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. What's special too about Tina is that her chip damage cannot be recovered, so fire away to your hearts content!


Tina's potential only shines though when her secondary meter (the Cute Gauge) isn't empty. The majority of Tina's options consume kg upon use. Having 0kg means you're stuck with weaker versions of attacks, and half a moveset. Resource management and knowing when/where to use your moves is the key to success with Tina!


Strengths Weaknesses
  • Unrivaled zoning and anti-zoning tools against opposing projectiles.
  • Covers multiple approaches both on the ground and in the air.
  • Deals high amounts of un-recoverable chip damage.
  • Projectile normals that are safe against Tactical Guard and Guard Cancel.
  • Throw range is twice as big as the rest of the cast.
  • Confirmed by Free that she's the cute one.
  • Average startup on attacks is longer than normal.
  • Lackluster reward if she's at 0kg.
  • Overhead attacks are slow and telegraphed.
  • No grounded movement options.

Character Information

Health 10000
Backdash 28 Frames (2-12 Invincible)
Walk Speed 8th
Run Speed 5th
Prejump 3 Frames (7 for High Jump)


EL2 Tina Meter.png Cute Gauge

Tina has a secondary meter above the Action Gauge that indicates how much kg she currently has. This gauge lets Tina use more powerful versions of her attacks as well as kg-exclusive moves. The Cute Gauge goes from 80-100kg, meaning a maximum of 20kg can be stored (the remaining 80kg is flavor text.) Tina starts each round with 92kg, and the Cute Gauge passively increases over time. The main way to gain kg is to use 214A (+12kg) or 214B (+20kg.)


EL2 Tina Recoverable Health.png Un-recoverable Chip Damage

Tina's attacks deal un-recoverable chip damage to the opponent. Whenever Tina hits the opponent, they lose a maximum of 300 recoverable health per hit in comparison to the standard 150 everyone else does. There are a few moves that still deal recoverable chip damage:

  • 5A/2A/j.A
  • j.D
  • 214A
  • 214D
  • Tactical Attack
  • Guard Cancel


EL2 Tina Kebab.png Kebab

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


EL2 Tina Knockdown.png kg While Being Attacked

Tina passively gains kg at a faster rate whenever she's in hitstun or knocked down.


EL2 Tina Tired.png Fatigue

Tina loses kg whenever she runs. If she runs for too long, she comes to a halt, takes a breather, and is temporarily unable to act. This also causes Tina to lose all of her remaining kg.


Additional Jumps/Airdashes

After her initial double jump/airdash, Tina can jump/airdash as many times as she wants at the cost of 2kg per air action. Each additional air action also reduces her Risk Gauge by 1/3 of a bar. An additional backwards airdash will still remove one bar of Risk Gauge.


Clean Hit/Satiety Bonus

Clean Hit Bonus: 5C/6C and 2B/3B deals 30% extra damage after the projectile travels a far enough distance.

Satiety Bonus: If 6C or 3B is performed at 100kg, the attack deals 30% additional damage.

Normal Moves

5A
EL2 Tina 5A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
358 Mid 4 4 9 +4 +4 Throw Invincible

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


  • Kebab sparkle!
  • 5A is considered a projectile, which means you can erase incoming projectiles by just jabbing!
  • Gatlings into every grounded normal.


5B / 6B
EL2 Tina 5B.png
EL2 Tina 6B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
5B 537 All 6 4 3 +16 to +23 -4 to +3 Throw Invincible

Fatal Connection Active

Chain/Cancel Options: N/A


  • Tina throws out a medium range linear projectile forward that explodes after a set distance.
  • Advantage on hit and block depends on spacing (this will be a common theme for all other projectile-based attacks.)
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
6B 383 to 808 All 8 12(4)1 5 +7 or +24 -1 or +11 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • 6B is an alternative 5B that travels farther and 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.


