E's Laf++/Tina: Difference between revisions

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  |version= Lv 3
  |version= Lv 3
  |damage= 563, 238, 228, 398
  |damage= 563, 238, 228, 398
  |guard= All, All, Unblockable, All
  |guard= All, All, High, All
  |startup= 7
  |startup= 7
  |active= 5(7)6(22), Until Landing, 4
  |active= 5(7)6(22), Until Landing, 4

Revision as of 09:38, 19 February 2024

EL2 Tina.png

Introduction

Tina

As the resident zoner, Tina's gameplan revolves around filling the screen with projectiles that limit the opponent's movement options. This forces the opponent to play at her pace rather than approaching carelessly. Being able to create shields that erase projectiles as well as simply jabbing projectiles out of existence, Tina has answers in both neutral and whenever the opponent thinks they can out-zone her. While she doesn't have mixup potential, just having the opponent block a couple attacks causes a large amount of chip damage to rack up. What's special too about Tina is that her chip damage cannot be recovered, so fire away to your hearts content!


Tina's potential only shines though when her secondary meter (the Calorie Gauge) isn't empty. The majority of Tina's options consume kg upon use. Having 0kg means you're stuck with weaker versions of attacks, and half a moveset. Resource management and knowing when/where to use your moves is the key to success with Tina!


Strengths Weaknesses
  • Unrivaled zoning and anti-zoning tools against opposing projectiles.
  • Covers multiple approaches both on the ground and in the air.
  • Deals high amounts of un-recoverable chip damage.
  • Projectile normals that are safe against Tactical Guard and Guard Cancel.
  • Throw range is twice as big as the rest of the cast.
  • Confirmed by Free that she's the cute one.
  • Average startup on attacks is longer than normal.
  • Lackluster reward if she's at 0kg.
  • Overhead attacks are slow and telegraphed.
  • No grounded movement options.

Character Information

Health 10000
Backdash 28 Frames (2-12 Invincible)
Walk Speed 8th
Run Speed 5th
Prejump 3 Frames (7 for High Jump)


EL2 Tina Meter.png Calorie Gauge

Tina has a secondary meter above the Action Gauge that indicates how much kg she currently has. This gauge lets Tina use more powerful versions of her attacks as well as kg-exclusive moves. The Calorie Gauge goes from 80-100kg, meaning a maximum of 20kg can be stored (the remaining 80kg is flavor text.) Tina starts each round with 92kg, and the Calorie Gauge passively increases over time. The main way to gain kg is to use 214A (+12kg) or 214B (+20kg.)


EL2 Tina Recoverable Health.png Un-recoverable Chip Damage

Tina's attacks deal un-recoverable chip damage to the opponent. Whenever Tina hits the opponent, they lose a maximum of 300 recoverable health per hit in comparison to the standard 150 everyone else does. There are a few moves that still deal recoverable chip damage:

  • 5A/2A/j.A
  • j.D
  • 214A
  • 214D
  • Tactical Attack
  • Guard Cancel


EL2 Tina Kebab.png Kebab

After walking a certain amount of distance, Tina will eat a kebab and gain 1kg.


EL2 Tina Knockdown.png kg While Being Attacked

Tina passively gains kg at a faster rate whenever she's in hitstun or knocked down.


EL2 Tina Tired.png Fatigue

Tina loses kg whenever she runs. If she runs for too long, she comes to a halt, takes a breather, and is temporarily unable to act. This also causes Tina to lose all of her remaining kg.


Additional Jumps/Airdashes

After her initial double jump/airdash, Tina can jump/airdash as many times as she wants at the cost of 2kg per air action. Each additional air action also reduces her Risk Gauge by 1/3 of a bar. An additional backwards airdash will still remove one bar of Risk Gauge.


Clean Hit/Satiety Bonus

Clean Hit Bonus: 6C and 3B receive 30% extra damage after the projectiles travel a far enough distance.

Satiety Bonus: If 6C or 3B is performed at 100kg, the attack deals 30% additional damage.

Normal Moves

5A
EL2 Tina 5A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
409 Mid 4 8 9 +4 +4 Throw Invincible

Chain/Cancel Options: 5A, 5B, 5C, 5D, 6A, 6B, 6C, 6D, 2A, 2B, 2C, 2D, 3B, 3C, 3D, 3FF, Special, Jump


  • Kebab sparkle!
  • 5A is considered a projectile, which means you can erase incoming projectiles by just jabbing!
  • Gatlings into every grounded normal.


