducking right away. 02-04. These are with no SE
05. 3K actually does more damage than 33K, but when in a combo seems to do the same amount of damage. This combo you need to be aligned properly with the ropes, so the opponent hits the wall twice for max dmg.
6-9. These setup up her vortex remember to also use these to setup combos with partitions too.
10-13. About this 44P I'm fairly certain in vanilla I found this out already that 44P gives guaranteed BT hits. Thing is, my online play was minimal and so my matchups were lacking. Not only that she had far superior moves that were guaranteed. So 44P was kind of a niche thing to use, not anymore. Considering a lot of guarantees are gone I'll take what I can get. I do hit this move when the opponent exposes their back. Granted its rare but it does happen and so its good to be prepared for all situations. I did test this on fastest SE and fastest hold.
10-11. These setup her vortex.
12. Instead of ending with 4PP. PPK does hit with invisible walls but thats it.
13. These are also guaranteed gives you nothing but a CB setup.
14. This too is guaranteed I pointed this out in my vanilla guide. I just never listed it in this section till now. Considering her guarantees are small in number now. Id thought this would be a good thing to point out once more.
15. You can 6PPP only works in closed stance??? On Fu and Helena to be exact. I made these notes later so anyway you can opt for 6PPP light through mid. Then PPK Helena-Bass
17. So I swear I looked into this in vanilla and considering all the shit that was out at the time in vanilla this was a niche kinda thing til now. So gotta gives thanks to GLENNCOUCH for reminding me of using this string on BT.
II. Stun Combos
She may not have much variety as far as juggles go, but she can mix up her stun combos. She has a deep stun for every level of attack except for low. Her deep stuns are P, 3P 4K. Unfortunately you can't sit there and wait for a hold like you can with a crumple. They give deep stuns yeah, but if the person is SE'ing they will get out of the stun if your not fast enough.
Deep Stuns:
66K, 3P, 3PP, FC 3P, 44P, 7P, P/PP, BT 7P/PP, BT 7K, BT 4P.
Recommended Stun Combo mixups:
3P, 7P, P/PP, FC 3P, 4K, BT 7K, BT 4P, BT 7P/7PP
Stun to Launch/ 2 hit Stun to Launch:
Generally I found that these combos have the same launch height whether its 1 or 2 hits, so yeah.
9K
6PP6K H+P Light-Fu
426 H+P Heavies
33K
8P 2H+P Light-Fu
H+P Heavies
33P
6PP6K H+P Lights
426 H+P Mid-Fu
8P Heavies
CB Setups NH/CH:
I'm not saying all these work on NH and CH, but if you play Tina. Then you should already know what can
and can't be done on NH and CH. These are all tested on fastest SE by the way.
6PPP+K CB, 6PPP+K CB
66K/ 6K PP CB, PP 6K CB, PP 3P CB
9P/ PP 6K CB, PP CB CB
6K/ PP 3P CB, 3P PP CB
4K, 44P/ 7P PP CB, 4P 6K CB, 7K 4P CB
III. Post CB's
9K
6PP6K 426 H+P Lights
6PP6K 8P 2H+P Mid-Fu
426 H+P Heavies
Against Walls:
6PP6K 426H+P Lights
6PP6K PPK Mid-Fu
426H+P Heavies
Notes*
01. That P+K your not just gonna block something and throw that out there. The only reason that move
should be used is to catch step from a FT. That's how you land a CH with that move.
02. This does not work on Bayman neither stance its gotta be a hitbox issue.
03. This does not work on Pai or Fang.
Notes for Post CB*
9K/33P - The 9K launch is the one that works on Fu 33P does not.
33K/P+K - P+K needed for Fu
H+K - CB needed to hit mids.
IV. Environmental Combos
I chopped up this section a lot this game has been long enough I dont need to tell people what to do with Partitions now. So really all this now is what you can do after you an interactive partition. Things that activate via PB or knocking them into something and causing an explosion or something. She has an oppurtunity to hit 66PPK most of the time. Theres problem with that some allow movement during animations others do not. So you gotta learn the timing of when to dash into 66PPK. Which I dont got time for that crap. So I found a solution for (easy) timing combos which all it is 236P really. It got buffed in damage so its worth a damn now somewhat.
