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, and grounded/aerial traps for oki and coverage. That's all to say for her grounded options, 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 large variety of strikes and projectiles you can perform in the air. A large majority of them being air dash cancelable too!


Being a floating threat comes at Its price though, and that price is not being able to block in the air. Her flight has a much slower prejump (20 frames) than the universal prejump every other character has (4 frames). Saving Tina has to pick her moments when she's safe to take off, or force to land once the opponent anti-airs/air to airs her aerial actions.


Strengths Weaknesses
  • Has access to versatile mobility and multiple options while in the air.
  • Unblockable attacks that force the opponent to play around them.
  • Gains a huuuuuuuge amount of meter at a rapid pace.
  • An aerial DP and a backdash with long invincibility.
  • Can air throw grounded opponents and convert with her aerial traps.
  • 5C
  • Cannot air block while flying; air teching puts her in a tough spot.
  • Takes awhile to get off the ground and transition into Flight.
  • Tall standing characters prevent her from flying past them.

Character Information


Health: 8500

Walk speed Ranking: 6th

Run speed Ranking: 5th

Backdash: 31f (Invincible from frame 2-21)

Prejump: 20f


Unique Traits


Flight: By 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. After performing aerial moves, Saving Tina remains in the air (except for j.2D or j.236D) and can continue attacking from above!


Flight Height: Moving either up or down while flying places Saving Tina at a set height level. There are two height levels at which she can fly; either low to the ground or right above the opponent's head. A normal jump makes Saving Tina fly high, while a super jump makes her fly low.


Flight Air Dashes: Saving Tina can air dash as many times as she wants; both forward and back. Backwards air dash doesn't consume Risk Gauge on use. She can also cancel many of her aerials into air dash.


Flight Cancel: Any move that is Flight cancelable can either be done upwards or downwards. This allows Saving Tina to land after an aerial attack and continue on the ground. Moves cannot be Flight canceled upwards if Saving Tina is already at the high Flight level.


Flight Air Tech: Air teching as Saving Tina gives her temporary invincibility and activates Flight. A normal air tech puts Saving Tina at the high Flight level, but holding down while air teching puts her at the low height.


No Air Blocking: While she is fast and mobile in the air, Saving Tina cannot air block while flying.

Normal Moves

5A
EL2 Saving Tina 5A.png
Damage Guard Startup On Hit On Block
561 Mid 4 +6 +2

Chain/Cancel Options: N/A


  • Point at 'em!


5B
EL2 Saving Tina 5B.png
Damage Guard Startup On Hit On Block
719 Mid 12 -11 -15

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


  • Advancing forward wing attack.


5C
EL2 Saving Tina 5C.png
Damage Guard Startup On Hit On Block
820 High 16 +6 -4

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


  • An overhead winged blast that hits on both sides and hard knockdowns on aerial hit.
  • Ground bounces on counter hit.


5D
EL2 Saving Tina 5D.png
EL2 Saving Tina 5D2.png
Damage Guard Startup On Hit On Block
50*22 Unblockable 29 N/A N/A

Chain/Cancel Options: N/A

Fatal Connection active


  • Saving Tina blows out a mist cloud in front of her, slowly traveling forward.
  • The mist has no hitstun, but each hit deals 50 unblockable chip damage.
  • Only one mist can be placed at a time.
    • Can quickly place down two mists in a row if there's no mist active.


2A
EL2 Saving Tina 2A.png
Damage Guard Startup On Hit On Block
518 Mid 4 +6 0

Chain/Cancel Options: N/A


  • Crouching finger point!


2B
EL2 Saving Tina 2B.png
Damage Guard Startup On Hit On Block
662 Low 8 +3 -3

Chain/Cancel Options: 5C, 5D, 2C, 2D, Special

Jump avoidable


  • Low wing strike that pushes Saving Tina forward.


2C
EL2 Saving Tina 2C.png
Damage Guard Startup On Hit On Block
777 Low 13 Hard Knockdown -8

Chain/Cancel Options: Special

Jump avoidable

Fatal Connection active


  • Low grounded projectile that has a quarter screen distance to it.


2D
EL2 Saving Tina 2D.png
Damage Guard Startup On Hit On Block
691 Low 16 Hard Knockdown -14

Chain/Cancel Options: Special

Jump avoidable

Low profile from frame 1-32


  • Advancing forward sweep that has about the same range as 2C.


6A
EL2 Saving Tina 6A.png
Damage Guard Startup On Hit On Block
719 Mid 9 Knockdown -16

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

Upper body invincible from frame 1-8

Crouch avoidable


  • Vertical wing hit above Saving Tina.
  • Pulls the opponent in on hit.


