
DOA5U (1.07) TINA – COMBO VIDEO!
This video is meant to shed some light on what Tina is capable of in ver. 1.07. It goes over B&B setups, Critical Burst setups, Power launcher combos (indoors and outdoors), as well as environmental combos. All the combos displayed in the video CANNOT be stagger escaped, which means that your opponent is put in a situation where he is forced to guess and risk a hold.
I hope you find this video both informative and entertaining. ^^
Special thanks to:
Artist?AXOUEL2009
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Ah okay well I could’ve sworn it worked in 5U at first cause when the game first came out is the last time I tested it. Since then I haven’t been able to test a thing. Much rather spend my time playing online with friends. Well it was for a combo video/demonstration. So yeah makes sense now why you used 6PP2K can’t hate on going for style.
Thanks for your input .. PK is NOT a natural combo MID STRING and that is the reason I didn’t mention it… it is on CH when neutral yes. Interesting.
As for the ender with 6PP2K instead of 6PPP+K .. the only reason I put one instead of the other is that 6PP2K grants 1 point more damage (63DMG vs. 62DMG). Granted 6PPP+K is a much better option and it can even reward wall slam. But as far as safety goes .. both options are safe. -5 from a distance from tech roll is not punishable by anything. A better option than both would be 6PPK as it is also the same net damage (63DMG) but with a +7 on tech roll .. I only put the 6PP2K variation instead of 6PPK for style points.
Khaled Habbab
First off a nice introductory video. But a couple things PK is a NC on CH. Why wasn’t this mentioned? This seems to be a universal thing, so yeah big deal all characters do it. But with Tina she can do a attack throw off it finally in 5. Since its a unholdable that leads into a attack throw I feel it should be at the very least mentioned. It’s been like this since vanilla.
Also 6PP2K is a terrible combo ender if the opponent techs. Cause Tina is left negative severely negative. So the combo from 44PK should be 6PPP+K which works on all weights. Also leads into roll mix ups if the opponent techs that is. You also won’t get punished by wake up kicks if you do nothing from the roll.