Koompbala
Well-Known Member
Thats a shame..... I'm trying to use it the same way I use Mila's mount..... if I'm at the bottom of an incline then I'l use Giant swing.
Trying to be more aware of my surroundings.
Which brings me to another move I've been experimenting with: 236P.
Tina's got long recovery in her most powerful strikes..... 236P is no different but she is still traveling forward after it connects, I haven't tried it yet but theoretically speaking this move seems ideal for allowing me to be closer to the sit down stun after they crash into the Stage Hazards.
I also wana give a shout out to 2K..... the only kick of Tina's that doesn't slam the opponent into the all (not counting launchers) that I know of and in stun it doesn't lower the opponents profile the same way 1P and 1K does.
Her Giant Swing is good from her wake up tackle and 46T but I'm saying. It's not all that great for combos. Keeping them in your space is ideal not far away. When you reach higher levels of play. You'll understand what I'm getting at. Until then do keep using it.
236P is shit it's highly negative always been negative honestly. I'm never out of range for a SDS. If you find yourself out of range (a lot) there's something wrong. Usually I'm ready to launch with 33P right away. Anyway 236P it is good for easy timing combos off of environmental stuff. Like for Hot Zone the rocket interaction. Instead of dashing into 66PPK and possibly dropping it. You can opt for a 236P for a little extra damage. Free ground grab with no tech and massive advantage if they do tech.
Her low stuns suck all of them even 2K. They are easily SE'able, 1P if it's a stun starter is a frame trap at best upon SE.