The Ends of the Earth, Flow, Lost World
6PP6K 46P (Mids) (for ledges)
Scramble
9K
6PP6K 426H+P - Into Generators - 8P 2H+P
Scramble Ground
PB Into Flying Car - 66P+K - Into Car Hood - 236P
Hot Zone 1st Area
Rocket - 66PPK or 236P
Heli - Hold 6 8P 2H+P
Hot Zone -2nd Area
Tank - 6PPP
The Show
The Clowns on Trampolines Either Side 66PPK or 236P.
Tiger Show
Knocked Into Tiger Hoop
6PP6K H+P Light-Fu
9PPP Heavies
Fuel
Fuel Tanks - 426H+P, 6PPK, H+P
Post CB H+P/ PPK.
Sanctuary
PB - Into Rolling Ball - 66P+K
The Crimson
Lower level food stand - Dash 66PPK or 236P
Depth
PB interactable - Dash 66PPK or P+K
Notes*
The Ends of the Earth, Flow, Lost World - So this for characters you cant get Giant Swing on. If you can get it go for it otherwise. That appears the best she can do for blowback to get that fall damage.
Sanctuary - She can run and actually do other things, but for ease of use. I stick with her flying ass as a combo. Also if you delay it at the right time this will become an ass tech at +7. Oh and about the fire posts in that level. I was dicking around one day and would sometimes Limbo stun after I 66K the opponent into the posts. I just wanted to finish this guide, so I didn't dig deeper on how or if it can be done consistently.
4. Attack Breakdown
Okay in this section its pretty obvious what it entails. In order to decrease the amount of repetition and boredom. I will list moves I have already listed last. I'm also gonna put in the description see above in "pokes/strings" or what have you. It will prevent any confusion on my part, so I know what moves I already listed. I will also list her top 20 best moves (in no order). That way it will cut down on scrounging around trying to find her good moves. This will also be the biggest section yet too. Don't worry the next section is smaller won't take as long.
I. General Attacks
This is gonna be the beefiest section. I'm gonna give a brief description of all her moves some huge others not. As I said in the summary all her moves have use. Mind you when I realized this I was quite surprised. I did not think her whole movelist would have use okay all but a couple is useful. I'll be sure to make those last.
Top 20 Attacks
I put this first as a surprise, so people use it more. This despite being her weakest launch so much to
say about it. This may be her weakest launch, but I would put this as her best whiff punisher. You can
dispute this and say no no 46P is better, or 6H+K is better. In some cases yes 6H+K is better, but
that's more for long range. H+K reaches pretty far and got deceptive range. This is under-used for
sure. So 46P 3 frames slower 30dmg, H+K yes only 26dmg. This move is to be used at distance which again this is for whiff punishing, so its only gonna be used at a range. They whiff, you punish, and get a FT sounds like a fair trade to me. Last thing to note is know your range and patience is of virtue. I have got antsy during a match and used this too soon and got CH'ed when waiting on a wake-up kick.
02. {44P} {44PK/2K} (19i -9) (-6/-1)
This is definitely one of her better moves. A mid/high crush stun on hit a deep stun at that. Leaves her BT, so she can follow up with all her amazing moves from BT. Has approximately the same amount of range as 4K. What I'm getting at is if I'm gonna expose my back to the enemy do it with a crush. Also yeah 4K is a crush, but it hardly works so go with 44P. Remember what Tatsu said in the original TMNT film. To the new foot clan he sparred with "Never bow your head to the enemy". Same concept don't be exposing your back unless your doing it for a good reason, or using a good move like 44P.
03. {33P} (21i -9)
This is one of her launchers that does not W!. Its good in that regard, but 21i sucks as far as speed goes unfortunately. This is her 2nd best launcher and it crushes a lot of things. This is probably her best crush too. Look in the crushing section to see what it crushes.
04. {46P} (19i +1)
This is a long range frame trap. Can't really say anything bad about this move really, but I also can't say much about it in general either. I mean its pretty self explanatory what this move is about and how to use it. You use this for whiff punishing if you miss out on it hey no big deal frame trap bitch. You can also use this to try and get in cause again long range frame trap.