5B / 6B
EL2 Tina 5B.png
EL2 Tina 6B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
5B 672 All 6 8 3 +16 to +23 -4 to +3 Throw Invincible

Fatal Connection Active

Chain/Cancel Options: N/A


  • Tina throws out a medium range linear projectile forward that explodes after a set distance.
  • Advantage on hit and block depends on spacing (this will be a common theme for all other projectile-based attacks.)
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
6B 480 to 942 All 8 12(4)1 5 +7 or +24 -1 or +11 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • 6B is an alternative 5B that travels farther and explodes after a set distance.
  • The explosion has 7 additional hits, which requires specific spacing for all the hits to connect.
    • All 8 hits connect consistently in the corner.


5C / 6C
EL2 Tina 5C.png
EL2 Tina 6C.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
5C 787 or 1021 All 14 15 25 Total +11 to +16 -2 to +3 Fatal Connection Active

Chain/Cancel Options: N/A

Forces standing on ground hit


  • Tina creates three knife projectiles that quickly travel forward one by one, following each other close by.
  • Avoided by low profiling, and the projectiles disappear if Tina is hit or grabbed.
  • Clean Hit Bonus: Deals additional damage if the projectiles hit from max range.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
6C 049 or 1372 or 1772 All 14 32 37 Total +11 to +16 or Hard Knockdown +6 to +17 Quick Shift

Chain/Cancel Options: N/A

Consumes 4kg on use

Forces standing on ground hit


  • Deals more damage, and travels farther (almost fullscreen)!
  • Also avoided by low profiling, and disappears if Tina is hit or grabbed.
  • Clean Hit Bonus: Deals additional damage once the projectiles travel far enough.
  • Satiety Bonus: Deals additional additional damage if performed at 100kg as well as causing a wallbounce at the corner!


5D / 6D
EL2 Tina 5D.png
EL2 Tina 5D2.png
EL2 Tina 6D.png
EL2 Tina 6D2.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
5D 911 Air 11 29 24 Total Knockdown - Fatal Connection Active

Chain/Cancel Options: N/A


  • A pair of shears that travel diagonally upwards.
  • Can only hit aerial opponents. Completely whiffs on grounded opponents.
  • Holding the D button causes the shears to stay in place, and releasing D launches the projectile.
  • While keeping the projectile in place, Tina's kg will reduce over time.
  • The projectile will automatically be fired once the timer/Calorie Gauge depletes.
  • Fatal Shift: Can hold two D projectiles at once. Releasing D fires both at the same time.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
6D 1569 Air 13 32 29 Total Knockdown - Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Deals more damage and travels farther, but at the cost of a somewhat slower startup and longer recovery.
  • Also can only hit aerial opponents. Completely whiffs on grounded opponents.
  • Holding the D button causes the shears to stay in place, and releasing D launches the projectile.
  • While keeping the projectile in place, Tina's kg will reduce over time.
  • The projectile will automatically be fired once the timer/Calorie Gauge depletes.
  • Fatal Shift: Can hold two D projectiles at once. Releasing D fires both at the same time.


6A
EL2 Tina 6A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
992 Mid 9 6 22 Launch -14 Aerial Invincible

Chain/Cancel Options: 5C, 5D, 2C, 2D, 6C, 6D, 3C, 3D, 3FF, Special, Jump


  • Tina smacks the opponent with an upwards frying pan swing.


4A
EL2 Tina 4A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1588 High, Air 22 22 42 Total +23 +14 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Poses, then throws out an overhead whisk that homes in on the opponent's location from above.


2A
EL2 Tina 2A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
358 Mid 4 8 8 +2 +2 Throw Invincible

Chain/Cancel Options: 5A, 5B, 5C, 5D, 6A, 6B, 6C, 6D, 2A, 2B, 2C, 2D, 3B, 3C, 3D, 3FF, Special, Jump


  • Crouching kebab, hidden sparkles.
  • Just like 5A, 2A can delete projectiles that are lower to the ground.


