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 you can perform in the air. A 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 flying.
  • Unblockable attacks that force the opponent to play around them.
  • Gains a huge amount of meter at a rapid pace.
  • Can air throw grounded opponents and convert with her trap setups.
  • 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.
  • Her multi-hit attacks give the opponent alot of meter. Alot.

Character Information


Health: 8500

Walk speed Ranking: 4th

Run speed Ranking: 5th

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

Prejump: 20f

Passive Meter Gain: 2nd


EL2 Saving Tina Flight.png

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 and can continue attacking from above! While flying, Saving Tina is invulnerable to attacks that are "Jump Avoidable". This includes low hitting grounded moves such as sweeps.


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 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.


EL2 Saving Tina Air Dash.png EL2 Saving Tina Air Dash2.png

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.


EL2 Saving Tina Air Tech.png

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 flight height.


EL2 Saving Tina No Air Blocking.png

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


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
Damage Guard Startup On Hit On Block Attributes
561 Mid 4 +6 +2 Throw Invincible

Chain/Cancel Options: N/A


  • Point at 'em!


5B
EL2 Saving Tina 5B.png
Damage Guard Startup On Hit On Block Attributes
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 Attributes
820 High 16 +6 -4 Upper Body Invincible 1-19

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

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

Chain/Cancel Options: N/A


  • 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 Attributes
518 Mid 4 +6 0 Throw Invincible

Low Profile 1-18

Chain/Cancel Options: N/A


  • Crouching finger point!


2B
EL2 Saving Tina 2B.png
Damage Guard Startup On Hit On Block Attributes
662 Low 8 +3 -3 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 On Hit On Block Attributes
777 Low 13 Hard Knockdown -8 Low Profile 1-33

Jump Avoidable

Fatal Connection Active

Chain/Cancel Options: Special


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


2D
EL2 Saving Tina 2D.png
Damage Guard Startup On Hit On Block Attributes
691 Low 16 Hard Knockdown -14 Low Profile 1-32

Jump Avoidable

Chain/Cancel Options: Special


  • Advancing forward sweep that has less range than 2C, but launches high enough to where they'll get hit by a 236A trap.


6A
EL2 Saving Tina 6A.png
Damage Guard Startup On Hit On Block Attributes
719 Mid 9 Knockdown -16 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 6B.png
Damage Guard Startup On Hit On Block Attributes
719, 219 Mid, Mid 21 +12 +3 -

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.


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

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


  • Quickly steps forward and strikes with her wing.


6[6]
EL2 Saving Tina 66.png
Damage Guard Startup On Hit On Block Attributes
431 Low 9 Hard Knockdown -31 Throw Invincible

High Profile 1-9

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.
  • Can immediately trip and fall from a run by pressing D.


j.A
EL2 Saving Tina jA.png
Damage Guard Startup On Hit On Block Attributes
475 All 7 +13 to +19 +6 to +12 Crouch Avoidable

Anti-Air Avoidable

Chain/Cancel Options: N/A


  • Aerial point of the finger!
  • Hit/block advantages changes based on spacing.
  • Long untech time from an air-to-air, allowing you to combo into j.2B > j.6A loops!


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


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


j.6A
EL2 Saving Tina j6A.png
Damage Guard Startup On Hit On Block Attributes
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

Air hit: Ground Bounce


  • Saving Tina attacks with a frying pan, ground bouncing the opponent.
  • One of Saving Tina's best aerial normals as you can position in any direction afterwards. Even if the j.6A was blocked, landing to the ground afterwards leaves you plus. j.2B > j.6A > 66 loops gives amazing corner carry off of almost any opening.


j.B
EL2 Saving Tina jB.png
Damage Guard Startup On Hit On Block Attributes
619 to 1516 All 12 +17 to +26 +15 to +19 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 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 Attributes
691 High/Air 9 -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.


j.6B
EL2 Saving Tina j6B.png
Damage Guard Startup On Hit On Block Attributes
921 All 15 -3 or Hard Knockdown -8 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.


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


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

Fatal Connection Active

Chain/Cancel Options: N/A


  • 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 Attributes
Uncharged 820 All 22 +13 +4 -
Half Charge 892, 271 All, All - +30 +20 Fatal Connection Active
Full Charge 1007, 368 All, All - Knockdown +29 -
Self Destruct 993 (1147 Recoil) All 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.
    • 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 fire another arrow until the current arrow hits or disappears.
  • Fatal Shifting this move and immediately firing/canceling will give you the half charge variant.


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

Chain/Cancel Options: N/A


  • 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 Attributes
993 Unblockable 248 Hard Knockdown N/A 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, 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 Attributes
1200 Throw 1 Hard Knockdown N/A -
  • Saving Tina's throw can be used to convert off of aerial traps placed beforehand.
  • After throwing, Saving Tina begins flying.


Air Throw
j.A+B
EL2 Saving Tina Air Throw.png
Damage Guard Startup On Hit On Block Attributes
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 Attributes
800 All 16 Knockdown -19 Armor 1-120 (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.
  • Holding the input increases the armor duration.
  • Any special cancelable normal can be canceled into Tactical Guard.
  • 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 Attributes
800 All 11 Knockdown -30 Strike/Projectile Invincible 1-13
  • 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.


Burst (Air OK)
A+B+C During Hitstun
EL2 Saving Tina Burst.png
Damage Guard Startup On Hit On Block Attributes
0 All 11 Knockdown -30 Strike/Projectile Invincible 1-12
  • 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.


  • Burst is temporarily disabled from being used when hit by a:
    • Throw
    • Super
    • Hard Knockdown
    • Tactical Guard
    • Counter Boost


Counter Boost (Air OK)
6B+C
EL2 Saving Tina Counter Boost.png
Version Damage Guard Startup On Hit On Block Attributes
Ground 800 All 11 Knockdown -1 Invincible 1-14
Air 800 All 11 Knockdown -13 to -1 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 Counter Boost.
  • 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 Attributes
1983 All 26 Knockdown - Fatal Connection Active
  • 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
Version Damage Guard Startup On Hit On Block Attributes
Normal 1411 All 41 - - -
Charged 1313 All 41 - - -
  • Saving Tina creates a multi-hit circular red projectile that slowly moves forward fullscreen.
  • Holding the input keeps the projectile in the same place, but is less active and has one less hit.
  • 236C disappears if Saving Tina is hit or grabbed.
  • 236C can be performed again while Its already active, but the old 236C will disappear.
    • The old 236C remains active for a short time before fading away.


214B
EL2 Saving Tina 214B.png
EL2 Saving Tina 214B2.png
Damage Guard Startup On Hit On Block Attributes
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 Attributes
1295, 1418 All 5 Hard Knockdown -3 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.

Super Moves

214D
EL2 Saving Tina 214D.png
EL2 Saving Tina j4A.png
Damage Guard Startup On Hit On Block Attributes
2051 All - 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.
  • After 214D, Saving Tina transitions into Flight.


j.236D
EL2 Saving Tina j236D.png
Damage Guard Startup On Hit On Block Attributes
2591 All - Hard Knockdown -21 to -15 Invincible

Costs 2 Action Gauge to use

COUNTER HIT!!: Tumble


  • An invincible dive downwards that causes the opponent to tumble on counter hit.


Combos

Saving Tina Combo Movie


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