Death by Degree - The Nina combo thread

wait how CH mp gets you +24?

crouching opponents will crumple if they get hit by the st.mp of the st.lp-st.mp target combo

so the strongest combo from s MP, cr MP link is into HK Geyser, HP skull splitter, cr HP xx HP skull splitter, cr HP xx blond bomb?
can i see a video of this?

actually, is that even the strongest? HK geyser does 80 base but skull splitter does 70 base…

could someone try replacing the first skull splitter with another HK geyser? thanks in advance.

Because the second geyser won’t hit. There are some different juggle properties on these moves. Some re-float, some just keep them in air, and some just hit things in air without a refloat or anything. Big difference.

[media=youtube]0FQvfK8k8GU[/media]

pretty sure HK geyser, hk geyser will hit. what it does to the rest of the juggles, i don’t know though. thanks for the video.

geyser geyser probably screws up juggle potential somehow. i’m not surprised.

Sorry, I misread and thought you were asking to sub one of the other moves for it. The second Geyser would hit, but follow ups are lower damage if you do c.HP geyser, c.HP geyser, the next (third) special won’t really juggle or touch.

basically if you want to start off with c.HP so far…
c.HP xx HK Geyser, c.HP xx HK Geyser, MP Skull Splitter, the next moves don’t follow up. 340 damage.
c.HP xx HK Geyser, c.HP xx MP Skull Splitter, c.HP xx Geyser, the Geyser doesn’t hit. 345 damage.
c.HP xx HK Geyser, c.HP xx HK Geyser, c.HP xx Blonde Bomb, 392 damage
c.HP xx HK Geyser, MP Skull Splitter, c.HP xx Skull Splitter, c.HP xx Blonde Bomb, 408 damage.

And if you want to just start off with s.MP, c.MP links, the scaled damage is the same. Doing the skull splitter variant will net a little more overall.

The most damaging (meterless) juggles I’ve found so far:

  1. cr.:hp:xx:rdp::hp:cr.:hp::rdp::mp::qcf:+:lp:
  2. cr.:hp:xx:rdp::hp:cr.:hp::rdp::mp::lp:+:mk:

Damage from a few different starters:
:mp:cr.:mp:xx:qcb::hk:…(382, 386, 389)
cr.:hp:xx:qcb::hk:…(408, 412, 416)
Versus Croucher: :lp:(whiff/blocked)>CH:mp:xx:qcf::p::p:cr.:hp:xx:qcb::hk:…(491, 495, 497)

#1 is the easiest to execute, but gives away some advantage after knockdown.
#2 is tricky and not worth the extra effort most of the time, only giving 4 more damage with no other benefits.
#3 is tricky, but it is her most damaging meterless juggle, GREAT for Oki, and sets up Tag Combos really well if you can do it consistently.

Damage is comparable, regardless of starter, it really just comes down to Hard vs. Soft Knockdown preference.

I’ve been working on Nina lately, and I have a question. Is there any kind of trick to getting the LP+MK at the end there? I’m having alot of trouble getting that last attack to juggle…

If it’s just practice I’ll just keep plugging away at it.

The only trick is keeping the opp. high enough in the air to allow you enough time to recover and get the LP+MK in the end. Using HP then MP Skull Splitters also makes the timing a little easier I think.

Sooo what’s nina’s bnb for being rushed into and rushing into?

[media=youtube]AsnI7ub9ySM[/media]

ok, so jchensor has wrote up some details on the sfxt system and broke it down. so from experience, this is the general idea of what i got when i was learning some nina combos but it is probably wrong in some areas:

geyser: juggle potential = 2? , juggle cost = 2, i would believe
splitter: juggle potential = 4? , juggle cost = 1
ex splitter: juggle potential = ???, juggle cost seems to be 0???
cr HP : juggle potential = 4, juggle cost = 1
second hit of s lp, s mp target combo : juggle cost = 0??? according to alioune’s video
overhead : juggle potential = 5??? juggle cost = 1 probably
blonde bomb : juggle potential = 5
super?
command hit grab = 4? 3? optimistically 5??

looking at the current best combo we have
[geyser] [juggle count 0] -> cr hp xx skull splitter [jc 2] cr hp xx skull splitter [jc 4] , overhead
if blonde bomb is a 6, then it should hit after overhead. i’m pretty sure it doesn’t though. someone could try it anyway.

if command hitgrab has a jp of 5 then the best combo might be
[geyser] [juggle count 0] -> skull splitter [jc 1] cr hp xx skull splitter [jc 3] overhead [jc 4] command grab
but i’m assuming it is 4.

hmmm

Ugh, I can’t find a way to hit overhead after skullsplitter, also note skullsplitter has 2 hits, and the first one uses quite a bit of juggle cost, not sure how much.

-edit- nvm lol just made it work with 2 early cr hp into hp skullsplitter, then overhead, blonde bomb wont hit after overhead and neither will cmd grab (J.HK, CR.HP xx Geyser, CR.HP xx Skull, CR.HP xx Skull, Overhead --459 dmg, hard knockdown)

Right now alioune showed the best meterless bnb with nina in that vid.
-edit- nvm again lol it does 454 dmg, soft knockdown(J.HK, CR.HP xx Geyser, MP xx Skull, CR.HP xx Skull, CR.HPxx Blonde Bomb)

both combo’s work midscreen and corner.

Also tried other target combo juggles.

Only one I can get to hit is. df + lk(Flashkick)(whiff, same way as lp mp), MK. MK does more dmg then the second hit of lp mp, but it has 1 juggle cost.

Now to find the best 1 bar bnb

(probably J.HK, CR.HP xx Geyser, CR.HP xx Skull, CR.HP xx Skull, Overhead xx Tag cancel, I get 509 with King)

Another discovery, After tag or even launcher!

It’s possible to do: CR.HP xx Skull.CR.HP xx Skull, Overhead (396 dmg after raw launcher, better then CR.HP xx Geyser, CR.HP xx Blonde bomb 365)

okay looks like i’ll try to learn/stick to the double cr HP skull splitter into overhead from geyser/launch. makes sense.

for air-to-air i’m 90% sure jchensor was wrong about it starting a juggle at 0, i think it actually starts it at the juggle cost of 1. so then you could do cr HP xx splitter, cr HP blonde bomb but not much else.

So I finally got my own Sf x Tekken but I haven’t had time to practice. I see all these great combos starting from cr.h and jump ins but whats her best hitconfirm? Also what are her block strings?

best confirm probably s MP cr MP.
s MK-LK-MP a decent target combo. -3 on block. can go into it with any normal lp/lk through chaining

her only true block string is s MP s LP. s MP and jab pressure (and left right string, s LP-MP) are good for pressure
and footsie normals with s LK, cr LK, s MK
that’s about it for now. also overhead is cool but i don’t use it enough to know where to put it effectively

S.mp s.mp is a 3f trap. confirm into c.MP.

S.mp into flash kick is good

I think two hits of Bermuda is safe. confirm into third and cancel into special

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Does anyone know ninas hit confirms that she can use before entering a Geyser Combo?

df.LK, df.LK (Flash Kicks)
s.MP s.MP

I’m having a hard time landing the overhead in the first combo. Whats wrong with me :(((((. But lol I love nina combos they are so easy. Got the game 45 minutes ago and I have almost everything down for her
And just to make sure her overhead is ivory cutter right?
Actually I can’t hit sensei’s combo either. The last cr. hp doesn’t connect. Nothing does. Damn this is annoying