2B / 3B
EL2 Tina 2B.png
EL2 Tina 3B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
2B 767 or 998 or 1297 Low 8 2 16 +22 +16 Throw Invincible

Low Profile 1-24

Jump Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Faster startup and a bit more distance.
  • Satiety Bonus: Deals 30% additional damage if performed at 100kg.
  • Clean Hit Bonus: Deals 30% additional damage once the projectiles travel far enough.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
3B 1267 or 1622 Low 20 7 11 Knockdown +5 Low Profile 1-36

Jump Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • 3B while slower has a much farther travel range, almost hitting fullscreen and instead causes a knockdown.
  • When in the corner, 3B doesn't push Tina away from the opponent.
  • Satiety Bonus: Deals 30% additional damage if performed at 100kg.
  • Clean Hit Bonus: Deals 30% additional damage once the projectiles travel far enough.


2C / 3C
EL2 Tina 2C.png
EL2 Tina 3C.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
2C 1080 Mid 9 11 17 Knockdown +8 Crouch Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A


  • Tina tosses out a bigger arrow out at a faster rate, traveling higher as well.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
3C 648 Mid 12 11 15 Knockdown +5 Crouch Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • 3C has a bit of a longer startup, but launches the arrow at a wider angle.


2D / 3D
EL2 Tina 2D.png
EL2 Tina 2D2.png
EL2 Tina 3D.png
EL2 Tina 3D2.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
2D 1023 All 13 2 17 Hard Knockdown +1 Fatal Connection Active

Chain/Cancel Options: N/A


  • Comes out faster, and on hit causes four food items to drop which Tina can walk over to gain kg.
  • Holding the D button causes the shears to stay in place, and releasing D launches the projectile.
  • While keeping the projectile in place, Tina's kg will reduce over time.
  • The projectile will automatically be fired once the timer/Calorie Gauge depletes.
  • Fatal Shift: Can hold two D projectiles at once. Releasing D fires both at the same time.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
3D 767 All 23 3 14 Hard Knockdown +3 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • 3D has farther reach which lets you cover more space than 2D at the cost of a little damage and slower startup.
  • On hit, causes four food items to drop which Tina can walk over to gain kg.
  • Holding the D button causes the shears to stay in place, and releasing D launches the projectile.
  • While keeping the projectile in place, Tina's kg will reduce over time.
  • The projectile will automatically be fired once the timer/Calorie Gauge depletes.
  • Fatal Shift: Can hold two D projectiles at once. Releasing D fires both at the same time.


3FF
EL2 Tina 236FS.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
300* N/A 31 582 33 Total N/A N/A -

Chain/Cancel Options: N/A


  • Tina blows a kiss and creates a heart that moves forward.
  • If the heart comes in contact with the opponent, the next attack on hit/block removes 300 recoverable health from the opponent.
  • Can be stacked multiple times before the opponent's health starts to recover (about 4-6 times, equaling 1200-1800 unblockable damage).
  • Cannot be performed from a walk or run.
  • Each heart gives the opponent a 1/3 of a bar of Action Gauge, while Tina loses a quarter of Action Gauge in return.


j.A
EL2 Tina jA.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
281 All 7 9 10 +3 to +21 -9 to +9 Crouch Avoidable

Anti-Air Avoidable

Chain/Cancel Options: N/A


  • Aerial kebab sparkle!
  • Just like Its brothers, j.A deletes projectiles.
  • If done low enough, the hitbox remains active even after Tina lands to the ground.


j.B / j.6B
EL2 Tina jB.png
EL2 Tina j6B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.B 767 All 8 4 Each 15 +14 to +17 +12 to +15 Crouch Avoidable

Anti-Air Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 2kg on use (1kg each afterwards)


  • Tina slowly descends in the air while shooting out a barrage of spoons forward at a quarter screen distance.
  • Two projectiles are thrown out by pressing j.B. Holding j.B fires even more projectiles at a decreased kg rate.
    • Only the first projectile consumes 2kg, the rest consume 1kg each.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.6B 575 All 13 6 Each 13 +15 to +17 +13 to +15 Crouch Avoidable

Anti-Air Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 2kg on use (1kg each afterwards)


  • j.6B has more range, less damage, you know the deal.


j.2B / j.3B
EL2 Tina j2B.png
EL2 Tina j3B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.2B 921 All 14 Until Hit 25 Total +5 to +19 +3 to +17 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Tina halts her air momentum and throws a pair of chopsticks at the ground.
  • If the chopsticks don't hit the opponent, they ricochet off the ground and diagonally into the air.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.3B 691 All 17 Until Hit 33 Total +8 to +14 +6 to +12 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • j.3B throws the chopsticks at a wider angle, dealing less damage.
  • Same rule applies, will bounce diagonally upwards if missed initially.


