It’s her tekken string that goes mk, lk, mp. The mp launches the opponent in the air. From there, you can do whatever you want to juggle. The mp from the string is also only -3 on block, making it relatively safe. If you want to be really careful, it’s also special move cancellable so you can backdash cancel it if you want.
yeah her blonde to uppercut string is also the only way i could find to turn a jab into decent damage. According to the frame data sjab sstrong works but it’s 1-frame, very annoying.
Glad to see the first post is so diligently updated. ;p
Srry about that im working on that right now! My desktop was getting repairs so i went and bought a laptop.
Some Solo BnBs I’m using with Nina:
Meterless:
j.:hk:, cr.:hp:xx:qcb::hk:, cr.:hp:xx:rdp::hp:, cr.:hp:xx:rdp::hp:, :lp:+:mk: (459 dmg)
1 Stock:
:qcf::p::p:, cr.:hp:xx:qcb::hk:, cr.:hp:xx:rdp::hp:, cr.:hp:xx:rdp::hp:, :lp:+:mk: (489 dmg)
j.:hk:, cr.:hp:xx:qcb::hk:, cr.:hp:xx:rdp::hp:, cr.:hp:xx:rdp::p::p:, :hcf::lk:>:p::p:::p::p:::p::p: (491 dmg)
2 Stock:
:qcf::p::p:, cr.:hp:xx:qcb::hk:, cr.:hp:xx:rdp::hp:, cr.:hp:xx:rdp::p::p:, :hcf::lk:>:p::p:::p::p:::p::p: (521 dmg)
j.:hk:, cr.:hp:xx:qcb::hk:, cr.:hp:xx:rdp::p::p:, cr.:hp:xx:rdp::p::p:, :qcb::hk:, :lp:+:mk: (524 dmg)
j.:hk:, cr.:hp:xx:qcb::hk:, :rdp::hp:, cr.:hp:xx:rdp::mp:, :qcf::p::p::p: (553 dmg)
j.:hk:, cr.:hp:xx:qcb::hk:, cr.:hp:xx:qcb::hk:, :qcf::p::p::p: (554 dmg)
Does Nina have a safe hit-confirm from a low attack?
Maybe a bit easier to do, but it’s your choice:
• tiny bit more damage, a bit easier with Blonde Bomb
• Hard knockdown after the Rolling Dash combo
I’d always take option 2.
I think it’s worth noting that doing the rolling dash combo instead of doing the regular juggle combo results in about 1/3rd less meter. At least thats what I found in my tests.
Well if you’re hit confirming then theres no need to worry about if the move is safe or not. But from my tests, you can hit confirm cr.mk > lk.Geyser Cannon (at max range. at closer ranges you can hit confirm into mk. geyser cannon)
this is pretty hard to hitconfirm. neither cr lk or cr mk builds enough block stun to visually confirm if you are hitting or not and cancel into the lk or mk geysers respectively. I do buffer hk geyser into my cr mk footsies tho.
I wish there was a low string that i could use to confirm into geyser kick but i have yet to find it. I’ve been doing cr lk cr mk ex geyser but its such a waste of a bar.
Someone hasn’t played third strike
keep practicing cr.mk into lk GC with the dummy on random block. It will become much easier to hit confirm.
well why don’t u just do it into hk GC since the cancel works? i know how to buffer a move in a poke and look for the spark before i press the GC but still, not sure how it becomes easier by using lk GC over HK GC… does the move startup really make that difference? you’re cancelling the poke anyway. and to be fair i really do suck at 3rd strike lol
Lol well it really depends on the situation. If you’re in a situation where you KNOW you’re going to hit their body but not sure if they will block or not then you want to hit confirm with lk GC because #1 it may be impossible to hit confirm into MK or HK GC (because you’re right on the money when you asked if the startup makes that much of a difference… it does)and #2 if you auto buffer into MK or HK GC without hit confirming, then you can easily be punished.
HOWEVER, if you’re at a distance where you’re not sure if your cr.mk will hit or not and you buffer the HK GC the GC will come out if the cr.mk hits. So what you’re saying does work, but like I said… it all depends on the situation.
Tried my best explaining that, hopefully it helps >.>
i understand i just needed clarification. question tho, if you get a cr mk xx lk gc, can you follow it up normally? like with cr fp xx hk gc? or do you need to adjust it to like another cr mk xx Hk GC?
Good question. If you’re at MAX range on cr.mk then no you can’t follow up with cr.fp after GC. I’ve been using cr.mk after the max range cr.mk > GC into w/e from there. Trust me, this pisses me off too lol.
But remember if you’re closer then the initial cr.mk then you can follow it up normally after the GC hits.
I am curious by Palm, do you mean Blonde Bomb?
yep this is pretty much the only meterless punish Nina players should be doing. It’s so good. Even without jump in I think that combo is like 401 or something like that.
Make sure those raw tags pay for it.
People pretty much have to trade 40% life against Nina if they had to pick losing now or eat 40% and make a come back.
Love Nina <3
While it’s probably the highest damage @ 459, I find the timing to be much stricter then previous damage combos posted ITT. Granted I’m in the habit of doing Geyser reps since day one and not really use to using skull splitter in juggles unless its EX into arm breaker but for 17 extra damage vs me dropping it all the time I’ll stick with what I know and work on it later. And also like it’s been previously stated there are some people who are big in favor arm breaker enders, and some who are not. I personally like ending on arm breaker for the hard knock down but, regardless I think if you’re averaging over 425 meterless with any Nina combo you’re in a good spot.
I’m doing ground punishes closing in around 400.
C.HP xx geyser, skull splitter, c.HP xx skull splitter, c.hp xx blonde bomb or just ivory cutter.
Distance and frame punishing well be a factor but even if you start off with c.mk xx geyser, it’s still good.
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Anyone has success with her counter mp from s.lp > s.mp. +24 frame advantage is huge.