5C / 6C
EL2 Tina 5C.png
EL2 Tina 6C.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
5C 713 or 928 All 14 6 25 Total +11 to +16 -2 to +3 Fatal Connection Active

Chain/Cancel Options: N/A

Forces standing on ground hit


  • Tina creates three knife projectiles that quickly travel forward one by one, following each other close by.
  • Avoided by low profiling, and the projectiles disappear if Tina is hit or grabbed.
  • Clean Hit Bonus: Deals additional damage if the projectiles hit from max range.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
6C 974 to 1172 to 1268 All 14 32 37 Total +11 to +16 or Hard Knockdown +6 to +17 Quick Shift

Chain/Cancel Options: N/A

Consumes 4kg on use

Forces standing on ground hit


  • Deals more damage, and travels farther (almost fullscreen)!
  • Also avoided by low profiling, and disappears if Tina is hit or grabbed.
  • Clean Hit Bonus: Deals additional damage once the projectiles travel far enough.
  • Satiety Bonus: Deals additional additional damage if performed at 100kg as well as causing a wallbounce at the corner!


5D / 6D
EL2 Tina 5D.png
EL2 Tina 5D2.png
EL2 Tina 6D.png
EL2 Tina 6D2.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
5D 869 Air 11 29 24 Total Knockdown - Fatal Connection Active

Chain/Cancel Options: N/A


  • A pair of shears that travel diagonally upwards.
  • Can only hit aerial opponents. Completely whiffs on grounded opponents.
  • Holding the D button causes the shears to stay in place, and releasing D launches the projectile.
  • While keeping the projectile in place, Tina's kg will reduce over time.
  • The projectile will automatically be fired once the timer/Cute Gauge depletes.
  • Fatal Shift: Can hold two D projectiles at once. Releasing D fires both at the same time.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
6D 1561 Air 13 32 29 Total Knockdown - Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Deals more damage and travels farther, but at the cost of a somewhat slower startup and longer recovery.
  • Also can only hit aerial opponents. Completely whiffs on grounded opponents.
  • Holding the D button causes the shears to stay in place, and releasing D launches the projectile.
  • While keeping the projectile in place, Tina's kg will reduce over time.
  • The projectile will automatically be fired once the timer/Cute Gauge depletes.
  • Fatal Shift: Can hold two D projectiles at once. Releasing D fires both at the same time.


6A
EL2 Tina 6A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
793 Mid 9 6 22 Launch -14 Aerial Invincible

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


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


4A
EL2 Tina 4A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1282 High, Air 22 22 42 Total +23 +15 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Poses, then throws out an overhead whisk that homes in on the opponent's location from above.


2A
EL2 Tina 2A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
358 Mid 4 8 8 +2 +2 Throw Invincible

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


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


2B / 3B
EL2 Tina 2B.png
EL2 Tina 3B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
2B 479 to 623 Low 13 1(1)1 21 +11 to +13 -1 to +1 Throw Invincible

Low Profile 1-24

Jump Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A


  • Tina tosses out a low-to-the-ground knife projectile that travels a small distance.
  • Clean Hit Bonus: Deals 30% additional damage once the projectiles travel far enough.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
3B 665 or 865 Low 16 10(1)1 9 Knockdown +3 to +14 Low Profile 1-36

Jump Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • 3B while slower has a much farther travel range, almost hitting fullscreen and instead causes a knockdown.
  • Satiety Bonus: Deals 30% additional damage if performed at 100kg.
  • Clean Hit Bonus: Deals 30% additional damage once the projectiles travel far enough.


2C / 3C
EL2 Tina 2C.png
EL2 Tina 3C.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
2C 959 All 12 11 21 Launch -4 Crouch Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A


  • Tina summons a heart arrow from the ground with a diagonal angle.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
3C 1184 All 12 11 19 Knockdown +2 Crouch Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Launches the arrow at a wider range.


