I will sit outside of your footsie range and just harass the shit out of you with ivory cutter / sweep / cr. strong and ALWAYS be ready for you to jump thats when my lk geyser combo comes into full force.
Basically I play Nina as bait and punish. I will sit there like I can’t apply pressure, let you play your games and then as soon as you hit me with something unsafe it’s on. I play Nina like Chun because I’m a SFIV Guile player and I apply all the same concepts to her.
Ok after watching the match over I think I have better advice.
-b.MK with Ken or Over head in general would’ve been great.
I also think you should try to utilize more frame traps with Ken not sure about how Ken players feel about his close mk, but to me it looks amazing ok start up and +4 on block. Which would’ve been great since I mash a lot of you don’t use frame traps.
-And don’t always use step kick as an approach. Maybe vary between thunder kick feint (especially since you can cancel the feint with special moves). In fact if you condition your opponent to think you’d step kick a feint can throw them off since they’d expect blockstun.
And if you space out your step kicks well you’re at advantage so don’t let your opponent mash on you.
I think I’m beginning to see myself as an advocate of that style as well, glad to see Nina can play it. I actually play a very defense-oriented King in a similar fashion, until I get a HKD of course. Do not know if that is considered strange or not.
Or I could just, you know, start playing Guile.
What are these Ex Rhino Horn setups in the corner I’ve been hearing about?
Same here. Is it me or is AA’ing a bit easier in AE than it is in this game due to how jumps work in both games?
I will say that Nina’s overhead and oki game is scarier than Juri’s. Juri can be scary, but not like Nina. Nina’s scary cause all her buttons are good or better. Juri’s scary due to her combo-able AA, her fireball store, and being able to pull some tricky stuff with her counter. That and her fjmp. HP makes her cross-up attempts ambiguous. Still, when it comes to this, I’m much more afraid of Nina than Juri. Nina can get a solo combo off a ground-bounce if I try to back dash, or she can get a tag combo if I don’t, OR she can get that same ground bounce if she gets a counter-hit first. If I DO block it, I don’t get a punish, and if she whiffs, I don’t get a punish. If I block Juri’s overhead, she’s -2. If I get hit, I can actually get a chance to reversal her for pressing more buttons if I do it right. Otherwise, just keep blocking. Much more afraid of Nina’s overhead than Juri’s, even if she’s at +3.
Seeing how that was the point of this argument, now it’s over, right?
Eh…not just me.
Thing is: She can do BOTH. Her GK and SS can mark territory while she weaves in and out with her naturally quick walk speed and dashes. Then she can just poke with cr. MK and cr. HK, as well as throw out semi-random SS attempts from wherever. Even if she gets punished, the damage is gonna be scaled because everything she does is jab punishable at best. I know there’s this one dude on PSN that does that a lot. An A rank. His Nina is blue skinned. Forgot his name but he uses Chun X Nina.
King X Elena? KreyGasm
As for how to fight Nina, in my experience:
Try.
That’s it. There’s no real solid game plan for a good Nina that just “works”. The only thing I can recommend is neutral jumping her wake-up when she has meter, but Nina’s gonna control the whole fight as soon as she walks on screen, for the most part. Unless you can put her in a position where she can’t get anything started up. Outside of that, it’s gonna be a long hard road.
I’m a Guile main in SFIV. Always will be, have been since ST, you don’t lose that kind of loyalty. I liked him at first in SFxT but not anymore. Pokes on their own are not as rewarding and his anti - airs are too weak with how much people jump. Not the same kind of payoff for hurling projectiles either. I mean, yeah you can hit a cr. mk and launch them off a boom but on block it gives you nothing. No chip, no real damage off an overhead compared to SFIV.
Since I picked up Ryu I haven’t seen a single reason to touch Guile in SFxT other than RSK being kind of abusable against some characters.
I don’t know if I want to get embroiled in this beef, but just for the record, if you play SFxT, you should get used to time-outs and runaway. A lot of characters really benefit from that, and it’s a legitimate tactic. I know it seems frustrating and cheap, but most characters still have ways to tag the opponent if they’re trying to just up-back against you at the end of a round.
And saying “don’t play for the time-out win” is kinda reminiscent of my brother telling me “throwing is cheap, don’t do it!” when we were playing the game as kids.
