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| {{MoveData | | {{MoveData |
| |imageSize= 250x250px | | |imageSize= 250x250px |
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| |image=EL2_Saving_Tina_jC3.png | | |image=EL2_Saving_Tina_jC3.png |
| | |image2=EL2_Saving_Tina_jC4.png |
| |caption= | | |caption= |
| |name=j.C | | |name=j.C |
Revision as of 18:36, 9 February 2024
Introduction
Saving Tina
Saving Tina is different than the rest of the cast, to say the least. On the ground, she has a strong overhead attack, an unblockable mist cloud that deals big chip damage, long reaching lows, and grounded/aerial traps for oki and coverage. But the real character is displayed once she's in the air. Saving Tina doesn't jump, but instead sprouts wings and flies! In the air, she has free movement both forward and back, as well as two different heights she can attack from. This is further complimented by the variety of strikes and projectiles she can perform in the air. A majority of them being air dash cancelable too!
Strengths
|
Weaknesses
|
- Has access to versatile mobility and multiple options while flying.
- Immediate high/low scenarios on the ground and from hover dashing.
- Unblockable attacks that force the opponent to play around them.
- Strong looping okizeme with traps and chip setups.
|
- Takes awhile to get off the ground and transition into Flight.
- Cannot air block while in a flying state.
- Limited aerial options if not flying or hovering.
- Air throw is always a threat to prevent her from starting pressure.
|
Character Information
Health
|
9500
|
Backdash
|
31 Frames (2-21 Invincible)
|
Walk Speed
|
2nd
|
Run Speed
|
N/A
|
Prejump
|
3 Frames (16 for High Jump)
|
Flight
By high jumping, Saving Tina sprouts wings and flies! She can freely move to the left and right during this time. Flying is also greatly faster than Saving Tina's grounded mobility. Depending on the aerial move, Saving Tina either remains in the air or lands back down to the ground afterwards. While flying, Saving Tina is invulnerable to attacks that are "Jump Avoidable". This includes low hitting grounded moves such as sweeps. Jumping, air dashing, and performing certain actions will transition her out of flight.
Hover Flight and Movement
Saving Tina constantly runs instead of walking. When she dashes, she'll soar into the air at a diagonal flight angle. This lets her perform immediate aerial actions while moving toward the opponent. Saving Tina has access to certain moves that can only be done while flying or hovering.
No Air Blocking
While Saving Tina is fast and mobile while flying, she cannot air block during this time.
Retreating Flight
Saving Tina's Risk Gauge depletes when flying away from the opponent. The Risk Gauge can be decreased to 1% remaining, making the next blocked hit a guaranteed Guard Break on Saving Tina.
Normal Moves
5A "And this is the whole hitbox!" "And this is the whole hitbox!"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
702
|
Mid
|
4
|
7
|
9
|
+6
|
+2
|
Throw Invincible
|
Chain/Cancel Options: N/A
- Deletes incoming enemy projectiles.
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
828
|
Mid
|
6
|
4
|
17
|
+4
|
0
|
-
|
Chain/Cancel Options: 5C, 2B, 2C, 2D, 6A, Special, Jump
- Quickly steps forward and strikes with her wing.
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1026
|
High
|
16
|
7
|
11
|
-3
|
-5
|
Upper Body Invincible 1-19
|
Chain/Cancel Options: 5D, 2C, 2D, Special, Jump
Forces standing on ground hit
COUNTER HIT!!: Ground Bounce
Air hit: Hard Knockdown
- An overhead winged blast that hits on both sides.
- Can link into 5A/4B on hit.
|
|
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1400
|
All
|
8
|
4(5)5
|
42
|
Knockdown
|
+7
|
Crouch Avoidable
High Profile 3-42
|
Chain/Cancel Options: N/A
Costs 1 Action Gauge to use
- Saving Tina jumps forward, firing an arrow that quickly travels 3/4 of the screen.
- The momentum from her run is applied, making her glide forward before shooting the arrow.
|
|
6A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
900
|
Mid
|
9
|
6
|
22
|
Knockdown
|
-11
|
Aerial Invincible
Upper Body Invincible 1-8
Crouch Avoidable
|
Chain/Cancel Options: 5C, 5D, 2C, 2D, Special, Jump
- Vertical wing hit above Saving Tina.
