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)
|
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.)
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
Kebab
After walking a certain amount of distance, Tina will eat a kebab and gain 1kg.
kg While Being Attacked
Tina passively gains kg at a faster rate whenever she's in hitstun or knocked down.
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
|
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
- 5A is considered a projectile, which means you can erase incoming projectiles by just jabbing!
- Gatlings into every grounded normal.
|
|
5B / 6B
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
- 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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)
|
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
|
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
|
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
|
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
|
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 "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 (not so) Hidden Missiles!! (not so) Hidden Missiles!!
|
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.
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|