Nina’s crouching fierce seems to have a lot of active frames. You can throw it real early as the opponent jumps at you and it will still hit. I’ve been testing it on ken’s jump rh. Seems very good from many ranges.
Better tip, watch the health bar. After it does damage, that’s when you do the next part.
You don’t have to visualize anything for the command grab except for the first hit… just double tap PP and you’ll get all the way to the last hit automatically, which is super easy to time. :tup:
my cues are
2nd PP: Do it when opponents head whips back toward Nina
3rd PP: Do it when you see Nina’s eyes as her head emerges from the arm break
was gonna ask about this, gonna give it another go
Flash kicks are so HNNNNNNG.
honestly, I’m not feeling the flash kicks too much. I guess I need to use them more. her wake up game is pretty nasty. been doing mexican wake up mix ups. throw/sweep/ivory cutter
Correct me if I’m wrong, but only EX Ivory Cutter is a mid hit, right? The rest are high?
What is everyone’s impression so far with her?
I like her. She has the Bison jump fierce lol
You can set up ambiguous cross ups with her jump strong, jump fierce, and kinda jump roundhouse but it’s easier to block that. I think it works best if people quick recovery Skullsplitter since it ends up knocking people down in front of Nina. It’s a good space to set that up.
I’m not sure which of her strings canceling into rolling dash has a tight frame trap but if you can touch anybody with those, I think those opportunities should be taken advantage of and used to go into rolling dash and arm breaker links.
I am LOVING me some Nina.
Safe pressure. Easy hit confirms. But this little fact that i read in the Brady guide last night just blew my mind:
Nina has NO HURTBOXES on her grounded normal attacks (and apparently this is exclusive to her)
What this means is that if she sticks a limb out, NOTHING can hit that limb, not even invincible wakeup / EX moves / Supers
this explains so much. i was wondering how i was getting away with just mashing df+LK’s and MK’s on people all day online. it seemed to just beat everything they did, and they’d whiff stuff on me a lot.
now, keep in mind her actual body can still be hit obviously (her thorax / abdomen). but you can harass people with those legs til the cows come home. this also means that Gief cannot “reverse-kara grab” you (as Seth Killian calls it)
if this is really true then goddamn i wonder what other kinds of insane properties other characters in this game might have
St.mk makes for a great AA. It’s like a Bison roundhouse that also covers more of the space above her head.
her neutral jump roundhouse is also a great anti-air
I guess Nina is gonna be a hold me down till DLC, now to figure out how to beat guile…
So Nina is pretty stupid then huh? I honestly might drop Kazuya if I see more absurd shit from her. I wanna keep Kazuya since Ive been playing him since 95. But I know when to put a character to rest. The reason I like Nina so far is because she has some of the tightest normals in the game and she covers ground really quickly too.
Tekken Characters All DAY!!!
Thanks for this! I finally got the damn thing to work. I wonder if this grab will be a big part of her gameplan…
I’m loving me some Nina right now. She’s great, I think she’s pretty solid. She also seems pretty overlooked.
Been playing Steve and Nina. Steve of course, is a great battery as he’s an easy 370-400 character without meter and a mean 520 with a single bar. Nina however, shines just as bright, made even better with the easy command grab into free super. I feel like even with her basic jump-ins into HpxxArc Kick loops does great meterless damage. Honestly I love it because it leaves me plenty of meter for things like ending the round with a super or a cross art. I’m really surprised that, because of how well she combos (especially how much less work I have to put in her than steve) she’s not more appreciated.
Also her pokes are great! Well, except for standing hp, that thing is unsafe as shit.
dflk chain and s.mk chains are so good