- 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.
- Forward PP- Unholdable on block, has many different followups,and catches step.
- 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.
- 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.
- 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.
- 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.
- 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.
- Back K- One of her fastest kicks(i14), goes into back turned stun mixups, and crushes lows.
- Up P- Grants a sit down stun that guarantees DownForward DownForward K.
- 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
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