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 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.
  • Projectile normals that out space Tactical Guard/Guard Cancel.
  • Great neutral with slow moving projectiles and long reaching anti-airs.
  • Throw range is twice as big as the rest of the cast.
  • 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: 5th

Run speed Ranking: 7th

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

Prejump: 4f

Passive Meter Gain: 1st


EL2 Tina Meter.png

kg Meter: Tina has a secondary meter above the Action Gauge that indicates how much kg she currently has. Most of Tina's moves consume kg in order to be performed. The kg Meter goes from 80-100kg, meaning a maximum of 20kg can be stored (the remaining 80kg is flavor text). Tina starts each round with 88kg, and the kg Meter passively increases over time. The main way to gain kg is to use 214B (+12kg) or 214C (+20kg). If Tina doesn't have at least 4kg, she can only do:

  • 5A/2A/j.A
  • 6A
  • Throw/Air Throw
  • 214B/214C
  • 3FF
  • 236D

Tina can still perform universal mechanics such as Tactical Guard or Burst even when she's low on kg.


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's kg Meter increases whenever she's in hitstun or knocked down.


EL2 Tina Tired.png

Fatigue: If Tina runs for too long, she starts running slower and eventually becomes tired. Tina then loses 4kg and is temporarily unable to act.


EL2 Tina Recoverable Health.png

Increased Recoverable Health Damage: Whenever Tina hits the opponent, they lose a maximum of 300 recoverable health in comparison to the standard 150 everyone else does.


Normal Moves

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

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 between 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 Attributes
5B 723 to 1129 All 9 +25 or +27 -9 or +12 Fatal Connection Active

Chain/Cancel Options: N/A

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.
  • 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. The real potential of this normal shines in the corner as you the multi-hits/range allow you to avoid Tactical Guard entirely. Off a hit you can either 5B > 2D for a knockdown or 5B > 6B > 2B to create some distance and look for an opponent's approach with your remaining kg. While it may be 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 Attributes
6B 383 to 846 All 16 +1 or +24 -1 or +18 Fatal Connection Active

Chain/Cancel Options: N/A

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'll 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 Attributes
5C 1012 All 18 +26 +21 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Tina creates three knife projectiles that quickly travel forward one by one, following each other close by.
  • 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. Another safe attack to throw out against Tactical Guard, as one projectile will activate the TG but the other two will hit the opponent before the blast comes out.

Version Damage Guard Startup On Hit On Block Attributes
6C 1519 All 38 +22 +21 Fatal Connection Active

Chain/Cancel Options: N/A

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 Attributes
5D 810 Mid 13 +20 +13 Crouch Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • A pair of shears that travel diagonally upwards.
  • 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 Attributes
6D 1215 Mid 25 +20 +13 Crouch Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

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 launched 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 Attributes
332 Mid 4 +10 0 Throw Invincible

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 Attributes
2B 767 Low 15 +12 +10 Jump Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

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! On hit you can link into 5A, 5B, or 6A if close enough. 2B is also lets Tina tack on extra damage from a midscreen throw. This normal is also safe against Tactical Guard, allowing Tina to recover, block the blast, and punish.

Version Damage Guard Startup On Hit On Block Attributes
3B 575 Low 18 +6 +4 Jump Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

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 low poke that prevents the opponent from setting up. 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 Attributes
2C 941 Low 14 Knockdown -4 to +18 Low Profile 1-11

Jump Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

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 and an important launcher once an opening is found in the corner. The advantage on block depends on how many hits were blocked (can blockstring into itself in the corner). Thanks to Its low profile, it can be used as a meaty to avoid certain reversals such as Main's DP.

Version Damage Guard Startup On Hit On Block Attributes
3C 706 Low 23 Knockdown 0 to +20 Low Profile 1-19

Jump Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


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

A cheaper alternative to 236C, as the projectile's slower speed can be used as an approach tool to close the distance. Deals a high amount of Risk Gauge damage (half a bar), which makes it synergize well with 236A/B/C blockstrings. Just like 2C, 3C's block advantage is based on the number of hits that connect on block. Midscreen it can be somewhat plus, while the corner leads to 3C > 3C > 3C > 3C > 3C frame traps.


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

Chain/Cancel Options: N/A

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 Attributes
3D 767 All 23 Knockdown -14 Fatal Connection Active

Chain/Cancel Options: N/A

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 Attributes
793 Mid 9 Launch -16 Aerial Invincible

Upper Body Invincible 1-13

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


  • 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 Attributes
917 Mid 23 +45 +25 Fatal Connection Active

Chain/Cancel Options: N/A

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, chip, guard break setups, 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 Attributes
281 All 7 +4 to +22 -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.