j.4C / j.C / j.6C
EL2 Tina j4C.png
EL2 Tina jC.png
EL2 Tina j6C.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.4C 819 All 23 Until Landing 43 Total +11 +9 -

Chain/Cancel Options: N/A


  • Tina tosses a pastry at an arc to the ground. Once thrown, Tina is pushed backwards in the air.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.C 1068 All 12 Until Landing 22 Total +23 +24 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Faster startup, less recovery, much more damage + advantage, and a wider arc.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.6C 1051 All 16 Until Landing 26 Total +23 +24 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • j.6C has an even wider wider arc, but slower startup.


j.D
EL2 Tina jD.png
EL2 Tina jD2.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
Lv 1 563, 238, 228, 398 All, All, High/Air, All 7 5(7)6(22), Until Landing, 4 26 Hard Knockdown -10 Lower Body Invincible from frame 37 until landing

Crouch Avoidable (First 2 hits)

Anti-Air Avoidable (First 2 hits)

Fatal Connection Active (First 2 hits)

Lv 2 563, 238, 228, 398 All, All, High/Air, All 7 5(7)6(22), Until Landing, 4 26 Hard Knockdown -10 Lower Body Invincible from frame 37 until landing

Crouch Avoidable (First 2 hits)

Anti-Air Avoidable (First 2 hits)

Fatal Connection Active (First 2 hits)

Lv 3 563, 238, 228, 398 All, All, High, All 7 5(7)6(22), Until Landing, 4 18 Hard Knockdown -10 Lower Body Invincible from frame 37 until landing

Crouch Avoidable (First 2 hits)

Anti-Air Avoidable (First 2 hits)

Fatal Connection Active (First 2 hits)

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Tina sprouts wings and flies!... But only for a short time before crashing to the ground with a shockwave that hits on both sides.
  • The wings are active hitboxes that hit on both sides and can be avoided by crouching.
  • The wings also remain active even if Tina is hit during the attack.
  • j.D causes Tina to move forward a bit, and the distance can be altered with j.4D/j.6D.
  • If j.D is performed from a high enough height, the falling third hit of j.D receives a damage bonus based on how much kg Tina has after performing j.D.
    • Level 1 = 80-83kg, 767 damage
    • Level 2 = 84-95kg, 1151 damage
    • Level 3 = 96-100kg, 1407 damage and unblockable

Universal Mechanics

Ground Throw
A+B
EL2 Tina Throw.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1200 Throw 1 4 37 Hard Knockdown N/A -
  • Tina's throws are special. She has twice the throw range of everyone else in the game.
  • The additional range of grounded throw becomes active on frame 3.
  • Pushes the opponent back fullscreen and causes a hard knockdown.


Air Throw
j.A+B
EL2 Tina Air throw.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1200 Throw 1 5 36 Hard Knockdown N/A -
  • Same deal as ground throw, has twice the range of a normal air throw.
  • Immediately has extra range on frame 1, but Its hitbox increases even further on frame 5.
  • After a successful air throw, Tina can double jump/airdash afterwards if she hasn't already.
  • Pushes Tina away when done near the corner.


Tactical Guard (Air OK)
B+C
EL2 Tina Tactical Guard.png
EL2 Tina Tactical Guard2.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
Parry N/A N/A N/A N/A 41 Total N/A N/A Armor 3-24 (Low/Mid/High)
Attack 800 All 16 2 25 Knockdown -19 Invincible 1-20
  • Tina flashes blue and parries incoming strikes/projectiles.
  • Coming in contact with an opponent's move, Tina attacks with a blue blast.
  • Time briefly stops when armoring a strike but not a projectile.
  • Any special cancelable normal can be canceled into Tactical Guard.
  • Armors Fatal Shift attacks on frame 1 and increases the size of the blast.
  • Holding the input extends the armor duration while draining the Action and Risk Gauge over time.
  • The damage from Tactical Guard is non-lethal, as in it cannot KO.


Tactical Attack (Air OK)
2B+C
EL2 Tina Counter Boost.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
800 (Recoverable) All 11 2 Until Landing + 14 Launch -22 to -28 Invincible 1-14

Costs 1 Action Gauge to use


  • Tina becomes invincible on startup, and lets out a green blast.
  • Any special cancelable normal can be canceled into Tactical Attack.
  • The damage from Tactical Attack is non-lethal, as in it cannot KO.