I was a Guile main too, and left him. I have to say, it wasn’t as traumatic a break as with you. I still bring him out occasionally, just because I find footsying with st.HP, st.HK and backfist so satisfying. I think the nerfs to his links were fine, as he can still do everything he needs to do, but the main problem is just the nerf to his health. Guile lost a lot of utility by losing his safe cr.MK > st.HK cross rush, and the fact that DP tag-cancel is no longer anywhere near safe also hurts his defence. Nerfing his health to 900 was mind-boggling, and it just makes his mistakes just too costly for me to main him.
That said, I would say that over Ryu, he still has the edge in using fireballs at footsie range due to the recovery, and his amazing walkspeed also gives him an edge in footsies. Besides that, I agree that I think that Ryu is a better character.
Yeah you have to be really patient against Nina… cuz every son and their mother will jump at you. You think they will play footsies with you? Nah they will jump over Sakura’s far hk or Rog’s far hp because they don’t know another way in. You aa’ed with cr. Hp? Beware they will jump in again right away!
Sometimes I really respect my opponents too much. Really got to dumb it down sometimes.
Ignorant to the end. And for the final time 2nd impact works…I spaced it badly. Juri being my…whatever you call it, has nothing to do with it. But now I see you lame…your intimadated. You cant setup proper offenses. Almost everytime you got a hkd with Nina you would walk back out of cross up range and jump in. You cant sj juri. So I dont know why you bothered.
All I did was call you college boy…did I pull a few strings with that comment?
I don’t Care for the winnings. I threw those desires away. If it wasn’t for latency…things would be much smoother. Respect? You? Heh…I got contempt. You’re the type of person whose eyes I would love to gouge out. Since you play lame…I guess ill just have bully you harder next time.
I know where you are coming from FSE since I’m also one of those guys that won’t actively run the clock by jumping/dashing away. It’s there and if people play to win it will happen.
Dunno why it happens in casual matches though… maybe to prepare for tournament scenarios?
There’s nothing wrong with a timeout. I would sometimes do it too, even in casuals. I just do it cuz I’m okay with a timeout win, and if I feel like rushing down I will rush down cuz I’m okay with a non-timeout win too. It’s the player’s choice basically. Ppl can’t blame others for doing it or not doing it methinks.
kitl39 Her 3lk~mp is Godlike for whiffpunish. Her skull splitter has great range and need be done max range for be safe. Her far mk, far hk, cr lk are good enough. But yeah once close / mid range nina, will use her “short” jump to attack and her cl mp is great +3 on block. Her st lp cr lp are correct but are especially useful defensively with 3 and 4 frames of startup with good range for +1 on block which is not great in this game. Her Tekken chain are correct but not enough to qualify rush down character.
She is a versatile character that is true. But for me its main purpose is footises with some spikes of aggression from time to time and a mixup 50/50 after a combo.
I’ve played enough against the best nina world. He played primarily in footsie. Besides we see pongko not absolutely knows how to play the character that does not fit him lol.
Rc_ON Cr HP and 90 damage does definitely not enough fear in this game as punishment when jumping with her allows you to do more than 400 damage.
"Sometimes I really respect my opponents too much. Really got to dumb it down sometimes. "
Exactly and that’s one more reason to just sit there and wait for the jump ins. 90, 180, maybe a counterhit and a follow up combo. If I learned something in the last few days regarding Nina it is to just sit there and let her bleed.
Obviously that works only with life lead. One mistake and things will be really difficult.
Nina should get the Asuka treatment. Why does she get similar damage combined with footsie tools?
it is good strategy if you can not do anything other. I think rog has tools for annoying her but i don’t know the char very well. Reh took me several game just waiting for me to do my shit alone lol.
Nina and asuka are not comparable at all -_-’ I really need to write that asuka has more than nina?
Ogre x Law sounds like a terrific team. Two top tier characters ans I do not see why they would have any negative synergy. I’d suggest Law starting first and King second, but both hold their own at all stages of the game.
Speaking of point/anchor, is Elena really used more often as a point? She certainly has some range on her pokes and st.hk seems solid, but she also thrives close up with st.lk and really needs meter to open the vast majority of her options. I might go King/Elena actually.
Which is amazing so far by the way. Halfscreen+ carry on every TC combo +and HKD is just peachy.
Playstyle wise I agree. Damage wise however it’s safe to say they are similar. One of them has to work harder for the damage. That same character however has worse footsie tools to balance it. Why? Is it because of the other tools such as the counter and the confirmable low?