2D / 3D
EL2 Tina 2D.png
EL2 Tina 2D2.png
EL2 Tina 3D.png
EL2 Tina 3D2.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
2D 767 All 13 2 27 Hard Knockdown -6 Fatal Connection Active

Chain/Cancel Options: N/A


  • Drops a fork from the heavens. On hit, causes four food items to spawn which Tina can walk over to gain kg.
    • Gains 4kg per tasty food.
  • Holding the D button causes the shears to stay in place, and releasing D launches the projectile.
  • While keeping the projectile in place, Tina's kg will reduce over time.
  • The projectile will automatically be fired once the timer/Cute Gauge depletes.
  • Fatal Shift: Can hold two D projectiles at once. Releasing D fires both at the same time.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
3D 1023 All 13 3 26 Hard Knockdown -6 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • 3D has farther reach which lets you cover more space than 2D.
  • On hit, causes four food items to drop which Tina can walk over to gain kg.
    • Gains 4kg per tasty food.
  • Holding the D button causes the shears to stay in place, and releasing D launches the projectile.
  • While keeping the projectile in place, Tina's kg will reduce over time.
  • The projectile will automatically be fired once the timer/Cute Gauge depletes.
  • Fatal Shift: Can hold two D projectiles at once. Releasing D fires both at the same time.


3FF
EL2 Tina 236FS.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
300* N/A 31 582 33 Total N/A N/A -

Chain/Cancel Options: N/A


  • Tina blows a kiss and creates a heart that moves forward.
  • If the heart comes in contact with the opponent, the next attack on hit/block removes 300 recoverable health from the opponent.
  • Can be stacked multiple times before the opponent's health starts to recover (about 4-6 times, equaling 1200-1800 unblockable damage).
  • Cannot be performed from a walk or run.
  • Each heart gives the opponent a 1/3 of a bar of Action Gauge, while Tina loses a quarter of Action Gauge in return.


j.A
EL2 Tina jA.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
409 All 7 9 10 +3 to +21 -9 to +9 Crouch Avoidable

Anti-Air Avoidable

Chain/Cancel Options: N/A


  • Aerial kebab sparkle!
  • Just like Its brothers, j.A deletes projectiles.
  • If done low enough, the hitbox remains active even after Tina lands to the ground.


j.B / j.6B
EL2 Tina jB.png
EL2 Tina j6B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.B 575 All 8 4 Each 15 +14 to +17 +12 to +15 Crouch Avoidable

Anti-Air Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A


  • 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.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.6B 767 All 13 6 Each 13 +15 to +17 +13 to +15 Crouch Avoidable

Anti-Air Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use (1kg each afterwards)


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


j.2B / j.3B
EL2 Tina j2B.png
EL2 Tina j3B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.2B 691 All 14 Until Hit 25 Total +5 to +19 +3 to +17 Fatal Connection Active

Chain/Cancel Options: N/A


  • Tina halts her air momentum and throws a pair of chopsticks at the ground.
  • If the chopsticks don't hit the opponent, they ricochet off the ground and diagonally into the air.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.3B 921 All 17 Until Hit 33 Total +8 to +14 +6 to +12 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • j.3B throws the chopsticks at a wider angle, dealing less damage.
  • Same rule applies, will bounce diagonally upwards if missed initially.


j.C / j.6C
EL2 Tina jC.png
EL2 Tina j6C.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.C 873 All 12 Until Landing 22 Total +23 +24 Fatal Connection Active

Chain/Cancel Options: N/A


  • Faster startup, less recovery, much more damage + advantage, and a wider arc.
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
j.6C 1165 All 16 Until Landing 26 Total +23 +24 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • j.6C has an even wider wider arc, but slower startup.


j.D
EL2 Tina jD.png
EL2 Tina jD2.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
Lv 1 563, 244, 245, 414 All, All, High/Air, All 7 5(7)6(22), Until Landing, 4 26 Hard Knockdown -10 Lower Body Invincible from frame 37 until landing

