E's Laf++/Tina

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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. All it takes afterwards is one correct play to have all of their recoverable health fade away!


Tina's potential only shines though when her secondary meter (the kg Meter) isn't empty. The majority of Tina's options consume kg upon use. Having 0kg means you're stuck with only a jab, an anti-air, and a throw. Resource management and knowing when/where to use your moves is the key to success with Tina!


Strengths Weaknesses
  • Highest chip damage output in the game.
  • Unrivaled zoning/anti-zoning tools.
  • Great neutral with slow moving projectiles and long reaching anti-airs.
  • Throw range is twice as big as the rest of the cast.
  • A "meterless metered" reversal.
  • Confirmed by Free that she's the cute one.
  • Reliant on kg to do anything threatening.
  • Lackluster reward if she's at 0kg.
  • Slow on the ground, floaty in the air.
  • No chains/cancels on her normals (except 6A).
  • Can only hard knockdown from a throw. Difficult to pin down the opponent.

Character Information


Health: 8800

Walk speed Ranking: 8th

Run speed Ranking: 7th

Backdash: 28f (Invincible from frame 2-12)

Prejump: 4f


Unique Traits


kg Meter: Tina has a secondary meter above the Action Gauge that indicates how much kg she has. Most of Tina's moves require kg to be performed. The kg Meter goes from 80-100kg, which means you have 20kg at max to work with (the remaining 80kg is flavor text.) Tina starts each round with 88kg and she passively gains kg over time.


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


Tired: If Tina runs for too long she gets tired, loses 4kg, and is temporarily unable to act.


Normal Moves

5A
EL2 Tina 5A.png
Damage Guard Startup On Hit On Block
358 Mid 4 +10 +2

Chain/Cancel Options: N/A


  • Kebab sparkle!
  • 5A is considered a projectile, which means you can erase incoming projectiles by just jabbing!

Can link into itself multiple times provided you're close enough. Make sure to be in 6A or Ground Throw range to convert if you have 0kg. Not jump cancelable like all other 5A's, but being +2 prevents immediate button attempts. Quickly inputting run after a 5A lets you do multiple 5A reps in a row! Microdashing your 5A's helps push Tina out of the corner.


5B / 6B
EL2 Tina 5B.png
EL2 Tina 6B.png
Version Damage Guard Startup On Hit On Block
5B 723 to 1129 All 9 +24 or +25 -9 or +11

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • Tina throws out a linear projectile forward that 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.
  • Can be avoided by low profile moves.
  • At point blank, 5B is -9 and the explosion doesn't go off if Tina is hit or grabbed.

While it must be spaced to get Its full effect, it leads to good advantage and great chip. Off a hit you can either 5B > 2D for a knockdown or 5B > 6B > 2B to create some distance and look for an approach with your remaining kg. Although Its tempting to go for multiple 5B links in a row, keep in mind if you're in the right position to cash out or not.

Version Damage Guard Startup On Hit On Block
6B 383 to 846 All 16 0 or +23 -2 or +17

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • 6B is an alternative 5B that's slower and deals less damage, but has more range and is safe on block point blank.
  • Also doesn't explode if Tina is hit or grabbed.

Keeps the opponent in check on the ground. From most ranges you will be unable to convert with 2D, but you still got 2B/3B to back you up.


5C / 6C
EL2 Tina 5C.png
EL2 Tina 6C.png
Version Damage Guard Startup On Hit On Block
5C 1025 All 18 +25 +20

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • Tina creates three knife projectiles that quickly travel forward one by one, following each other close by.
  • Can be avoided by low profile moves.
  • The projectiles disappear if Tina is hit or grabbed.

Great starter that can combo/blockstring into itself point blank or in the corner. The hitstun from two 5C's is enough to link into 4A, which links into 236B, which links into big damage midscreen.

Version Damage Guard Startup On Hit On Block
6C 1519 All 38 +21 +20

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • 6C is 20 frames slower than 5C, but deals more damage and travels farther (almost fullscreen!)
  • Also avoided by low profiling, and disappears if Tina is hit or grabbed.

Used more as a zoning tool or a faraway combo ender.


5D / 6D
EL2 Tina 5D.png
EL2 Tina 6D.png
Version Damage Guard Startup On Hit On Block
5D 810 Mid 13 +20 +13

Chain/Cancel Options: N/A

Crouch avoidable

Fatal Connection active

Consumes 4kg on use


  • A pair of shears that travel diagonally upwards.
  • Good callout move against aerial approaches once you've thrown out enough stuff on the ground.
  • Whiffs against a standing Qdora.

Great callout move against aerial approaches once you've thrown out enough stuff on the ground. On top of Its high reward, it has little to no recovery. At most heights you can do 5D x2 > 236B and go from there.