05. {9K} (18i -8)
Her best launcher that also does not W!. There is not much to say about launchers they been in fighters for a while now. This gives you the best combos there ya go that's my breakdown of this move.
06. {66K} (21i -7)
This is a semi-safe mid kick crumple stun. Due to this move being semi safe this is another one of her get in attacks. It puts the opponent in a crumple stun, so they need to hold, or get hit by the next attack. This also stuns on NH so all around good move.
07. {1K} (21i -21)
Her longest range low that's a single hit. This is actually a fairly effective way of getting in on people due to its range. It's positive on hit +7 I'm fairly certain, so your free to a decent amount of things. You can actually land this far enough away that you are out of range of grabbing, but that's where dash J.O.C. comes into play. It is +7 so that means you can OH 9i jabbers. 44P is also a option I don't know if its fool proof or not though. It does come out at 12i with that much advantage. Problem is I need to do crushing frames and I don't know when it mid crushes. 21i is the iffy area of where things become see-able, so I wouldn't abuse this too much keep it random.
08. {7K} (27i +9)
A high tracking frame trap that is one frame faster than 8K. Getting this on block means you can get 6H+K on 10i jabbers. One thing to note the game also says on Knock down you get +9 when the person techs right away this is not the case its more. How much more? Not sure haven't fully tested it just yet, but it is more. This is pretty long range and she does a little twist in the air when she does this. What I'm getting at is you would think this steps a little, but it does not. I would use this not to kill step since some things also tech chrouch while stepping, but I would use this when I know the person won't attack. But if I think they may step or block. If I'm not sure on this matter that's when I use 7K. Kill both options with that 7K.
09. {6K} (18i -5)
A slow but safe and amazing mid kick. This also is a attack throw one of the other things that make this amazing is that. The attack throw can be buffered in and you still got time to block. It got decent range. This not only stuns on CH, but NH too. Since it does stun on NH it does not offer anymore stun frames on CH though. Considering this does have a attack throw connected to it. This is a good move to close the match with if you need a little extra guaranteed damage from that attack throw. If you need to come in with a move at mid range this is one of your moves.
10. {FC 3P} {FC3PP} (12i -11/-12)
Great move very few hold both hits it usually comes out too fast. If I mid punch at the beginning of the match this is the move I use. I will do a quick crouch, so its not as obvious. This move though is a 12i untechable the downside? Yeah FC required, but luckily there are moves that put her in crouch 8K, 7K, 2K+G, 66P+K, 2P, yeah you get the picture. Due to slow crouch frames and not stunning on NH defiinitely not worth buffering in a crouch to do this. I just stick with moves that put me in FC. Its not like you can't crouch while someone is approaching and do something else to mix it up but eh. Also do note this is stronger than your typical 6P. so it will beat out all mid punches 12i and slower. On CH this also puts the opponent in a deep stun, so its also good for stunning.
11. {3P} {3PP} (17i -10/-4)
Ugh this string I want it to be good. Don't get me wrong its not all that bad, but I've had problems with this string. Its slow 17i is nothing to brag about. Due to it being slow and the first move not tracking I've actually had the 2nd P get stepped. Also yes the 2nd P does track, but the initial hit is, so slow by the time the 2nd one comes out the opponent is already around you. The good things about this is on CH this does stun and cannot be SE'ed. Both hits need to land in order for a crumple stun to come out. The 3P alone puts the opponent in a deep stun to follow up with her other deeps stuns. Due to this being a deep stun this is one of the moves I use in her arsenal.
12. {6P} {6PP/PPP} (13i -11/-10/-11)
This is her best string without a doubt. Her 3rd fastest attack the 2nd P tracks. I'm sure not much know that. This string is the jack of all trades. Its fast, it tracks, it can end safely, it frame traps, it can be used in juggles, is used for guaranteed damage. The only downside is 6PP the 2nd P can be held. Funny enough though this string hardly gets held. I think its just unfamiliarity not enough Tina's out there which is a good thing. Onto P at the end, so yeah the last P is just P+K, but since its in a string it comes out faster than her P+K. This I hardly use to end cause the weak launch and I mean c'mon 3 mid punches. Not many will let you get away with that many of the same punch. But when your sitting there doing 6PP6K all day. You will land the P if you don't use it often.