6B
EL2 Saving Tina 6B.png
Damage Guard Startup On Hit On Block
719, 219 Mid, Mid 21 +12 +3

Chain/Cancel Options: N/A


  • Double hit claw strike that pulls the opponent in on hit/block.


4B
EL2 Saving Tina 4B.png
Damage Guard Startup On Hit On Block
662 Mid 6 0 -2

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


  • Steps forward and quickly strikes with her wing.


6[6]
EL2 Saving Tina 66.png
Damage Guard Startup On Hit On Block
431 Low 9 Hard Knockdown -29

Chain/Cancel Options: N/A

Jump avoidable


  • If Saving Tina runs for too long, she clumsily trips.


j.A
EL2 Saving Tina jA.png
Damage Guard Startup On Hit On Block
475 All 7 +12 to +18 +5 to +11

Chain/Cancel Options: N/A

Crouch avoidable


  • Aerial point of the finger!
  • Hit/block advantages changes based on spacing.


j.2A
EL2 Saving Tina j2A.png
Damage Guard Startup On Hit On Block
532 All 7 0 -4

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 on both sides.


j.4A
EL2 Saving Tina j4A.png
Damage Guard Startup On Hit On Block
705 All 15 Launch -15

Chain/Cancel Options: N/A

Invincible from frame 1-22


  • Saving Tina emits a blast and is invincible on startup.
  • During the startup, j.4A can be air grabbed.


j.6A
EL2 Saving Tina j6A.png
Damage Guard Startup On Hit On Block
719 Mid 12 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, Flight


  • Saving Tina attacks with a frying pan, ground bouncing the opponent.


j.B
EL2 Saving Tina jB.png
Damage Guard Startup On Hit On Block
619 to 1516 All 12 +17 to +26 +15 to +19

Chain/Cancel Options: N/A

Fatal Connection active


  • Throws out a linear projectile that explodes after a set distance, much like Tina's 5B.
  • The explosion has 7 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.


j.2B
EL2 Saving Tina j2B.png
Damage Guard Startup On Hit On Block
691 High/Air 9 -1 -3

Chain/Cancel Options: j.4A, j.6B, j.C, j.4C, j.6C, j.D/j.6D, j.2D, j.4D, Special, Air Dash

Lower body invincible from frame 9-14


  • Downward wing attack.


j.6B
EL2 Saving Tina j6B.png
Damage Guard Startup On Hit On Block
921 All 15 Hard Knockdown -8

Chain/Cancel Options: N/A

Fatal Connection active


  • Tosses out an orb shaped projectile forward.
  • The hard knockdown only occurs at point blank distance.
  • 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.


j.C
EL2 Saving Tina jC.png
Damage Guard Startup On Hit On Block
619 Mid 31 Hard Knockdown +13

Chain/Cancel Options: N/A

Jump avoidable

Fatal Connection active


  • 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.


j.6C
EL2 Saving Tina j6C.png
Damage Guard Startup On Hit On Block
820 All 14 +1 -1

Chain/Cancel Options: N/A

Crouch avoidable

Fatal Connection active


  • Saving Tina throws a pastry in an arc similar to Tina's j.C.
  • Cannot perform another j.6C until the current j.6C disappears.


j.D/j.6D
EL2 Saving Tina j46D.png
EL2 Saving Tina j46D2.png
Version Damage Guard Startup On Hit On Block
Uncharged 820 All 22 12 +3
Half Charge 892, 271 All, All - +30 +20
Full Charge 1007, 368 All, All - Knockdown +28
Self Destruct 993 (1147 Recoil) Unblockable 67 Launch (Knockdown Recoil) N/A

Chain/Cancel Options: N/A


  • Saving Tina readies a giant heart arrow and fires it at a downwards angle (j.D), or right below her (j.6D.)
  • The arrow can ricochet off the ground and bounce back into the air.
  • Saving Tina keeps her momentum while aiming if she was flying left or right beforehand.
  • Once charged, the arrow will sparkle which causes the arrow to detonate on contact with the opponent.
    • A half charge causes a small explosion, while a full charge gives two bigger sized explosions.
  • After the second sparkle however, the arrow self destructs which deals damage to both the opponent and Saving Tina.
    • The self destruct is unblockable.
      • Saving Tina can get KO'd from this.
  • The arrow can be canceled during the charge into Flight, Air Dash, or by pressing A.
  • Cannot perform another j.D/j.6D until the current j.D/j.6D disappears.


j.2D
EL2 Saving Tina j2D.png
Damage Guard Startup On Hit On Block
518, 189, 182, 174 High 14 Hard Knockdown -8

Chain/Cancel Options: N/A

Fatal Connection active


  • Saving Tina attacks with overhead heart arrows aimed underneath where she's flying.
  • Forces Saving Tina to land to the ground afterwards.


j.4D
EL2 Saving Tina jD.png
EL2 Saving Tina jD2.png
EL2 Saving Tina jD3.png
Damage Guard Startup On Hit On Block
993 Unblockable 248 Hard Knockdown N/A

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, an unblockable 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.

