Name’s Nina Williams. I do jobs and I do them well, if the money’s good enough. You want to know the details of my work? Well that’s a first; most of my clients aren’t so hands on. My technique isn’t very hard to comprehend.
I have an amazing footsie game with the likes of st and c. mks, flash kicks, and st.LPxxMP up close to acquire a feel for the target. Not only are they fast and possess strong range but also none of my grounded normals have hurtboxes. Once I get into range my damage potential is among the highest, thanks to solo combo damage, strong moves to tag cancel, and a fantastic reset. Once I am on the offensive I am in complete control of the fight: on most any combo I can end it on the aforementioned reset, Blonde Bomb to increase my already considerable Wall Carry, and ending my chain command grab to take advantage of the hard knockdown. No one’s perfect. I still get razzled if the target is able to get the jump on me. In fact, thanks to poor anti-air (except c.HP on shallow jumps) and reversal options, my defense is downright bad. To add to that, although I have a great, safe overhead and a whole host of quick lows in my string, my mixup game is pretty nonexistent without meter. Factoring in my low base health as well this is why footsies are so essential to successfully completing my missions, and while my basic combos are easy even for beginners and yield high damage my work should really be left to the professionals or those with strong dedication.
Feel it’s time to talk more about my reset. By only doing the first hit of my chain command grab, I’ll restand the opponent at a +6 frame advantage. They are given 6 frames of invincibility to prevent infinites but this is nonetheless the most useful reset in the game, as it can be done after any groundbounce with sufficient juggle points (CH or Juggle Ivory Cutter, EX Skull Splitter). The CCG also combos after my Flash Kick String, and I possess two strings, Blonde to High Kick and Creeping Snake to Left Low High Kick, that can only be canceled with Rolling Dash. I have a 50/50 after the reset: use normal lows into combo/launcher or Ivory Cutter. Don’t get cocky, much of the time the hard knockdown and extra damage from finishing is better against foes wise to it. Use it when the target is being…difficult.
Although my footsies and projectile phasing Rolling Dash mean experienced players can do well with me on point, my lack of defensive options means things can get ugly fast. You will also need a lot of meter for me to go all out. Do not act surprised, my skills may cost a lot but they are worth every penny. I can kill on my own but it is quicker with tag cancels from my numerous groundbounces. EX Skull Splitter extends combos and gives a groundbounce which in turn sets up the command grab or TC, Cross Cancels nullify jab pressure if they get through my pokes, and EX Rolling Dash gets low as well as standing opponents. The hopeless like that I do the first hit myself on EX Dash, but in reality I am only being merciful, even in my line of work a universal grab with such damage/positioning/reset potential is considered unsporting.
Well you got what you asked for. If you’re still hesitating acquiring my services, check out the rest of this forum for more detailed information. I am not overestimating when I consider myself to be one of the best in Street Fighter x Tekken. I am not exactly underused, bills get paid, but the majority of my potential clients appear to be sleeping on me. Sure my poor defense makes it difficult for the green ones to fight alongside me, but for those who desire a quick and clean kill, there’s no one better on the roster. Special thanks to the Nina board, especially remymaru for the reset video.
Forums with similar character overviews: Bob, Paul, Poison. Feel free to suggest more.