13. {6PP6K} (-5)
Her best ender to 6P and the least negative option she has. This is just her 6K, so I'll cover most of what's good in that breakdown. Even though I use this string more than the 6K itself. This is the string to use in her juggles. This does put the opponent in a deep stun, so you are free to do her other deep stuns if you land this move. You wanna train your opponent to block low to land this through using the 2K ender or free cancel 6PP to open up the opponents defense to land this.
14. {6PP2K} (+1)
This is ender is her 2K+G this is her only frame trap out of 6P. This ender would be to change things up and score a knockdown if it hits. Its funny cause I hit this a lot. Its like no one cares about petty damage. I mean yeah its petty, but it appears people rather stand and block rather than block this. Its too bad cause this is a frame trap and puts her in crouch to follow up with her FC 3P.
15. {6PPP+K} (-6)
A safe mid punch variant of 6P. This is a feint stun mid punch this stun is a lot like her CB without the burst. So its either punish a hold, or land a combo. This can also be used to add more damage to her combos such as using this for wall damage instead of PPK. That doesn't hit as consistently like PPK does though its stance specific. Lastly her 46H against a wall you want to use this string for a W! into wall combo.
16. {6PP2P} (-10)
This variant ends with 1P so not much to say about this that won't be said about 1P. If your opponent starts stepping your enders I would sooner use this to track rather than the elbow. Upon fastest SE you won't be able to do shit off this literally nothing. While you won't be able to continue stun it does become a frame trap. So a J.O.C is already buffered for you or you can attack with FC 3P.
17. {PKP} SCS [KP] SE'ble (-8)
This string sets up her limbo stun and her options from limbo are amazing. If I do land PK and I actually decide not to use the throw from it. I will take the time from the PK to check my stance. In open stance use the PKK if your in closed use PKP. Using that slow ass punch is well worth for the options she gets off limbo.
18. {4P} Series {4P/PP/PPP} all variants (-10/-11)
This very meh string here. I know its silly for me to call a all tracking string meh. There is down sides though its slow and got crap range. I mean yeah 15i ain't very slow, but using something like that against a fast character is hard to land. Especially with that lack of range this string suffers from. It is a tracking mid after all, so it isn't terrible. The last hit does put the opponent in a crumple stun. I've actually hit more peope with this than expected the reasons are unknown. Maybe cause they try to step, or maybe they're not use to Tina having this string.
19. {PKK} SCS [KK] Tracks "3rd hit" (-5)
This string its meh from my experience this takes too damn long. Before the 3 hits connects the opponent is already holding by the time you land PK. Usually its a low hold some hold high though, so I guess you could use this to bait holds. If it didn't take Tina, so long to swing those thunder thighs around. This probably would be a viable way to connect that KK quicker.
20. {4K} (14i -5)
This move oh this move. This use to what was a fantastic low crushing mid kick. Now turned into a half ass low crush. Where to begin this is not a terrible move, but when you compare it to what it use to be. It then becomes a terrible move anyway enough crying. Okay my thoughts have changed on this. I find myself using this a lot more now even with the nerf. 14i isn't great as far as speed goes but I feel its all I got at times. Since my character is so flipping slow I sometimes need a mid. That's not a mid P this is what I go for.
Moves Continued
21. {PPP} (-10)
This string is for those pesky steppers. If you use a lot of PPK and the opponent catches on that its linear. That's when you throw this string out catch that step. Considering this string has one follow up its predictable. That's where yomi comes into play your opponent will either let you launch or hold in fear of the last hit. Honestly though if someones stepping after PP. I'm just gonna PP grab get that 426T off for CH damage.
22. {PPPK} SCS [PK] (-14)
Pretty much read whats stated above one last thing to note though. The PK is just 9PK Tina has a lot of the same moves. There are some moves that can look similar, but are actually different. I know PP(P) and 9P are the same cause I stunned with the 3rd P hit the 9P to continue the stun opponent gets knocked down. If they were truly different that wouldn't happen the stun would continue. These moves also have the properties and frames.
