J.Hp, cr.Hp. xx heavy geyser cannon, cr. Hp xx heavy geyser, Ex skull splitter, rolling dash. One bar 489 damage
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J.Hp, cr.Hp. xx heavy geyser cannon, cr. Hp xx heavy geyser, Ex skull splitter, rolling dash. One bar 489 damage
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rolling dash at the end? explain, does that hit? I’ve been doing that exact same combo but I end it with c.rh for okizeme
Just wanted to say that if you do s.LP, s.MP, s.LK, the 2nd geyser won’t connect.
Yeah, I use the exact same bnb. The ex skull splitter causes a bounce, and her rolling dash backslap is a hit throw. Just gotta input the move as fast as possible, and learn the just in time PP throughout the throw. You can also do the combo by ending with cr.HPxxQCF+HP, but the throw looks cooler and does a little more damage = ).
j.HP, s.MP, cr.MP, qcb.HK, cr.HP, qcb.HK, rdp.PP, hcf.HKxxPP…PP…PP
BnB Openers:
MP,MP
LPxxMP
LPxxMPxxLK
df.LKxxLKxxLKxxMK
Poking cr.MKxxqcb.HK
Middle:
cr.HP/MPxxqcb.K x2
cr.HP/MPxxrdp.LP
Extender:
rdp.PP
Ender:
Super
Rolling Dash
Ivory Cutter
cr.HPxxqcf.HP
Sweep
Nina’s like a buffet, just pick one of those options, mix and match, you get a ~400dmg combo.
Counter Hit LP+MK(Ivory Cutter)xxRolling Dash is also something I like to fish for while frame trapping. Since LP and MP leaves you at advantage, some players get all smart on ya and block. But if they wanna punish low or crouch block, Ivory cutter blows that up for a counter bounce.
I just found out that you can combo the backslap after the ground bounce from the CH ivory cutter.
You have a lot of time to combo cr.hp xx blonde bomb too.
Nice.
This is a great tag in combo, it does 329 damage.
furthermore, I found that if you end with cr. HK instead of blonde bomb you get a bit more damage- 335, and this leaves you in better position for wake up games.
Although, ending with blonde bomb does net you a bit more meter.
damage based from raw launcher
Here’s one that I haven’t seen discussed yet. So I was messing around in the lab testing out Ivory Cutter switch cancel combos…
From about mid screen I was able to get a 4 frame move to combo, from a little bit further I was able to get a 3 framer. I haven’t tried anything that would be in Nina’s corner… but I would hope you would get something closer to a 6 frame normal. Has anyone else done further testing on this yet?
Her most damaging meter-less combo is 411. Works from anywhere on screen. 436 on counter hit.
[media=youtube]uaq6mJn8W-w[/media]
not her most damaging
Re: Most meter-less damage
j.hk, c.hp xx hk Geyser Cannon, Ivory Cutter (Bound) into Rolling Dash throw chain. Does approx 430.
I have tried doing the C.hp etc above on a launcher tag in, but for some reason the Rolling dash throw wont connect at the end . . . perhaps I’m too slow, or exhausted the juggle limit?
j.hp, c.hp xx hk Geyser Cannon, c.hp xx hk Geyser Cannon, c.hp xx lp. Blonde Bomb. Does 442, requires you to charge the blonde bomb for a split second to hit the juggle in the corner. Also you have to slightly walk forward after each Geyser Cannon to hit the next c.hp midscreen, as well as backwards a bit when in the corner.
nice combo the only thing is its unsafe on block and no real hit confirm
For two meters you can get 510 damage by doing:
J.HK, c.HP XX HK Geyser Cannon, EX Skull Splitter, HK Geyser Cannon, EX Skull Splitter, Rolling Dash Throw Chain
c.hp xx HK Geyser Cannon, early c.hp HK Geyser Cannon jump hk Tag cancle
Best TC combo i found. Leaves enough time for most characters to do c.mp and do their thing.
From Poison combo thread:
Should work with just about any character for +/- damage and range.
s.MP, s.MP, c.MP xx HK Geyser, c.HP xx MK Geyser, c.HP xx LP Blonde Bomb, 373. Probably the best meterless -7 punish she has for now I think. Of course with a good jump in read, that’s phat damage.
I like this, gonna experiment with this when I get a chance as I don’t use Poison but Hwoarang right now.
any tips on nina’s chain grabs the time is so worried i can’t get it to connect
Hey man, try searching around before asking… It was in the General thread.
That used to give me such a hard time too.
My problem was that I never knew where the window for the button press was, or where it was supposed to be.
The first window is the last 10 frames before Nina releases the opponent if no buttons are pressed.
It helped me out to just watch the animation over and over with no button presses to get a better idea of when the last 10 frames occur.
If you get the “opponent breaking free” animation you’re pressing too early.
The second window is 37 frames and is magnitudes easier than the first.
It shouldn’t give you much trouble after a few reps in training mode.