- Pulls the opponent in on hit.
|
|
6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
900
|
Mid
|
12
|
6
|
23
|
-11
|
-15
|
-
|
Chain/Cancel Options: 5C, 2C, 2D, Special
- Advancing forward wing twirl. Pulls the opponent in on hit/block.
|
|
6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
900, 252
|
Mid, Mid
|
21
|
5
|
11
|
+15
|
+5
|
-
|
Chain/Cancel Options: N/A
- Double hit claw strike that pulls the opponent in on hit/block.
- One of her farthest reaching normals that can link into other normals on hit.
|
|
[6] Mixup with your face Mixup with your face
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
540
|
Low
|
9
|
5
|
51
|
Hard Knockdown
|
-31
|
Low Profile 23-48
|
Chain/Cancel Options: N/A
- If Saving Tina runs for too long, she clumsily trips and falls.
- Once on the ground, Saving Tina has a low to the ground hurtbox that can't be punished with most standing normals.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
702
|
Mid
|
4
|
10
|
6
|
+6
|
0
|
Throw Invincible
Low Profile 1-18
|
Chain/Cancel Options: N/A
- Just like 5A, can delete projectiles that are low to the ground.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
828
|
Low
|
8
|
3
|
12
|
+3
|
-3
|
Throw Invincible
Low Profile 8-12
Jump Avoidable
|
Chain/Cancel Options: 5C, 5D, 2C, 2D, Special
- Low wing strike that pushes Saving Tina forward.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
972
|
Low
|
13
|
6
|
16
|
Hard Knockdown
|
-6
|
Low Profile 1-33
Jump Avoidable
Fatal Connection Active
|
Chain/Cancel Options: Special
- Slides forward on the ground and fires a projectile that has a quarter screen distance to it.
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1381
|
Low
|
16
|
4
|
14
|
Hard Knockdown
|
+7
|
Low Profile 1-32
Jump Avoidable
|
Chain/Cancel Options: N/A
Costs 1 Action Gauge to use
- Advancing forward sweep that has more range than 2C and causes a hard knockdown on hit.
|
|
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
540
|
All
|
6
|
4
|
9
|
+11 to +14
|
+10 to +12
|
Anti-Air Avoidable
|
Chain/Cancel Options: N/A
- Aerial point of the finger!
- You guessed it, deletes projectiles that come in contact with the finger.
- Keeps Saving Tina in the air when flying.
|
|
j.2A
While Flying or Hovering
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
666
|
All
|
6
|
6
|
5
|
+5 to +10
|
+1 to +6
|
Anti-Air Avoidable
|
Chain/Cancel Options: j.4A, j.B, j.6B, j.2B, j.C, j.6C, j.D/j.6D, j.2D, j.4D, Special, Air Dash
- Saving Tina does the splits and kicks in front of her.
- Brings Saving Tina out of flight.
|
|
j.4A
While Flying
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
882
|
All
|
15
|
6
|
28
|
Launch
|
-16 or +16
|
Strike/Projectile Invincible 1-22
|
Chain/Cancel Options: N/A
- Saving Tina emits a blast and is invincible on startup.
- During the startup, j.4A can be air grabbed as Its only strike/projectile invuln.
- Keeps Saving Tina in the air when flying.
|
|
j.6A
While Flying or Hovering
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1080
|
Mid
|
11
|
4
|
22
|
Knockdown
|
-14
|
-
|
Chain/Cancel Options: j.4A, j.6B, j.C, j.4C, j.6C, j.D/j.6D, j.2D, j.4D, Special, Air Dash
Air hit: Ground Bounce
- Saving Tina attacks with a frying pan, ground bouncing the opponent.
- Brings Saving Tina out of flight.
|
|
j.B "But first, lemme take a selfie" "But first, lemme take a selfie"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
900
|
High/Air
|
8
|
6
|
19
|
-5 to -1
|
-9 to -6
|
Anti-Air Avoidable
|
Chain/Cancel Options: j.C, j.D, Special, Jump
- Takes out her selfie stick and poses for the fans.