Crouch Avoidable (First 2 hits)

Anti-Air Avoidable (First 2 hits)

Fatal Connection Active (First 2 hits)

Lv 2 563, 244, 245, 414 All, All, High/Air, All 7 5(7)6(22), Until Landing, 4 26 Hard Knockdown -10 Lower Body Invincible from frame 37 until landing

Crouch Avoidable (First 2 hits)

Anti-Air Avoidable (First 2 hits)

Fatal Connection Active (First 2 hits)

Lv 3 563, 244, 245, 414 All, All, High, All 7 5(7)6(22), Until Landing, 4 18 Hard Knockdown -10 Lower Body Invincible from frame 37 until landing

Crouch Avoidable (First 2 hits)

Anti-Air Avoidable (First 2 hits)

Fatal Connection Active (First 2 hits)

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Tina sprouts wings and flies!... But only for a short time before crashing to the ground with a shockwave that hits on both sides.
  • The wings are active hitboxes that hit on both sides and can be avoided by crouching.
  • The wings also remain active even if Tina is hit during the attack.
  • j.D causes Tina to move forward a bit, and the distance can be altered with j.4D/j.6D.
  • If j.D is performed from a high enough height, the falling third hit of j.D receives a damage bonus based on how much kg Tina has after performing j.D.
    • Level 1 = 80-83kg, 1232 damage
    • Level 2 = 84-95kg, 1616 damage
    • Level 3 = 96-100kg, 1872 damage

Universal Mechanics

Ground Throw
A+B
EL2 Tina Throw.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1000 Throw 1 4 37 Hard Knockdown N/A -
  • Tina's throws are special. She has twice the throw range of everyone else in the game.
  • The additional range of grounded throw becomes active on frame 3.
  • Pushes the opponent back fullscreen and causes a hard knockdown.


Air Throw
j.A+B
EL2 Tina Air throw.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1000 Throw 1 5 36 Hard Knockdown N/A -
  • Same deal as ground throw, has twice the range of a normal air throw.
  • Immediately has extra range on frame 1, but Its hitbox increases even further on frame 5.
  • After a successful air throw, Tina can double jump/airdash afterwards if she hasn't already.
  • Pushes Tina away when done near the corner.


Tactical Guard (Air OK)
B+C
EL2 Tina Tactical Guard.png
EL2 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 Invincible 1-20
  • Tina flashes blue and parries incoming strikes/projectiles.
  • Coming in contact with an opponent's move, 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.


Tactical Attack (Air OK)
2B+C
EL2 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


  • 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.


Guard Cancel (Air OK)
6B+C During Blockstun
EL2 Tina Tactical Guard2.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
800 (Recoverable) All 11 2 41 Launch -22 Strike/Projectile Invincible 1-13

Costs 2 Action Gauge to use


  • While stuck in blockstun, 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 Tina Burst.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
0 All 11 2 Until Landing + 21 Hard Knockdown -5 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

Trap Scissors/Hook One's Foot!
236A/B
EL2 Tina 236A.png
EL2 Tina 236B.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
236A 874 All 53 228 41 Total +39 +20 Jump Avoidable

Fatal Connection Active

236B 789 All 19 21 5 +30 +11 Jump Avoidable

Fatal Connection Active

Consumes 8kg on use


  • 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 a stationary saw blade behind the opponent.
    • 236B is also placed behind the opponent, but is drawn towards the opponent in the direction it was performed.
  • If 236A/B is done in the corner, the projectile will be placed on top of the opponent.
  • 236A/B disappears if Tina is hit or grabbed.
  • 236A/B cannot be done if 236C is already out on the screen.


