The second Skull Splitter has to hit late, like meaty. Two ways you can do this. One, you can just time both cr.HP xx Skull Splitters to hit at around or a bit above Nina’s head or two, let the opponent drop a bit lower for the first Skull Splitter then IMMEDIATELY do the second cr.HP xx Skull Splitter.
I didn’t think you could get a c.HP after a launch.
It’s probably just because Julia’s launch doesn’t launch high enough
I’ll hit the lab when I get home and see what I can do. s.MP x SS, cr.HP x SS, Ivory Cutter should work although the damage would be little less.
You can, the timing for it is really tricky though since if you do it too soon you’ll actually cross under the opponent and whiff entirely and of course, too late and you just whiff it in front of them.
Like I said above, the second Skull Splitter has to hit late so the opponent stays high enough for Ivory Cutter to actually land. So you have to juggle your opponent high. Read the two ways above.
So now that Nina has a legit AA, her mix up off her cr. fierce AA is now more dangerous. She can do cr. fierce into medium command dash/light and choose which side she’ll be on. From there, you can do stand strong link into cr. fierce xx geyser cannon if they’re not blocking it or CADC out of BB if they are.
EDIT: I hate the new SS loops. They feel so foreign to me now. I use to never drop them, now I’m hitting it like 40% of the time. You have to let them fall further due to her faster cr. fierce. Ugh, so weird.
It actually feels easier after I adjusted to the new timing.
I’m really only using them for her incoming tag combos. Since Regular Geysers do more if I’m going to TC the Ivory Cutter.
I just use st.MP to adjust the height after the first cr.HPxxSS. As long as you hit the cr.HP portion low the st.MP is almost always the correct height. The difference in damage isn’t too much either.
j.HK, df.LK - df.LK - s.MK x HK Geyser, HP Skull, c.HP x HP Skull, c.HP x HP Blonde (charge a bit)
421 dmg, no meter
Notes: Hit confirm the df.LK - df.LK - s.MK combo part | df.LK - df.LK is -1 on block | d.LK - d.LK - s.MK hits on crouchers if the first d.LK is not at max range
j.HK, c.HP x HK Geyser, HP Skull, c.HP x HP Skull, c.HP x HP Blonde (charge a bit)
466 dmg, no meter
Notes: Punish combo
j.HK, c.HP x HK Geyser, HP Skull, c.HP x HP Skull, Super
565 dmg, 2 meters
Notes: Punish combo
j.HK, c.HP x HK Geyser, HP Skull, c.HP x Cross Art
678 dmg, 3 meters
Notes: Punish combo