Due to j.A being avoided by crouching, and Tina's lack of overheads, Its difficult to land this on a grounded opponent. The hitbox being active after landing though lets Tina safely land while covering any sort of retaliation. You can also use j.A for combo extension or as a quick air-to-air. j.D/Air Throw would be your most reliable followups since j.A > 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 Attributes
j.B 767 All 13 +25 to +27 +23 to +25 Crouch Avoidable

Anti-Air Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

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 Attributes
j.6B 575 All 13 +25 to +27 +22 to +25 Crouch Avoidable

Anti-Air Avoidable

Fatal Connection Active

Chain/Cancel Options: N/A

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 Attributes
j.2B 921 All 13 -2 to +14 -4 to +12 Fatal Connection Active

Chain/Cancel Options: N/A

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 from the j.2B hit.

Version Damage Guard Startup On Hit On Block Attributes
j.3B 691 All 24 -3 to +11 -3 to +9 Fatal Connection Active

Chain/Cancel Options: N/A

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 Attributes
j.C 1402 All 13 +30 +25 Fatal Connection Active

Chain/Cancel Options: N/A

Consumes 4kg on use


  • Tina tosses a pastry at an arc to the ground. Once thrown, Tina is pushed backwards 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 Attributes
j.6C 1051 All 24 +30 +25 Fatal Connection Active

Chain/Cancel Options: N/A

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 Attributes
j.D 563, 259, 249, 435 All, All, High/Air, All 7 Knockdown -16 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)

High j.D 563, 259, 453, 435 All, All, Unblockable, All 7 Knockdown N/A 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 also hit on both sides and can be avoided by crouching.
  • 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 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! If the opponent is stuck blocking a 236A/B/C, it'll give you enough time to jump high enough for an unblockable j.D setup.

Universal Mechanics

Ground Throw
A+B
EL2 Tina Throw.png
Damage Guard Startup On Hit On Block Attributes
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.

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 2B midscreen and 4A in the corner to combo off the throw.


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

Primarily 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 Attributes
800 All 16 Knockdown -19 Armor 1-120 (Low/Mid/High)
  • 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.
  • 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 Tina Tactical Guard2.png
Damage Guard Startup On Hit On Block Attributes
800 All 11 Knockdown -30 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.


Burst (Air OK)
A+B+C During Hitstun
EL2 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 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 -14 to -1 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 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 Attributes
960 Mid 41 Knockdown - 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 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. Once they're stuck blocking this attack, take the time to gain kg back with 214B or apply massive amounts of chip damage!


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

Consumes 8kg on use


  • 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 movement, and ultimately push people to the corner.


214A
EL2 Tina 214A.png
Damage Guard Startup On Hit On Block Attributes
383 All 15 Knockdown -22 Strike/Projectile Invincible 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 pushes the opponent back to fullscreen so that 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. If 214A hits the opponent jumping in the corner, you can convert with 5B > 4A > 214B loops.

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 Attributes
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. Unless it was a blocked 4A, j.C, or j.6C, performing 214B after any other normal on block will leave yourself open to being counter hit.


214C
EL2 Tina 214C.png
Damage Guard Startup On Hit On Block Attributes
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 and more recovery than 214B. You can still fit it in combos after 236A/B hits, and then continue afterwards with j.D, 5B, j.B, or even 5D if given enough height. Just like 214B, 214C makes Tina more susceptible to punishes if done after a blocked normal.


3FF
EL2 Tina 236FS.png
Damage Guard Startup On Hit On Block Attributes
300* N/A N/A N/A N/A -
  • By inputting a down + forward diagonal direction and pressing the Fatal Shift button twice, 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 also gives the opponent half a bar of Action Gauge.

An interesting double-edged sword special. Can bring the opponent's health down to low levels even while they're blocking, and ensure your racked up chip damage leaves a mark on them. But you have to make a choice if giving the opponent half a bar for 300 damage is worth it. Each heart gives the opponent more opportunities to Guard Cancel your blockstrings, Fatal Shift through zoning, Counter Boost, etc. The decision making is a little easier though if the opponent is already sitting on 4 bars, so feel free to throw it in 236A/B/C blockstrings if you'd like.

Super Moves

Calorie Beam
236D
EL2 Tina 236D.png
Damage Guard Startup On Hit On Block Attributes
695 to 3872 All - Knockdown +7 -

Consumes 0 to 20kg on use

Costs 2 Action Gauge to use


  • Tina starts charging, then releases a fullscreen multi-hit beam.
  • Tina's 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, but if blocked the chip damage dealt is unrecoverable!

Difficult to combo into, and takes while to startup. One way to combo into Calorie Beam would be anti-air 5D x2 > 236B > 236D. Depending on the character and 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 unrecoverable chip damage!


214D
EL2 Tina 214D.png
EL2 Tina 214D2.png
Version Damage Guard Startup On Hit On Block Attributes
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 28 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.
  • The flock of birds can be armored with Tactical Guard, but the feathers go through the armor.

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 assert screen control.

Combos

Tina Combos pt. 1 pt.2 pt.3 pt.4

0kg Combos

Setup Concepts and 6A Pressure


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