Thursday, October 25, 2012

My Top 10 Moves


  1. KK-Very good poke against running opponents, leads into a runaway stun that can be followed by a forward F+K if not staggered at the fastest timing or running shining wizard if they always stagger, and also has a P varation that leads to a limbo stun. 
  2. Forward PP- Unholdable on block, has many different followups,and catches step.
  3. Forward P+K- Not only is it good for CB's, but it's also a good mid punch stun that can't be staggered on crouching or counter hit opponents. From tip, Forward P+K is -6. Best used after a force tech once you scare them with throws.                                                 
  4. HCF Throw (half circle forward)- Solid damage at 68. Very good for punch grab set ups or Forward F+K,WS P(While Standing aka While rising),HCF Throw.
  5. WS Forward Back Throw- normal 78, counter 100, and hi counter 120. Her most damaging throw that can be buffered in many ways. ex. Down Back K- WS Forward Back Throw.
  6. DownBack K- 21 frame low, tech crouches, on hit +7 no stag 0 stag on fastest, and can buffer WS Forward Back throw or go mid.
  7. Back Back P- IMO one of the best high crushes in the game, leads to back turned stun mixups, and has a K followup for people that go to punish the P. The weakness is that the K can be high crushed or hit by a 2P but Tina can also just block after Back Back P.
  8. Back K- One of her fastest kicks(i14), goes into back turned stun mixups, and crushes lows.
  9. Up P- Grants a sit down stun that guarantees DownForward DownForward K.  
  10. Forward F+K- Safe mid K (-4), crushes lows, and leads to the Tina Vortex mentioned in the previous post.


Dont be shy to leave comments and questions. Please support the DOA community and please spread your knowledge.... Peace
 
     
 
 
 
 
 
 
 

Sunday, October 21, 2012

Tina Vortex Options

 
 
 
 
Tina's forward F+K is by far her best move. Its safe on block -4, a hard knockdown which creates force tech setups,great whiff punisher, and low crushes. Anytime Tina lands this move and force techs the opponent with ws P or another forward F+K, they are in a very bad situation. I will pinpoint her options.
  • Stand Guard- Loses to hcf throw,ws forward back throw, or downback K
  • Crouch Guard- Loses to forward F+K, forward K,or forward P+K
  • Side Step-Loses to walk forward forward PP, downback K,or throw
  •  
Standing after being force teched by Tina is a very scary option. Nobody wants to be thrown all day. Her throws do very solid damage alone.Crouching is even worse though. Getting hit by another forward F+K will put the opponent back in the same situation. Forward K will put them in a deep stun that from there I either A- back back P and go into backturned stun mixups or B- back K into the same situation.Stepping will beat forward F+K but will loss to throw which will be counter throw, walk up forward PP in which the 2nd P will hit and can lead into the forward K,P,or down K follow ups, and also downback K will hit them out of the step, but they can tech up after being hit. Force teching with another forward F+K leads to a free back back throw buffer which leads to mixups of your choice.
 
 
Tina's vortex is very strong. It makes her comeback factor very good. Learn how to read your opponent's habits and cap on their weaknesses.
 
Soon I will post my top 10 moves with Tina and vs. match ups against the cast. Please follow and support me.
     
 
 


Intro

                         Before we get into Tina I will introduce you guys to who I am if you have never heard of me. I started playing in tourneys when SF4 was released and been hooked ever since. Im mostly known for arguably having the best Chun Li in the US. Multiple accomplishments already and still more to come.I play about every fighter that comes out but only take sf4,umvc3,p4u,and doa5 seriously.Tina has been my main since doau. DOA5 is a very fun game that I want to soon dominate the tourney scene with my Tina. Hopefully this guide will help those wanting to pick up Tina or who already main her.