Universal Mechanics

Ground Throw
A+B
EL2 Saving Tina Throw.png
Damage Guard Startup On Hit On Block
1200 Throw 1 Hard Knockdown N/A
  • After throwing, Saving Tina begins flying.


Air Throw
j.A+B
EL2 Saving Tina Air Throw.png
Damage Guard Startup On Hit On Block
1727 Throw 1 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.
  • Saving Tina remains flying after the air throw.


Tactical Guard (Air OK)
B+C
EL2 Saving Tina Tactical Guard.png
EL2 Saving Tina Tactical Guard2.png
Damage Guard Startup On Hit On Block
800 All 10 Knockdown -19

Armor low, mid, and highs from frame 1-11

Invincible starting on frame 1 (Activation)


  • Saving Tina flashes blue and parries incoming attacks/projectiles.
  • Coming in contact with an opponent's move, Saving Tina becomes invincible and emits a blast.
  • Any special cancelable normal can be canceled into Tactical Guard.
  • The blast increases in size and becomes unblockable if a Fatal Shift attack or Tactical Guard blast was parried.
  • Cannot armor throws or supers.
  • The damage from Tactical Guard is non-lethal, as in it cannot KO.


Guard Cancel (Air OK)
6B+C During Blockstun
EL2 Saving Tina Tactical Guard2.png
Damage Guard Startup On Hit On Block
1000 All 10 Knockdown -30

Invincible starting on frame 1

Costs 2 Action Gauge to use


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


Burst (Air OK)
A+B+C During Hitstun
EL2 Saving Tina Burst.png
Damage Guard Startup On Hit On Block
100 All 10 Knockdown -30

Invincible starting on frame 1


  • While under the effects of hitstun, Burst can be performed to become invincible and knock the opponent back.
  • Only usable once per round.
  • Burst can be air grabbed during the startup.
  • The damage from Burst is non-lethal, as in it cannot KO.


  • Burst is temporarily disabled from being used when hit by a:
    • Throw
    • Super
    • Hard Knockdown
    • Enhanced Tactical Guard (parried a Fatal Shifted attack)


Counter Boost (Air OK)
6B+C
EL2 Saving Tina Counter Boost.png
Version Damage Guard Startup On Hit On Block
Ground 10 All 10 Knockdown -1
Air 10 All 10 Knockdown -13 to -2

Invincible starting on frame 1

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 Counter Boost.
  • Counter Boost can be air grabbed during the startup.
  • The damage from Counter Boost is non-lethal, as in it cannot KO.

Special Moves

236A
EL2 Saving Tina 236A.png
Damage Guard Startup On Hit On Block
1983 All 26 Knockdown -
  • Saving Tina casts an aerial red saw blade projectile.
  • Can be charged so that Its placed farther away from Saving Tina.
  • Multiple 236A's can be placed at the same time.


236C
EL2 Saving Tina 236C.png
Damage Guard Startup On Hit On Block
1411 All 41 - -
  • Saving Tina creates a multi-hit circular red projectile that slowly moves forward fullscreen.
  • 236C can be performed again while Its already active, but the old 236C will disappear.
  • 236C disappears if Saving Tina is hit or grabbed.


214B
EL2 Saving Tina 214B.png
EL2 Saving Tina 214B2.png
Damage Guard Startup On Hit On Block
1418 All 7 Hard Knockdown -9

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 On Hit On Block
1295, 1418 All 5 Hard Knockdown -3

Crouch avoidable (First 8 hits)


  • 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.

Super Moves

214D
EL2 Saving Tina 214D.png
EL2 Saving Tina j4A.png
Damage Guard Startup On Hit On Block
1719 All - Launch -10

Invincible starting on frame 1

Crouch avoidable (Blast)

Costs 2 Action Gauge to use


  • Saving Tina swoops upwards with invincibility and ends with a blast much like j.4A.
  • After 214D, Saving Tina transitions into Flight.


j.236D
EL2 Saving Tina j236D.png
Damage Guard Startup On Hit On Block
2159 All - Hard Knockdown -21 to -15

Invincible starting on frame 1

Costs 2 Action Gauge to use


  • An invincible dive downwards that stuns the opponent on counter hit.


General
Controls
HUD
System
FAQ
Characters
Main
Sisca
Qdora
Akamine Tae
Tina
Saving Tina
Cecil
Alcott