Version Damage Guard Startup On Hit On Block
6D 1215 Mid 25 +20 +13

Chain/Cancel Options: N/A

Crouch avoidable

Fatal Connection active

Consumes 4kg on use


  • 6D deals more damage and travels farther, but at the cost of a slower startup.
  • Also whiffs against a standing Qdora.

Same idea with 5D, only this time you throw it out preemptively because of the increased startup. 6D can also tack on extra damage when the opponent is hit by a 236A/B. Since 6D comes out a slower, you can act while the pair of shears are still active thanks to the super quick recovery.


2A
EL2 Tina 2A.png
Damage Guard Startup On Hit On Block
332 Mid 4 +10 0

Chain/Cancel Options: N/A


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

Can be used as an alternative to 5A for tick throws since you don't have to wait for plus frames to wear off. You can 2A > 2A > delay throw or 2A > walk back and still be in range to throw them.


2B / 3B
EL2 Tina 2B.png
EL2 Tina 3B.png
Version Damage Guard Startup On Hit On Block
2B 767 Low 15 +11 +9

Chain/Cancel Options: N/A

Jump avoidable

Fatal Connection active

Consumes 4kg on use


  • Tina throws out a grounded knife projectile that travels across half the screen.

One of Tina's many grounded options that force the opponent to think differently when approaching. Goes under most projectiles so that they end up not clashing, and makes Tina come out on top! At close range you can 2B into 5A/5B and go from there.

Version Damage Guard Startup On Hit On Block
3B 575 Low 18 +5 +3

Chain/Cancel Options: N/A

Jump avoidable

Fatal Connection active

Consumes 4kg on use


  • 3B has extra range while receiving a small damage loss, almost hitting fullscreen.

The increased range makes this a reliable, low committal poke that prevents the opponent from setting up. Much like 2B, Its all about pestering them from afar to bait out jumps or high profile options.


2C / 3C
EL2 Tina 2C.png
EL2 Tina 3C.png
Version Damage Guard Startup On Hit On Block
2C 941 Low 11 Knockdown +4 or +13

Chain/Cancel Options: N/A

Low profile from frame 1-11

Jump avoidable

Fatal Connection active

Consumes 4kg on use


  • A multi-hit grounded spinning projectile that moves forward for half the screen before stopping in place.
  • Has four hits total, but at midscreen the pushback prevents all the hits from connecting on block.

Tina's fastest low option. Covers backdashes, especially in the corner.

Version Damage Guard Startup On Hit On Block
3C 706 Low 18 Knockdown +10 or +13

Chain/Cancel Options: N/A

Low profile from frame 1-19

Jump avoidable

Fatal Connection active

Consumes 4kg on use


  • 3C has less damage, longer startup, slower movement, and fullscreen travel.

The projectile's slower speed can be used as an approach tool to close the distance (cheaper alternative to 236C.) Synergizes well with 236A/B on block thanks to 3C's great Risk Gauge damage.


2D / 3D
EL2 Tina 2D.png
EL2 Tina 3D.png
Version Damage Guard Startup On Hit On Block
2D 1023 All 19 Knockdown -8

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • Giant fork called from the heavens at a diagonal angle.

Nice space control. When used as an ender, it pushes the opponent far away to where you can setup and snack up.

Version Damage Guard Startup On Hit On Block
3D 767 All 23 Knockdown -14

Chain/Cancel Options: N/A

Fatal Connection active

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.


6A
EL2 Tina 6A.png
Damage Guard Startup On Hit On Block
793 Mid 9 Launch -16

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

Upper body invincible from frame 1-13


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

Tina's only chain/jump cancelable move. The hitbox is good enough to hit opponents above or right on top of Tina's head. Off an air hit, Tina can loop 6A > j.[B] for big damage. Another option would be 6A into j.2B, which is great as a combo/pressure starter.


4A
EL2 Tina 4A.png
Damage Guard Startup On Hit On Block
917 Mid 23 +44 +24

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • Poses, then throws out a whisk that travels in a downwards diagonal in front of Tina.
  • Has a blindspot point blank against crouchers.

The whisk of many plus frames. Can be used for oki, blockstrings, resets, chip, setup, guard break, anything. The whisk does it all. Fatal Shifting 4A and then canceling into an instant airdash allows you to crossup the opponent!


j.A
EL2 Tina jA.png
Damage Guard Startup On Hit On Block
281 All 7 +9 to +12 -3 to +9

Chain/Cancel Options: N/A

Crouch avoidable


  • Aerial kebab sparkle!
  • Just like Its brothers, j.A deletes projectiles.

Due to j.A being avoided by crouching, and Tina's lack of overheads, Its difficult to land this on a grounded opponent. Using j.A for combo extension and as an air-to-air is the way to go. j.D/Air Throw would be your best followups since j.A into another j.A is height dependent.


j.B / j.6B
EL2 Tina jB.png
EL2 Tina j6B.png
Version Damage Guard Startup On Hit On Block
j.B 767 All 13 +26 +22 to +24

Chain/Cancel Options: N/A

Crouch avoidable

Fatal Connection active

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.