Guard Cancel (Air OK)
6B+C During Blockstun
EL2 Tina Tactical Guard2.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
800 (Recoverable) All 11 2 41 Launch -22 Strike/Projectile Invincible 1-13

Costs 2 Action Gauge to use


  • While stuck in blockstun, Tina counterattacks with an invincible blast that knocks the opponent away.
  • Guard Cancel is not invincible to throws or supers.
  • The damage from Guard Cancel is non-lethal, as in it cannot KO.


Counter Burst (Air OK)
A+B+C During Hitstun/Blockstun
EL2 Tina Burst.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
0 All 11 2 Until Landing + 21 Hard Knockdown -5 Invincible 1-12
  • While under the effects of hitstun/blockstun, Burst can be performed to become invincible and knock the opponent back.
  • Only usable once per round.
  • Grants two bars of Action Gauge on hit.
  • Not invincible to Fatal Shift actions or supers.


  • Burst is temporarily disabled from being used when hit by a:
    • Throw
    • Super
    • OTG Attack
    • Tactical Guard
    • Tactical Attack
    • Counter Burst

Special Moves

236A/B
EL2 Tina 236A.png
EL2 Tina 236B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
236A 929 All 41 228 39 Total Knockdown - Jump Avoidable

Fatal Connection Active

236[A] 929 All 59 228 70 Total Knockdown - Jump Avoidable

Fatal Connection Active

236B 929 All 40 228 34 Total Knockdown - Jump Avoidable

Fatal Connection Active

Consumes 8kg on use


  • Tina casts a multi-hit red saw blade projectile on the ground that stays active for a good while.
  • The position changes based on what was inputted:
    • 236A places the saw blade in front of Tina. Can be held to place it further away from Tina (max distance is half the screen).
    • 236B places the saw blade behind the opponent. 236B is placed on top of the opponent if they're in the corner.
  • 236A/B disappears if Tina is hit or grabbed.
  • 236A/B cannot be done if 236C is already out on the screen.

Both positions have their uses. 236A is better used for covering forward or back tech scenarios, and to deny the opponent from low profiling through 5B/5C. 236B excels at corner pressure, extending combos, and preventing grounded retreats. Once they're stuck blocking this attack, take the time to gain kg back with 214A or apply massive amounts of chip damage!


236C (Air OK)
EL2 Tina 236C.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
871 All 41 - - 356 52 Total Fatal Connection Active

Consumes 8kg on use


  • Tina creates a multi-hit circular red projectile that slowly moves forward fullscreen.
  • Coming in contact with the opponent, the projectile expands Its hitbox and continues to move forward.
  • 236C disappears if Tina is hit or grabbed.
  • 236C cannot be done if 236A/B is already out on the screen.

Time to walk the dog. This neutral winning tool helps Tina approach, force movement, or push people to the corner.


214A
EL2 Tina 214B.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
N/A N/A 11 N/A 31 Total N/A N/A Fatal Connection Active
  • Tina snacks on some dumplings and gains 12kg gradually over time.
  • If Tina gets hit, the kg gain comes to a halt.
  • Fatal Shift: Instantly gain 8 of the 12 kg once the screen darkens. When canceled into from a Fatal Shift attack, the recovery of 214A is greatly reduced. This causes Tina to gain 12kg almost instantly.

The defining special for Tina. The best moments to gain kg would be outside of the opponent's range, after a knockdown, or while they're stuck blocking projectiles. When 236A/B/C hits, you have enough time to 214A and be able to extend your combos with the additional kg you now have. Unless it was a blocked 4A, j.C, or j.6C, performing 214A after any other normal on block will leave yourself open to being counter hit.


214B
EL2 Tina 214C.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
N/A N/A 26 N/A 51 Total N/A N/A Fatal Connection Active
  • Pizza Time. Gains 20kg gradually over time.
  • If Tina gets hit, the kg gain comes to a halt.
  • Fatal Shift: Instantly gain 8 of the 20 kg once the screen darkens. When canceled into from a Fatal Shift attack, the recovery of 214B is greatly reduced. This causes Tina to gain 20kg at a much faster rate.

The defining special for Tina, this time with pepperoni and more recovery than 214A. You can still fit it in combos after 236A/B hits, and then continue afterwards with j.D, 5B, j.B, or even 5D if given enough height. Just like 214A, 214B makes Tina more susceptible to punishes if done after a blocked normal.


