I just can't figure out this matchup. I don't want to get into whether or not things are balanced; but, maybe because of the way I'm playing, it certainly feels like it's not.
From a blocking position, all I can do is pushblock, pushblock, pushblock. If I don't, she can openly choose to crossup. When I pushblock, she comes back for the same blockstring at least 2-3 times, during which I can't figure out anything I can do to punish or alleviate her pressure.
When she's in the air, I only have a few moves that have any reliable chance of landing a hit. Headbuck B is ok if I predict where she will be and if she will attack, but if she blocks or I whiff, free punish. I can't really confirm off it, either.
Anti-air is great! ...theoretically. I've tried using it in many situations, but it's useless unless you predict her moves. The problem I have is that she doesn't approach from the air. She hovers above me, then does a move that's faster than I could possibly react to with anti-air. Not to mention if she's directly above me, I have to guess a side to even attempt an anti-air.
In another thread talking about the balance of the matchup, someone said to use j.B to put pressure on Tina in the air. I tried it, and it doesn't work so well for me. Most of the time if I whiff, I get punished. Any of her air moves easily and most of the time beat my move as well. I'd probably find more use of j.A if I didn't have to be basically on Tina to use, which doesn't happen as her moves send her at me at unreactable speeds.
And if I opt to block in the air, I find myself in the same situation as the second paragraph...
This is what I've found in my experience with the matchup. I'd just like to try any advice before I call it unbalanced.
From a blocking position, all I can do is pushblock, pushblock, pushblock. If I don't, she can openly choose to crossup. When I pushblock, she comes back for the same blockstring at least 2-3 times, during which I can't figure out anything I can do to punish or alleviate her pressure.
When she's in the air, I only have a few moves that have any reliable chance of landing a hit. Headbuck B is ok if I predict where she will be and if she will attack, but if she blocks or I whiff, free punish. I can't really confirm off it, either.
Anti-air is great! ...theoretically. I've tried using it in many situations, but it's useless unless you predict her moves. The problem I have is that she doesn't approach from the air. She hovers above me, then does a move that's faster than I could possibly react to with anti-air. Not to mention if she's directly above me, I have to guess a side to even attempt an anti-air.
In another thread talking about the balance of the matchup, someone said to use j.B to put pressure on Tina in the air. I tried it, and it doesn't work so well for me. Most of the time if I whiff, I get punished. Any of her air moves easily and most of the time beat my move as well. I'd probably find more use of j.A if I didn't have to be basically on Tina to use, which doesn't happen as her moves send her at me at unreactable speeds.
And if I opt to block in the air, I find myself in the same situation as the second paragraph...
This is what I've found in my experience with the matchup. I'd just like to try any advice before I call it unbalanced.