An important juggling damage dealer for scenarios like air hit 5B or 6A. Cost effective with the low amount of kg's that is required.

Version Damage Guard Startup On Hit On Block
j.6B 575 All 13 +26 +24

Chain/Cancel Options: N/A

Crouch avoidable

Fatal Connection active

Consumes 2kg on use (1kg each afterwards)


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

Can be used as a retreating zoning option.


j.2B / j.3B
EL2 Tina j2B.png
EL2 Tina j3B.png
Version Damage Guard Startup On Hit On Block
j.2B 921 All 13 +5 +3

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • Tina halts her air momentum and throws a pair of chopsticks at the ground.

With most of Tina's aerial options being crouch avoidable, this is your go-to jump-in button. The utility of this move is baiting and beating upper body invincible anti-airs. Counter hit j.2B gives you enough hitstun to land and continue.

Version Damage Guard Startup On Hit On Block
j.3B 691 All 24 -1 -3

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • j.3B throws the chopsticks at a wider angle, dealing less damage.

The delayed startup gives you more time to air stall against 6A's. Best used from a double jump/super jump height so that you continue pressure in the air.


j.C / j.6C
EL2 Tina jC.png
EL2 Tina j6C.png
Version Damage Guard Startup On Hit On Block
j.C 1402 All 13 +29 +24

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • Tina tosses a pastry at an arc to the ground. Once thrown, Tina is pushed back in the air.

You ideally want to use this at mid range, since the projectile can whiff up close because of the arc. Make sure to have the ground covered so that the opponent doesn't run under it.

Version Damage Guard Startup On Hit On Block
j.6C 1051 All 24 +29 +24

Chain/Cancel Options: N/A

Fatal Connection active

Consumes 4kg on use


  • j.6C has a wider arc, less damage, and slower startup.

The best followup to a regular j.C. On hit, it combos. On block, Its a blockstring.


j.D
EL2 Tina jD.png
EL2 Tina jD2.png
Version Damage Guard Startup On Hit On Block
j.D 563, 259, 249, 435 All, All, High/Air, All 7 Knockdown -16
High j.D 563, 259, 453, 435 All, All, Unblockable, All 7 Knockdown N/A

Chain/Cancel Options: N/A

Lower body invincible from frame 37 until landing

Crouch avoidable (First two hits)

Fatal Connection active

Consumes 4kg on use


  • Tina sprouts wings!... But only for a short time before crashing to the ground with a shockwave that hits on both sides.
  • Can be angled with j.4D/j.6D for less/further range.
  • If j.D is performed from a high enough height, the falling hit of j.D becomes unblockable and receives a little damage bonus.

Tina's only overhead attack, and a risky one since Its punishable and reactable before the third hit. Gives great corner carry with j.D > 5B loops provided you have the kg's. Once the wings sprout, you can convert from almost fullscreen distance!

Universal Mechanics

Ground Throw
A+B
EL2 Tina Throw.png
Damage Guard Startup On Hit On Block
1200 Throw 1 Hard Knockdown N/A
  • Tina's throws are special. She has twice the throw range of everyone else in the game.
  • Pushes the opponent back fullscreen and causes a hard knockdown.
  • Tina's ground throw cannot KO. It will leave the opponent at 1 hp.

The increased range adds to her punish game; allowing Tina to punish moves that 5A cannot. Her most damaging punish too when she has 0kg. Backdashing point blank still keeps her in range to throw. Great for getting rushdown opponents off of you and resetting to fullscreen. You can OTG with 3B midscreen and 4A in the corner to secure a KO off a throw.


Air Throw
j.A+B
EL2 Tina Air throw.png
Damage Guard Startup On Hit On Block
1200 Throw 1 Hard Knockdown N/A
  • Same deal as ground throw, has twice the range as a normal air throw.
  • Tina can double jump/airdash afterwards if she hasn't already.

Best used as a combo ender to conserve kg, backwards air dash away, and eat up. After the 4 frames of prejump, this can be used as a frame 5 anti-air that grabs Qdora, Tina, Cecil, and Alcott even at the apex of their jump.


Tactical Guard (Air OK)
B+C
EL2 Tina Tactical Guard.png
EL2 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)


  • Tina flashes blue and parries incoming attacks/projectiles.
  • Coming in contact with an opponent's move, 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 Shifted attack 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 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, 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 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
    • Tactical Guard


Counter Boost (Air OK)
6B+C
EL2 Tina Counter Boost.png
Version Damage Guard Startup On Hit On Block
Ground 10 All 10 Knockdown -1
Air 10 All 10 Knockdown -14 to -1

Invincible starting on frame 1

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 Counter Boost.
  • The damage from Counter Boost is non-lethal, as in it cannot KO.

