E's Laf++/Saving Tina

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EL2 Saving Tina.png

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)

EL2 Saving Tina Flight.png 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.


EL2 Saving Tina No Air Blocking.png 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
EL2 Saving Tina 5A.png
"And this is the whole hitbox!"
"And this is the whole hitbox!"
Damage Guard Startup Active Recovery On Hit On Block Attributes
561 Mid 4 7 9 +6 +2 Throw Invincible

Chain/Cancel Options: N/A


  • Point at 'em!
  • Deletes incoming enemy projectiles.


5B
EL2 Saving Tina 4B.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
662 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
EL2 Saving Tina 5C.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
820 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
EL2 Saving Tina 5D3.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1360 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
EL2 Saving Tina 6A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
719 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
EL2 Saving Tina 5B.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
719 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
EL2 Saving Tina 6B.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
719, 316 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]
EL2 Saving Tina 66.png
Mixup with your face
Mixup with your face
Damage Guard Startup Active Recovery On Hit On Block Attributes
431 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
EL2 Saving Tina 2A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
561 Mid 4 10 6 +6 0 Throw Invincible

Low Profile 1-18

Chain/Cancel Options: N/A


  • Crouching finger point!
  • Just like 5A, can delete projectiles that are low to the ground.


2B
EL2 Saving Tina 2B.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
662 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
EL2 Saving Tina 2C.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
777 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
EL2 Saving Tina 2D.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1368 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
EL2 Saving Tina jA.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
431 High/Air 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
EL2 Saving Tina j2A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
532 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
EL2 Saving Tina j4A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
705 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
EL2 Saving Tina j6A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
863 High/Air 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
EL2 Saving Tina jB2.png
"But first, lemme take a selfie"
"But first, lemme take a selfie"
Damage Guard Startup Active Recovery On Hit On Block Attributes
719 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
EL2 Saving Tina jB.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
561 to 1040 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
EL2 Saving Tina j2B.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
691 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


  • Downward wing attack.
  • Brings Saving Tina out of flight.


j.6B
While Flying or Hovering
EL2 Saving Tina j6B.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
633 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
EL2 Saving Tina jC3.png
EL2 Saving Tina jC4.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
917 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
EL2 Saving Tina jC.png
EL2 Saving Tina jC2.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
619 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
EL2 Saving Tina j46D.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1435 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
EL2 Saving Tina j2D.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
618, 328, 314, 302 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
EL2 Saving Tina jD.png
EL2 Saving Tina jD2.png
EL2 Saving Tina jD3.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
993 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
EL2 Saving Tina Throw.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1000 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
EL2 Saving Tina Air Throw.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1000 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
EL2 Saving Tina Tactical Guard.png
EL2 Saving 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 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
EL2 Saving 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


  • 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
EL2 Saving Tina Tactical Guard2.png
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
EL2 Saving Tina Burst.png
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
EL2 Saving Tina 5D2.png
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
EL2 Saving Tina 236A.png
EL2 Saving Tina 236A2.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1786 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
EL2 Saving Tina 236C.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
Normal 1680 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)
EL2 Saving Tina 214A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
986 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.
    • 2 hits = -9, 3 hits = +5


214B
EL2 Saving Tina 214B.png
EL2 Saving Tina 214B2.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
854 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
EL2 Saving Tina 214BC.png
EL2 Saving Tina 214BC2.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1155 (First 14 Hits), 1589 All 5 12(6)23(12)1(15)89 74 Total Hard Knockdown -1 to +15 Crouch Avoidable (First 8 hits)

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.


j.236C
EL2 Saving Tina j236C.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
892 High, Air 18 4 Until Landing + 1 Knockdown -10 to -3 -
  • Slashes the air in front of her, then bounces backwards before landing.
  • Wall splats if close to the corner.

Super Moves

214D
EL2 Saving Tina 214D.png
EL2 Saving Tina j4A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
2598 All 8 10(14)6 21 Launch -10 Invincible

Crouch Avoidable (Blast)

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.


j.236D
EL2 Saving Tina j236D.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
2639 All - 1 or 8 13 Hard Knockdown -21 or -15 Invincible

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.


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