23. {PPKP} (-5)
Another string not all that useful one follow up and has a see-able ender. I've delayed it and not delayed it enough times and the crap gets held. Its not like I haven't landed this before the stun is nice on CH and it is safe. Its just too risky to land against the more experienced players. I'm also including 3KP in this too I've had 3KP held on reaction while 3KK never does.
24. {PP6P} (-9)
This is somewhat useful I still get some people with this and launch for a combo. From my experience its a less obvious version of her 33P. I actually connect this most of the time, but then again I hardly use this. So use this at your own discretion.
25. {4PP(P)} (+19)
A guard crush that gives +19 hold on there you may be thinking OMFG! +19 that's sooooo good. +19 ain't much with Tina, so yeah. Her "fastest best" launch is at 18i, 33K is 15i, but sometimes doesn't even reach, so that leaves her with that "ass launcher" H+K. I quoted ass and LCH there cause its a good move not as a launcher though anywho. Considering this is a GC IT SHOULD put the opponent in a CH state, but alas it does not. It would be really nice to land her PKT after this cause that is a NCC after all. Then they would have solve the problem of letting PK to land in the first place. If 33K won't hit sometimes PK sure as hell won't. To sum this up in open space H+K against the wall same for W! into her 66PPK.
26. {7P} (29i/+2)
This move is terribly slow yes, but if you go against someone who bloacks a lot. This would be a less advantageous yes but, safer option to 8K. 8K that +6 is nice and all, but using that against someone who tends to step also. Doing 7P would be a safer option less likely to get punished hard like 8K. This is also good for people who instantly hold and punish the recovery of the quick hold to continue stun.
27. {7PP/PPP} SCS (-1/0)
This is not one of the useless strings wanna know why? Great for post CB training yeah that's right training. Yeah its a 3 hit CB, but its slow as fuck and none of it tracks. Unless training gets changed where you can turn on CB and you CB right away then this move will become useless.
28. {9P} {9PK} (15i/-10~-14)
Not the fastest move but at least it got range. From time to time I may use this to catch step to change things up. I don't wanna be too reliant on grabs to catch everything. If you go against someone who SE's. Don't expect to continue the stun using this. All you can get off is her P against fastest SE. I doubt anybody who doesn't use her would know this, but still its not much of a stun mixup if you 9P into PP. Onto 9PK this I will hardly throw out -14 is pretty serrious stuff. I will hit comfirm this first before I try to launch. If the launch wasn't so crappy I would actually use this more.
29. {8K} (28i +6)
A slow ass mid drop kick. This is 2nd most advantageous frame trap. It is an extremely slow linear frame trap, so it can be stepped. While its hard to get someone to stand around for a 28i move to come out. Some will stand around for it people see movement and some just freeze up its kind of funny. This puts Tina in crouch also, so that means you got FC 3P at your disposal. Which would make it come out at 6i pretty spiffy if I do say so myself. Also means her 66T will come out at 10i and will beat all jabs of 10i and slower. Depending on the range sometimes J.O.C. will be in range. This is also unholdable, but if you pay attention to this move. The animation looks similar to 8T, so if people just step punish these options they both would be useless. Since that is not the case this move still has use.
30. {33K} {33KP} (15i -15/12)
Her fastest launcher but 2nd worst one, so not that cool that its 15i. This would be the only launch guaranteed after her 8P on CH facing front. This also W! so that sucks. The P in this move is an untechable basically her 214P. All the Tina's out there just use the 33K, so to fake out the opponent you could always delay the P. Doing this has got me to land it the couple times I've tried. Other than that not really anything else to know about this.
31. {9PP/PPP} (-8/-11)
First and 3rd hit tracks. There is not much to say about this string can't use it in combos well you can, but it would be a waste. If I hit this then I'll change things up and do 9PP instead of 9PK. Again off 9PP you aint gonna get shit for stun mixup. So it would be good for a stun and OH or if you know a holds coming. Then go right ahead and use that 426T.