Special Moves

236A/B
EL2 Tina 236A.png
EL2 Tina 236B.png
Damage Guard Startup On Hit On Block
960 Mid 41 Knockdown -

Consumes 8kg on use

Jump avoidable

Fatal Connection active


  • 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. Only keep this move in mind when you're at an advantageous position, otherwise that's a free airdash opening for the opponent.


236C (Air OK)
EL2 Tina 236C.png
Damage Guard Startup On Hit On Block
886 All 41 - -

Consumes 8kg on use

Fatal Connection active


  • Tina creates a multi-hit circular red projectile that slowly moves forward fullscreen.
  • 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 options, and ultimately push people to the corner.


Any Move > 236FS
EL2 Tina 236FS.png
Damage Guard Startup On Hit On Block
N/A N/A N/A N/A N/A
  • By inputting 236FS (Fatal Shift button) after any move, Tina blows a kiss and creates a heart that moves forward.
  • Upon contact with the opponent, the heart gives the opponent half a bar of Action Gauge.
  • Can also be performed after landing from the air, or even after itself for a chain of hearts!

Not much to say about this taunt-like move. On hit it does give Tina a bit of meter, but there are better and safer ways to build meter without giving the opponent more opportunities to Tactical Guard your zoning/Guard Cancel your blockstrings. Still cute though.


214A
EL2 Tina 214A.png
Damage Guard Startup On Hit On Block
383 All 15 Knockdown -22

Invincible from frame 1-20

Consumes 8kg on use


  • Tina becomes invincible on startup and lets out a blast that creates a red shield where she's standing.
  • The red shield deletes up to five incoming projectiles. Each hit decreases the size of the shield.
  • If the opponent uses a projectile attack inside the shield, it still gets erased.
  • Certain attacks decrease the shield's size, but their hitbox remains active.
  • Multiple 214A shields can be placed down as long as you have 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 at least resets neutral so 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, but no one can out zone the zoning queen (except herself.)

214A Move Deletion

Universal

Shield Damage

Tactical Guard

1, remains active

Guard Cancel

1, remains active

Burst

1, remains active

Counter Boost

1, remains active

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

5

Qdora

Shield Damage

5D, 2D, j.D (Detonation)

1

236A

1

236B

1

214B

1

Akamine Tae

Shield Damage

214A/B > A+B

1, explodes

214C

1

214A/B > j.A+B

5

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

3, 4, or 5

236A/214A

1, 2, or 3

236C

Destroys shield, remains active

Followup C

1


214B
EL2 Tina 214B.png
Damage Guard Startup On Hit On Block
N/A N/A N/A N/A N/A

Fatal Connection active


  • Tina snacks on some dumplings and gains 12kg.

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 236A/B/C. When 236A/B/C hits though, you have enough time to 214B and be able to extend your combos with the additional kg you now have.


214C
EL2 Tina 214C.png
Damage Guard Startup On Hit On Block
N/A N/A N/A N/A N/A

Fatal Connection active


  • Pizza Time. Gains 20kg.

The defining special for Tina, this time with pepperoni. Has more recovery than 214B, but you can fit it in combos from a max height 236A/B and still continue with moves such as 5D or j.D.

Super Moves

Calorie Beam
236D
EL2 Tina 236D.png
Damage Guard Startup On Hit On Block
695 to 3872 All - Knockdown +6

Consumes 0 to 20kg on use

Costs 2 Action Gauge to use


  • Tina starts charging, then releases a fullscreen beam.
  • The kg Meter 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.
  • Calorie Beam deals no Risk Gauge damage.

Difficult to combo into, and takes while to startup. A common way to combo into Calorie Beam would be anti-air 5D x2 > 236B > 236D. Depending on the character/distance, the opponent might not be able to close the gap and punish the beam in time (especially if they lack aerial mobility.) When they're forced to block, a 20kg Calorie Beam deals 2.8k chip damage! Just make sure to capitalize on this before their health recovers.


214D
EL2 Tina 214D.png
EL2 Tina 214D2.png
Version Damage Guard Startup On Hit On Block
Birds 995 Mid - Knockdown +20
Feathers 409 to 1900 All - - -

Consumes 8kg on use

Costs 2 Action Gauge to use


  • Tina spawns a flock of birds that fly into the air.
  • After a short delay, 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.

Air unblockable and has a multitude of hitboxes that fly above Tina. Even if the initial birds miss, the opponent still has to worry about getting out of the FEATHER ZONE. Off a high enough air hit, you can snack up with 214B and buy enough time with j.D's long attack animation so that the feathers come down and extend your combo. As the opponent is busy getting hit by the swarm of feathers, this gives you another opportunity to eat and go from there.


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