SFxT General Discussion #4 - Witty title

15 frame start up and catches backdashes+ CH ground bounce for a full combo is bad, but Dudleys OH with 14 frame start up and TC-able is good, but crap range. Oh lawd what has become of you Nina? People think your overhead is worse than Dudley’s despite it having more range (even on the first hit), but 1 frame slower…

15 frames is indeed slow for footsies. Pretty sure he was talking about the useability as a footsie tool.

I don’t think he’s talking about a slow “overhead”, but rather a slow “move”.

But yeah, I think it has a great range as a move.

Well there aren’t a whole lot of OH’s that are under 10frames of startup.

If that’s what he meant then my bad. puts away glocks I thought he was taking a shot at my girl Nina. We don’t insult miss Williams on these boards homie.

Really…a glock? Sir c’mere…shows Kit “the wall” NOW this…THIS IS A WEAPON!

Put that thing away you call a gun and get your hands on this naughty thing.

That sounds appropriate, yeah.

I’m thinking Dudley would have something by (Machine)Gun(Blow)s N Roses. And Sagat definitely needs a tutorial set to Eye of the Tiger.

I wish Elena’s Handstand Whip did more damage, considering you can’t combo off of it and it leaves you at a slight disadvantage.

Hers is still good though. It hops over lows, so if I instinctively do a crouching move to hit her, unlike every other char in the game, I’ll miss, but unlike every other char with an airborne normal, it’s also an overhead. You have to stuff it with a standing move or block it. The other overheads you named can be stuffed with some degree of jab mashing.

  1. Elena’s probably one of my fave females in SF. Elena, Sakura, and Cammy. Not sure of the order, but seeing how Elena doesn’t suck in this game…

  2. You lied to me!!! Nina was ALL IN MY SH*T!!! Q_Q

Well…you launched a few standing ones too…surprising, really. One st. MP attempt and an overhead attempt got launched. q_q

When I get back during whatever break comes next, I’m gonna have a lil 1 on 1 time with XFINITY customer support.

So her Skull Splitter doesn’t exist anymore? Don’t give me that “neutral jump it” jazz, either. Kit taught me the hard way that a smart Nina player will lk. Geyser the neutral jump before you neutral jump the Skull Splitter. =_=

P1: Well, Sekku’s 0 on hit. Even if you get hit, if she presses another button, she could eat a reversal for free. For an overhead, Nina’s move has GREAT range on the kick and GREAT speed in general. If you’re blocking low expecting usual footsies, and that overhead’s coming, it’s not like you’re gonna just “react” to it for free. I mean, look at most other overheads. Most don’t have the range, speed, and safety of hers. She can sort of just do it sometimes (not all the time…that’d be stupid…). As for long-range confirms, that just keeps her footsies from being stupid like Chun’s. They don’t necessarily shine like a diamond in comparison to others that do it better (like those you named + Chun), but I wouldn’t say her footsies are flawed at all. She’s got a normal AA, a special AA, good reaching moves, a fast overhead that combos into stuff with meter, good walk speed, and a simple quarter-circle-forward CADC option coupled with a solid forward dash. It’s hardly “flawed” at all. It’s SF char material outside of her reversal option being neutral-jump-able (but that doesn’t leave her that open due to how fast the animation is so…).

P2: There’s a range where they’re practically unpunishable. Kind of like how Elena’s slide can be done at such a range, or Bison’s slide (way far away though). Then the EX version can kind of fly out of nowhere. >_>

Side note: Why is Nina’s super art safe on block? She flies back like 50 miles when I block that move. O_o

so i finally finished this throwback thursday by watching vanilla infiltration replays…i miss the good ol’ llmhh days…no kappa

Juri’s Sekku is +3 on hit -2 on block. Has more range then Nina’s and hops over lows. Juri’s also moves forward much more then Nina’s. The core differences between them obviously is on CH Nina gets a GB. Nina’s recovers 1f faster then Juri’s too.

I think another core difference between the two is Ivory Cutter’s ability to tag. That imo puts it on another level than Juri’s.

So… are we gonna start using guns now? because I’m confident I’d win this fight.

I see it as a trade off for avoiding lows and throws. Funny enough, Nina’s overhead is her really only safe way to SWC on block. If they gave Juri’s OH something unique on CH (that would be awesome) then I could come up with some nice stuff. Plus Juri’s is +3 on hit…Nina’s is +2.

How? You wanna bring rock skin to a fight? We all know how that turned out. Just sayin’ =D

@cgpenguin I never said I’d stop; I just wanted to slow down. 2 matches without her out of 20-30 is slowing down. xD

And honestly I don’t think neutral jumping works that well against Nina because it’s not like she relies on using long range strings to get in and even if you do her SS and Geyser use the same directions (qcb and bddb). But damn I need to work on my patience vs Hwoarang. I end up so salty when I play against him it’s unreal. Once he has the momentum it’s just a guessing game. It makes me wonder if Asuka would be a nice counter, but I dunno if I want to suffer from not having a neutral game…

I think Ivory gets more damage though because of ground bounce. Also Nina at +2 in your face is a lot scarier compared to Juri at +3 in your face.

Guy on the ground with a hole in his head suggests the gun wins.

That guy on the ground with a hole in his head also looks very familiar…

Well let’s do some math shall we? Say Juri and Nina are fighting eachother for example. Nina lands her Oh without a CH but plans to continue pressure with her 3f jab. Now Juri wants to reversal with ex senpusha…guess who wins?

Now Juri lands her Oh without a CH and also plans to continue pressure with cl.lk. Nina want to reversal and stop the momentum with ex geyser cannon. Guess who wins?

Mind you this is just a small example of being +3 and +2 can doing a little math can do.

Plus I’m not talking about CH’s right now. With CH’s the game changes. Keep it simple right now. Also IF Nina only hits with the last part of her overhead I don’t she will be in range to use her 3f jab. I doin’t even think she will be in range to use her 4f normal either. Juri on the other hand regardless of where she lands hers will 9/10 be a 2 frame gap. Thigns like this can have an effect with using OH’s as footise tools.

Juri’s OH I think is a much better footsie tool then’s nina’s due to having more range (nina’s first hit of her OH has like laughable range) thus relying on the kick to either CH or just hit.

Plus hers doesn’t have the natural low/throw crush like Juri’s.

Now Throw in Ch’s and whatnot and yeah Nina’s will be better simply because of dmg output. Basically the CH is what makes Nina’s OH potent.

Dex, what’s Nina’s max dmg she can do for her OH on CH with and without 1 bar solo?

Good catch there, but seeing how she’s only got as low as 4 frames on her fastest normals…that doesn’t necessarily change the notion that someone could squeeze a DP in there for free. An invincible one anyway. Doesn’t make me “right” though. =/

ASUKA?

Yea. GREAT CHOICE. Totally would do it. Yup. Pick her. Better than Nina. Do it. Now. Yes.

Please…

Hardly. Xiaoyu’s can do that too but it leads into combos. Juri’s overhead is really nothing but a minor bother until they’re down to a pixel of health. Not trying to sound like a know-it-all, but Juri’s overhead isn’t that good. Better than some like Sakura’s, but it’s not that hot cause it relies on counter hits to be effective, unlike many others. In my case, if I can help it, I just continue to hold down-back anyway. It’s one hit that gets no extra damage. Why would I bother? Nina on the other hand can do hers and switch off into solid tag tag damage. I’m much more afraid of Nina’s overhead than Juri’s.