Tina-chan Hole
236C (Air OK)
EL2 Tina 236C.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
1036 All 41 356 52 Total 356 52 Total Fatal Connection Active

Consumes 8kg on use


  • Tina creates a multi-hit circular red projectile that slowly moves forward fullscreen.
  • Coming in contact with the opponent, the projectile expands Its hitbox and continues to move forward.
  • 236C disappears if Tina is hit or grabbed.
  • 236C cannot be done if 236A/B is already out on the screen.


Pakupaku
214A
EL2 Tina 214B.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
N/A N/A 11 N/A 31 Total N/A N/A Fatal Connection Active
  • Tina snacks on some dumplings and gains 12kg gradually over time.
  • If Tina gets hit, the kg gain comes to a halt.
  • Fatal Shift: Instantly gain 8 of the 12 kg once the screen darkens. When canceled into from a Fatal Shift attack, the recovery of 214A is greatly reduced. This causes Tina to gain 12kg almost instantly.


Pakupaku
214B
EL2 Tina 214C.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
N/A N/A 26 N/A 51 Total N/A N/A Fatal Connection Active
  • Pizza Time. Gains 20kg gradually over time.
  • If Tina gets hit, the kg gain comes to a halt.
  • Fatal Shift: Instantly gain 8 of the 20 kg once the screen darkens. When canceled into from a Fatal Shift attack, the recovery of 214B is greatly reduced. This causes Tina to gain 20kg at a much faster rate.


Rejectiooon!
214C
EL2 Tina 214A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
0 All 10 2 35 Knockdown -27 -

Consumes 4kg on use


  • Tina lets out a blast that creates a red shield where she's standing.
  • The red shield absorbs and deletes up to five projectile hits. Each hit decreases the size of the shield.
  • If the opponent uses a projectile attack inside the shield, the projectile still gets erased.
  • Certain attacks decrease the shield's health, but remain active and are not erased.
  • Multiple 214A shields can be placed down as long as Tina has the kg for it.
  • The shield(s) disappear if Tina is hit or grabbed.
214A Move Deletion

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

Destroys shield, remains active

Qdora

Shield Damage

Sigil Detonation

1

Charged Sigil Detonation

Destroys shield, remains active

236A

1

236B

1

214B

1

Akamine Tae

Shield Damage

214A/B > A+B

1, grenade explodes

214C

1

214A/B > j.A+B

Destroys shield, remains active

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

1, 2, 3, 4, or 5

236C

Destroys shield, remains active

Followup C

1


Air Trap Scissors
j.236A
EL2 Tina j236A.png
Damage Guard Startup Active Recovery On Hit On Block Attributes
435 All 16 5(6)Until Landing + 8 Until Landing + 21 +22 +3 Fatal Connection Active

Consumes 8kg on use


  • Throws out an aerial version of 236A/B that drops to the ground, then travels forward a bit before disappearing.
  • Tina steps back in the air when performed.

Super Moves

Calorie Beam
236D
EL2 Tina 236D.png
"Under the heavens and earth, I alone am the cute one!"
"Under the heavens and earth, I alone am the cute one!"
Damage Guard Startup Active Recovery On Hit On Block Attributes
653 to 4597 All 24 19 or 179 20 Hard Knockdown +6 -

Consumes 0 to 20kg on use

Costs 2 Action Gauge to use


  • Tina starts charging, then releases a fullscreen multi-hit beam.
  • Tina's Cute Gauge 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.


Kamikaze Shower
214D
EL2 Tina 214D.png
(not so) Hidden Missiles!!
(not so) Hidden Missiles!!
EL2 Tina 214D2.png
Version Damage Guard Startup Active Recovery On Hit On Block Attributes
Birds 2658 Mid - 1(3)1(3)1(3)1(3)1 44 Knockdown -10 Invincible
Feathers 460 to 2484 All 192 62 - +42 +25 -

Costs 2 Action Gauge to use


  • Tina becomes invincible on startup, spawning a flock of birds that surround her which then fly into the air.
  • After a short delay, multiple 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.
    • The feathers however do not spawn if Tina is immediately punished during the animation.


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