From: CountBrass | Posted: 5/8/2002 2:06:57 PM | Message Detail
Tina
.
.
.
More ways to get off a throw than anyone else in the game. 2 catch throws, one
stun-throw(three if I was in Europe or Japan), not to mention all the back
throws and low throws she has to choose from. Oh, and she looks hot doing every
single damn one of them.
Best throw: b,f+P+F - hcf+P+F. You can't beat this throw. It often sends the bad
guys wall bound and will actually work against certain strikes. It' fast and has
good reach too. Does a great job off showing off Tina's "assets".
Best strike: I gotta go with the qcf+k leg lariat. It's got deceptive range and
gives you extra damage if you hit it in close. It's no dragon kick, but it does
the job.
favorite throw: I love the japanese ocean bomb(her d/f,d/f+P+F low throw). I
will always consider that the coolest looking throw in existence. The 70 damage
it does is not bad either...
Favorite strike: u/b + K. The game calls it the "neck cut kick", wrestling
announcers call it the "enzeguri", we old school Fighter Hayabusa fans call it
the "back brain kick".
Best juggle: c'mon it's Tina. If your doing anything other than P,P,P+F - your
wasting your time. I like to sometimes do her down attack(u+P+K) while they are
in the air instead. But this is only for style.
Most Damaging Combo: Combo? What is this "Combo" people keep referring to??
Combos are not the Tina way.
---
"A harem without Lum is an imperfect dream." - Ataru Morobishi
From: BMG | Posted: 5/8/2002 3:26:14 PM | Message Detail
Tina rules!
First-best throws:3-combo throws,air,ground,follow up throws. And she has the
coolest:J.O Cyclone,JOS,Diamond cutter,Exploder,Frankenstainer,Tiger
driver[Pedigree],JOB.
Second-best grappler: Having great launchers and with the help of canceling
there are tons of easy ways of combining combos with average speed and can be
finished with air or ground throw.
And third-best tag partner:from tag throws to tag combo combinations Tina is the
best.
And i'm not going to talk about looks and costumes. Too much advantage.
---
Tina and Hitomi are the best. THEY RULE
| From: Raigaa | Posted: 10/31/2002 3:51:27 PM | |
| Great news! Heh. I was going to start with the throws since they are easy - then I noticed that the Frankensteiner is listed as being able to be performed while jumping by DoA3Gaiden. Now I need to wait untill I get home to confirm this. I wonder if it's a JP version only sort of deal... Nope, it's for us too. Everyone has a throw of a jump (for when they start blocking your jumping kicks) - although the choices Team Ninja made seem kind of arbitrary. --- |
| From: Raigaa | Posted: 10/31/2002 7:38:40 PM | |
| Ok, I'm starting work on a Tina FAQ. I'm going to throw stuff out
here, and if anyone has any comments on it or additional material they wish
to share they can feel free. Anyone who helps in even the slightest way will
get credit. The only thing I can contribute is just the basic stuff from that "Tina combo" thread. And ask SolitayreX how effective that "trip-stun into knee/JOC" mixup game is for Tina ^_^ Just checked something too... You know that [K+Free, Airthrow] juggle followup to replace the common [PP, Airthrow] followup? Originally I had said that I simply think it looks better. But doing that [K+Free] instead of the double-jab before the airthrow actually does a bit more damage... at least, I think it did... now I'm thinking maybe it was something else... lemme check... |
| From: Raigaa | Posted: 11/4/2002 3:16:58 PM | |
| Just a quick note: Her jab is 11/2/13. It executes in 11, is active for 2, and because you don't follow up and cancel the recovery with a canned combo, the recovery is 13. So the whole jab animation (and the time window to buffer)takes 26 frames to complete. Less than half a second. And about pulling off the JOC, don't forget the [d/b+K, f+K/JOC] mixup! I swear this works, and works well. Ask solitayreX! --- (Aeon) "The last thing i'll say on the subject is that you cannot block during a freestep backward" Current Team: Anyone but Ryu. |
From: CountBrass | Posted: 11/12/2002 2:00:20 PM | Message Detail
Alright, finally put in all the corrections and extras provided by Tokerblue. Would have done it quicker, but between school, trying to stop getting my Yoshimitsu butt stomped at my local arcade in SC2, and the very distracting "ranking" thread, I've been going a bit slower on my Tina work than I should.
Raigaa
I'll get around to putting you d/b+K -> K+f or JOC mix-up in my Tina Mix-up section(and the very popular submarine kick -> JOB mix-up too, in case Forman thinks I didn't notice =P). If you can dig out those old free-cancel combos, that would be nice too. Actually, come to think of it, I think that thread got rescued by Dhalsim. I'll check there first.
Extra stuff that would be nice to know as I finish up the throws and holds sections:
1)As a Benoit mark, I'm giving him full props for Tina's double break(double german suplex) no matter what; but, I would like to know if Benoit is the originator of the Dragon Suplex(He's the only one I've ever seen do it).
2)Who the hell does Tina's "neck crasher"(her back-turned crouch throw)??
3)A breakdown of the various ground throw titles. She pulls out a nice variety of Luchadore submission moves here. They all look like the "Bow and Arrow" to me =P
---
"A harem without Lum is an imperfect dream." - Ataru Morobishi