Death by Degree - The Nina combo thread

Yea I set the dummy in training mode to block everything and crouch all the time. And EX Rolling Dash Backhand Slap worked. =))
I also tried it online and damn it is a really nice mix up for Nina.

Alright cool. I’ll check that out when I can. It’ll probably explain how I knew it would link together.

Nina can only do so much before hit stun kicks in and the combo drops. If you do Ivory Cutter after the second c.HP xx HK geyser you can’t land arm snaps. Now if you do EX Skull splitter after the second c.HP xx HK geyser, that’s another story…and 1 meter.

wait

what? can u explain how or why this works?

Updating this thread friday!

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Because on ex rolling dash is unblockable and grabs lows too.

and it grabs standing and you are telling me that it can grab someone during the startup frames of their jump? or are you doing this in some very specificly timed way so that it hits on the very first active frame? Just trying to clarify. I was unaware that ex rolling dash grabbed both lows and highs.

Its technically not a fully unblockable setup in that it is countered by someone holding :u: but it’s definitely a nasty unblockable on anyone who likes to press buttons on wakeup and if you time it correctly you can usually grab a lot of people out of their reversals.

Doublepost.

I for the life of me, can not get this to work. Everytime the grab whiffs.
I’m usually using c.hp xx geyser c.hp xx blonde bomb after tag ins.
Why does everyone else seem to be doing Skull Splitter instead of Geyser after the first c.hp on a tag in? It does less damage and doesn’t seem to make the combo any easier, and using blonde bomb at the end gives the same knockdown.

Pretty sure that doesn’t work as a post launcher combo.

It seems the opponent needs to be at a certain distance and height, otherwise you wont recover in time from ivory cutter. I got it a few times down in training mode and thought it was viable yesterday. But after fooling around more, the timing of ivory cutter seems to be realy strict, making the combo impractical. The Damage was roughly over 420, when i used Kings LP-MP-HP-Launcher chain as a kicker.

Can you record it? Because I would love to see it land. As far as I’ve seen, post tag, you can only get 4 hits unless the last hit is a multi-hitting special. So, c.HP xx HK Geyser, Ivory Cutter is already 4 hits. I’ve tried my ass off, and can’t land it. Even hit Ivory Cutter at the earliest possible chance. No luck.

Now c.HP xx HK Geyser, EX Skullsplitter, Arm Snaps works for sure.

So what is ninas bnb and her meter bnb? what are u guys using?

Thanks in advanced!

  1. Would Flash Kicks (DF+LK, LKx2, MK) xx Arm Breaker do more or less damage than Flash Kicks (DF+LK, MK) xx Arm Breaker (from scaling)?

  2. What Tekken chains link into the Magic Series? I was told this is possible with Nina but I’m not sure which ones apply to this rule. Any Blonde or Left Right chains?

  1. Full Flashkicks into Snaps is more damage. I’m pretty sure anyways.
  2. I know the LP,MP,LP chains into magic series, not sure about anything else.

I hate that she only has 1 overhead too. Doesn’t give much room for mixup.

Oh yeah, and you can magic series off of Flashkicks.

I’m beginning to feel like hard knockdown is not an immensely valuable trait in SFxT like it is in SF4.

Hard KD was good because it meant you had a buttload of time to set up a crossup tatsu into another Hard KD and repeat… but in SFxT, such setups can be escaped with forward roll. When you take away the vortex and the unblockables… what good is Hard KD for?

Soft KD is fine, imo, especially since Nina’s offense is all about safe pokes and the stMP frame trap. It may even mess some players up who are so accustomed to having the untechable knockdown.

I hate to say it, and as fun as Nina is, I’m pretty sure she’s like ass tier, or close to it :frowning:

That isn’t how you test it. Set up the dummy to do it to you and see if you can block it. That’s the way to test a set up.