- Halts air momentum when used.
|
|
j.B
While Flying
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
702 to 1083
|
All
|
12
|
19
|
26 Total
|
+17 to +26
|
+17 to +21
|
Fatal Connection Active
|
Chain/Cancel Options: N/A
- Throws out a linear projectile that explodes after a set distance, much like Tina's 5B.
- The explosion has 3 hits to it. With correct spacing all the hits will connect.
- Has a blind spot point blank to where it won't hit.
- Cannot perform another j.B until the current j.B disappears.
- Keeps Saving Tina in the air when flying.
|
|
j.2B
While Flying or Hovering
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
864
|
High/Air
|
8
|
6
|
8
|
-1
|
-3
|
Lower Body Invincible 9-14
Anti-Air Avoidable
|
Chain/Cancel Options: j.4A, j.6B, j.C, j.4C, j.6C, j.D/j.6D, j.2D, j.4D, Special, Air Dash
- Brings Saving Tina out of flight.
|
|
j.6B
While Flying or Hovering
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1152
|
All
|
15
|
Until Hit
|
36 Total
|
+11 or Hard Knockdown
|
-3
|
Fatal Connection Active
|
Chain/Cancel Options: N/A
- Tosses out an orb shaped projectile forward with almost fullscreen distance.
- The hard knockdown only occurs at point blank distance, otherwise the opponent is left standing from a ranged hit.
- Once the orb reaches the corner, it stays in place before shortly disappearing.
- j.6B must make contact with the opponent or leave the screen in order to perform it again.
- Cannot perform another j.6B until the current j.6B disappears.
- Keeps Saving Tina in the air when flying.
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1057
|
All x4, Low
|
12
|
20
|
13
|
+5
|
-6
|
Anti-Air Avoidable
|
Chain/Cancel Options: Special
- Saving Tina spins rapidly in the air for a multi-hitting twirl.
- Upon landing to the ground, she slides forward with a low-hitting attack.
|
|
j.C
While Flying or Hovering
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
774
|
Mid
|
37
|
Until Hit
|
31 Total
|
Hard Knockdown
|
+16
|
Jump Avoidable
Fatal Connection Active
|
Chain/Cancel Options: N/A
- Saving Tina drops a projectile from above.
- Upon landing, the projectile increases in speed and zooms fullscreen on the ground.
- The hitbox is not active until the projectile lands.
- Cannot perform another j.C until the current j.C disappears.
- Keeps Saving Tina in the air when flying.
|
|
j.D/j.6D
While Flying or Hovering
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1552
|
All
|
13
|
11(9)9
|
38 Total
|
Launch (Knockdown Recoil)
|
+10 to +16
|
-
|
Chain/Cancel Options: N/A
Costs 1 Action Gauge to use
- Saving Tina readies a giant heart arrow and fires it at a downwards angle (j.D), or right below her (j.6D).
- She will either fly upward or downward while aiming depending if she's ascending or descending.
- The arrow can ricochet off the ground and bounce back into the air.
- Cannot fire another arrow until the current arrow hits or disappears.
- Keeps Saving Tina in the air when flying.
|
|
j.2D
While Flying or Hovering
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
748, 281, 271, 260
|
High/Air x4
|
14
|
16
|
Until Landing + 12
|
Hard Knockdown
|
-8
|
Fatal Connection Active
|
Chain/Cancel Options: N/A
Costs 1 Action Gauge to use
- Saving Tina attacks with overhead heart arrows aimed underneath where she's flying.
- Forces Saving Tina to land to the ground afterwards.
|
|
j.4D
While Flying
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1242
|
All
|
248
|
4
|
29 Total
|
Hard Knockdown
|
+23
|
Fatal Connection Active
|
Chain/Cancel Options: N/A
- Saving Tina creates a red summoning circle where the opponent is currently standing.
- Afterwards, thorns start spawning around the circle.
- Once the thorns make a complete circle, a red beam will be fired from above.
- j.4D disappears if Saving Tina is hit or grabbed.
- Cannot perform another j.4D until the current j.4D disappears.
- Keeps Saving Tina in the air when flying.
|
|
Universal Mechanics
Ground Throw
A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1200
|
Throw
|
1
|
4
|
37
|
Hard Knockdown
|
N/A
|
-
|
- Saving Tina's throw can be used to convert off of aerial traps placed beforehand.