Rejection
214C
EL2 Tina 214A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
383 All 10 2 35 Knockdown -27 Strike/Projectile Invincible 1-20

Consumes 4kg on use


  • Tina becomes "invincible" on startup and lets out a blast that creates a red shield where she's standing.
  • The red shield absorbs and deletes up to five projectile hits. Each hit decreases the size of the shield.
  • If the opponent uses a projectile attack inside the shield, the projectile still gets erased.
  • Certain attacks decrease the shield's health, but remain active and are not erased.
  • Multiple 214A shields can be placed down as long as Tina has the kg for it.
  • The shield(s) disappear if Tina is hit or grabbed.

Tina's meterless metered reversal. Not much reward damage-wise, but it pushes the opponent back to fullscreen so that you can gain kg and start setting up again. Can be done from a distance so you don't have to worry about counter-zoning. If 214A hits the opponent jumping in the corner, you can convert with 5B > 4A > 214A loops.

214A Move Deletion

Main

Shield Damage

236A Rot Flame

1

236[A] Rot Flame - Charged

1

214C Burning Flame

3

j.236A Air Rot Flame

1

236D Cremation Blade

Destroys shield, remains active

Sisca

Shield Damage

236A (Double Slash)

3, remains active

236A (Projectile)

1

236D

1

FS236D

Destroys shield, remains active

214D

Destroys shield, remains active

Qdora

Shield Damage

Sigil Detonation

1

Charged Sigil Detonation

Destroys shield, remains active

236A

1

236B

1

214B

1

Akamine Tae

Shield Damage

214A/B > A+B

1, grenade explodes

214C

1

214A/B > j.A+B

Destroys shield, remains active

Tina

Shield Damage

5A, 2A, j.A

Destroys shield, remains active

5B (Point blank)

1

5B (Explosion)

2 or 3

6B (Point blank)

4

6B (Explosion)

Destroys shield, remains active

5C / 6C

3

5D / 6D

1

2B / 3B

1

2C / 3C

1

2D / 3D

1

4A

1

j.B / j.6B

1

j.2B

1

j.3B

0

j.C / j.6C

1

236A/B

Destroys shield, remains active

236C

Destroys shield, remains active

214A

Destroys shield, remains active

236D

Destroys shield, remains active

214D

Destroys shield, remains active

Saving Tina

Shield Damage

5A, 2A, j.A

Destroys shield, remains active

2C

1

j.B

1

j.6B

Destroys shield, remains active

j.C

1

j.6C

1

j.D

1

j.4/6D

1

j.4/6[D]

1

236A

Destroys shield, remains active

236C

Destroys shield, remains active

214B

Destroys shield, remains active

214C

Destroys shield, remains active

Cecil

Shield Damage

2C

1

2[C]

2

j.4C

1

j.D (Kunai)

1

236A/214A

1, 2, 3, 4, or 5

236C

Destroys shield, remains active

Followup C

1

Super Moves

Calorie Beam
236D
EL2 Tina 236D.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
519 to 3532 All 24 19 or 179 20 Hard Knockdown +6 -

Consumes 0 to 20kg on use

Costs 2 Action Gauge to use


  • Tina starts charging, then releases a fullscreen multi-hit beam.
  • Tina's Calorie Gauge fully depletes over time, and the beam gains additional hits based on how much kg Tina had at the start.
  • While the beam is active, it will auto-correct to the side the opponent is on.
  • Has a blindspot right in front of Tina that won't hit the opponent.


214D
EL2 Tina 214D.png
EL2 Tina 214D2.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
Birds 2391 Mid - 1(3)1(3)1(3)1(3)1 44 Knockdown -10 Invincible
Feathers 537 to 2494 All 192 62 - - - -

Costs 2 Action Gauge to use


  • Tina becomes invincible on startup, spawning a flock of birds that surround her which then fly into the air.
  • After a short delay, multiple feathers shoot down from the sky in front of where Tina performed 214D.
  • The feathers are not canceled out if Tina is hit or grabbed.
    • The feathers however do not spawn if Tina is immediately punished during the animation.


General
Controls
HUD
System
Move Attributes
FAQ
Characters
Main
Sisca
Qdora
Akamine Tae
Tina
Saving Tina
Cecil
Alcott
Serena
Yagabi