32. {6PK} (-5)
The K is just her 4K, but if I'm gonna do her 4K most cases its gonna be from this string. I sometimes will crouch dash away on block cause using that 7K on block is not an option. -5 add that to an already 11i attack yeah if you CH someone its most likely cause its online, or they tried to grab. I can sometimes get off 7K cause sometimes the person will grab. This is a decent string to use.
33. {6PPK} (-15)
This ender is just her 33K really. I use her 6PP6K a lot so to decrease the chances of getting held I hardly use this. This is used to get a guaranteed launch off her hold 46H opponent against a invisible wall. I have used this and do get this as a launch though. Considering she has the elbow to launch also. The opponent ends up holding M. Punch and gets launched for it.
34. {66P} {66PP/PPP} (19i -12/-11/-9) Last 2P's:
Another slow all mid string, but at least this got better follows up unlike the 7P series. There is also something secretly good about this string. The 2nd P usually gets held before I can change this up. That also doesn't mean I can't free cancel and grab instead. Problem is there is a lot of recovery in each string. It can be delayed like crazy but I don't see whats so great about that if its linear. The good thing about this if you get a limbo but the opponent is near a wall. You can use this to combo for guaranteed damage into launch. 66PP 9K all guaranteed while opponent BT.
35. {8P} (18i -5)
A safe short-mid range move. This is used for juggles into untechables, sit down stun, force techs. This is another one of her moves thats a jack of all trades move.
36. {66PPK} (-6) SCS last 2 Hits
I would of grouped this with the other 2 useless enders P+K and 2K, but this still got some use. I actually never get punished for this which is weird I think. If I land the 2nd hit I will usually end it with this. A lot fear that M. punch more because the launch you get. This string is alright til people start punishing this. Then it will go in the crap list.
37. {66PPP+K} {66PP2K} (-21)
These enders are poop. Both are see-able and are extremely negative. Yeah ones unblockable, but it gets ducked so negative. The 2K it tracks oooh too bad its slow as fuck. To sum this up unless you like getting shit on don't use these.
38. {236P} (19i -10)
A long range mid that is still negative as fuck. This move despite being, so damn negative got some use to it. More use than it did in 4 that's for sure. Fun fact Bass got this same move his is 66P+K. That gives TN the green light to shit all over the recovery of this move. The good thing about this is it is fairly damaging 36 is good damage for a move at 19i. Another thing is good is the accidental times I used this move it has come in handy. Found out its good at stopping come in attacks. This move has stopped a lot of moves that get the opponent in. If it wasn't so negative this would be way way more useful.
39. {7PPT}
This move I don't know the point of this move at all. If your opponent let you get this far without holding. They're either really bad, or your playing a blind person. At that point I would question why you're doing either of those things.
40. {7PP6P} (-11)
Another variant of 7P and yet also useless. Hey, but her elbow tracks oooooh scary too bad its also a M. Punch. Funny enough this actually works after limbo, but it gives a shit launch due to the elbow being crap now.
41. {214P} (18i -12)
A good low crush not necessarily a good move overall, but its a good crush. It actually works unlike 4K, but then they make what was already a crush. In the previous game and was already unsafe still unsafe and harder to do. A quarter circle isn't hard to do or anything, but when you wanna crush on reaction putting in a quarter circle is not ideal. It is an UT on hit so, thats the other plus to it and a good crush.
42. {3KP} (-5)
I already broke this down look for {PPKP} for info on this.
43. {2KKK} (-21)
A all tracking low string. I broke down the first 2 hits already. Once you get passed the 2 hits there is not much good to say about this string. The 3rd hit is see-able and only can end in a low so yeah.
44. {236K} (22i -4)
This move I don't even know what the point of this move is. Its slow not even sure if it low crushes. It certainly feels slower than just 22i. It's also linear, so yeah I don't why this move is in. I guess it's the token useless move.
(P) See above in III. Pokes/Strings
(PP) See above in III. Pokes/Strings
(PK) See above in III. Pokes/Strings
(6P) See above in III. Pokes/Strings
(PPK) See above in III. Pokes/Strings
(K/KK) See above in III. Pokes/Strings
(1P) See above in III. Pokes/Strings
(3K/KK) See above in III. Pokes/Strings
(2P) See above in III. Pokes/Strings
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