- Transitions Saving Tina into flight after a successful throw.
- If Saving Tina whiffs a throw while Hovering, she will transition into Flight afterwards.
|
|
Air Throw
j.A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1200
|
Throw
|
1
|
5
|
36
|
Hard Knockdown
|
N/A
|
Crouch Avoidable
|
- Saving Tina's air throw can grab opponents who are on the ground.
- An air throw used against grounded opponents cannot be teched but it is crouch avoidable.
- After a whiffed air throw, Saving Tina retains her air momentum.
- Keeps Saving Tina in the air when flying, even if the throw whiffed.
|
|
Tactical Guard (Air OK)
B+C
|
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
|
Armor 3-24 (Low/Mid/High)
|
- Saving Tina flashes blue and parries incoming strikes/projectiles.
- Coming in contact with an opponent's move, Saving 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.
- Both the parry and attack transition Saving Tina into flight when done in the air.
|
|
Tactical Attack (Air OK)
2B+C
|
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
- Saving 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.
- Forces Saving Tina to land to the ground afterwards.
|
|
Guard Cancel (Air OK)
6B+C During Blockstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
All
|
11
|
2
|
41
|
Launch
|
-22
|
Invincible 1-12
|
- While stuck in blockstun, Saving 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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
0
|
Unblockable
|
11
|
2
|
Until Landing + 21
|
Hard Knockdown
|
N/A
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
N/A
|
Unblockable
|
29
|
4(1) x18, 1(4) x4
|
25 Total
|
N/A
|
N/A
|
Fatal Connection Active
|
- Saving Tina blows out a mist cloud in front of her, slowly traveling forward.
- The mist deals no damage, but grants Saving Tina meter when it makes contact with the opponent.
- A full mist cloud duration will give Saving Tina roughly two bars of meter.
|
|
236B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1743
|
All
|
27
|
227
|
34 Total
|
Knockdown
|
+18
|
Fatal Connection Active
|
- Saving Tina casts an aerial red saw blade projectile.
- Multiple 236B's can be placed at the same time.
|
|
236C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
1658
|
All
|
21
|
Until Hit
|
40 Total
|
+26
|
+15
|
-
|
- Saving Tina creates a multi-hit circular red projectile that quickly moves forward fullscreen.
- 236C disappears if Saving Tina is hit or grabbed.
- Multiple 236C's can be active at the same time.
|
|
214A (Air OK)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1028
|
All
|
11
|
9
|
21
|
Launch
|
-9 or +5
|
Fatal Connection Active
High Profile 3-30
|
- Saving Tina flips into the air, throwing out a vertical arrow.
- The advantage on block depends on the amount of hits blocked.
|
|
214B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1352
|
All
|
7
|
Until Hit
|
47 Total
|
Hard Knockdown
|
-7
|
Crouch Avoidable (First 3 hits)
|
- Saving Tina twirls around and creates a pink sphere that quickly travels forward with fullscreen distance.
- The sphere hitbox starts above Saving Tina right on the tip of her finger.
|
|
214C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
942 (First 8 Hits), 1546
|
All
|
5
|
12(6)23(12)1(15)89
|
74 Total
|
Hard Knockdown
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-1 to +15
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Crouch Avoidable (First 8 hits)
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Wall bounces if close to the corner
- Creates a pink sphere hitbox behind herself at the tip of her finger.
- Saving Tina then twirls and throws a giant pink sphere; traveling forward at a half screen distance.
- In comparison to 214B, 214C moves slower after being thrown.
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Super Moves
214D
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Attributes
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2896
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All
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8
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10(14)6
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21
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Launch
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-10
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Invincible
Crouch Avoidable (Blast)
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Costs 2 Action Gauge to use
- Saving Tina swoops upwards with invincibility and ends with a blast much like j.4A.
- Transitions Saving Tina into flight at the end of the attack.
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j.236D
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Attributes
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3000
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All
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-
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1 or 8
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13
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Hard Knockdown
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-21 or -15
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Invincible
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Costs 2 Action Gauge to use
COUNTER HIT!!: Tumble
- An invincible dive downwards that causes the opponent to tumble on counter hit.
- Forces Saving Tina to land to the ground afterwards.
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