The Nina Williams Thread

any idea which normals/specials give +frames on block? I’d imagine her jabs are positive, but what about her s.mp and c.mp?

Been trying to do that damn grab, dash, press two buttons, press two buttons, press two buttons, it shouldn’t take over fking 10minutes and still not be able to do it. Is there some trick or is it one of those worthless moves that only robots or rejects who get one frame moves down after spending hours upon hours perfecting this so called talent? Have done it a few times but unable to have it as a useful move I can use every time.

the first pp is really late, my cue is hard to expalin but it’s when she starts letting go of the characters arms, the second pp is easy…just press it after the screen flashes

I get it almost every time, you are most likely hitting the buttons too fast or mashing. After the first grab press 2PP when the opponents head slings forward, then press 2PP again when you see nina’s eyes over the opponents shoulder - note they are around the middle of both animation grabs. Look at the animation cues, it’s actually pretty lenient.

Edit: On another note: I am having trouble linking Nina’s 3 cr.lp in her later trials(cant think of the number) into her cr.lk, is there a timing to this? I understand after that you can just chain from there, but I like practicing the hard parts.

hit the first set of punches when she’s pretty much very low to the floor
hit the second set of punches right after she back hands
hit the last set of punches when you see her face from the first arm break

I’d be interested in this too. What moves are people using typically to get in with Nina? I played some games today against someone who hadn’t played sfxt before (but excellent sf4/sf2/etc player) who used Guile and Dhalsim. I found it impossible to effectively navigate limbs/fireballs/anti-airs/air-to-air normals. Not only that, because Nina has no crossup normals, she has terrible pressure on wakeup. Someone mentioned three options as overhead / sweep / throw, but those aren’t very safe options if your opponent throws out something that beats those things… I’m finding that crossup normals give some of the safest pressure on wakeup, but Nina doesn’t have that.

So two main issues:

  1. How do people get in on fireball/zoning characters to deal combo damage?
  2. How do people maintain pressure after hard knockdown?

I like using Nina on point but if I can’t figure out good solutions to these issues, I think I’m going to have to start looking for someone else…

For those that are having trouble with Nina’s #15 Trial, I have just spent way too long on it, completed it, but I have gained some very interesting tricks for you.
First of all, you do NOT have to do 4 flash kicks, just hit DF+LK->MK, buffer the Rolling Dash and quickly hit PP.
From there this is where the “tricks” come in. After the first PP, wait until you hear her grunt, a nano second after she grunts, hit PP, then wait until she grunts and again, a NANO second after the grunt, hit PP. I have tested this and the timing is VERY strict, however it IS a start to master the grab. Obviously if you are going to use headphones in a tourney, you would want to observe the frames after the grunts to become visually in sync. (Watching videos helps too.)

This use of the flash kicks can help in mind games, as you can do the whole string or you may do just two hits and combo into something else.

I am NO expert, just thought I’d share what I have learned about this specific move.

See Above ^, Hope it Helps…

Ok so here is a question on Nina’s dash breaks. If you press the two punches and nothing happens I assume that means you did it too early. However when the person pulls his arm away is that if you pressed it too late?

the window for the first PP input is 10 frames. the window for the second is 37 frames.

it’s not strict, it’s just tricky. the long ass throw animation makes it harder to muscle memory or rhythmize it, you have to rely on visual cues, and the input window doesn’t seem to be where it usually is for an attack like this (it’s not immediately after you see the hit, it’s a decent amount of time after the hit connects)

MK is such a godlike button, buffer that shit into geyser cannon and poke away at max distance. If the opponent gets to close or gets their limb counter hit by your MK, its free launch into big damage.

Which specials of her’s are safe on block? I’m assuming LK Geyser cannon and LP Blonde Bomb but I don’t have the new bible yet.

All Blonde Bombs are -10 except EX which is +1. All Geyser Kicks are -6 so given the little push back, they may be safe against some of the cast, but not all.

Yeesh blonde bombs are that bad huh? Is there any way to safely end a chain then?

Ok I figured out the best visual queue I can give to people after messing around with it for a good 30 minutes. When you do the attack there is a white “hit” effect near the end once she actually hits the opponent. Wait for that to leave the screen then press your two punches.

The way I remember it is
first PP: when the opponent’s head retracts in
second PP: when nina’s hand lowers over the middle of her breast. >_>a (sounds pervy but it works 100% of the time for me)

Honestly after the first PP to input the move, just double tap the next PP then wait and time the last hit… no issues at all with this method.

Question I wanna ask does any know any safe strings for her? Also, is Flash Kick safe on block or I have to dash forward?

stMP LP is airtight on block. She doesn’t have much else as the majority of her normals are - on block. Not sure about her strings since the frame data on that is funky (unclear what frame you can go from one move to the next), but Flash Kicks seem to be safe.

edit: Just tested. Flash Kicks are not airtight on block. There’s a small window between dfLK and the second LK, not big enough for 3f but big enough for 1f and invincible reversals. There’s a 4 or 5f window between the second LK and the third LK, which means half the Street Fighter cast can punish you not hitconfirming it. I bet the only reason we get away with whoring out this string is cause people still don’t know this game that well.

You have no safe attack strings against an Akuma who is willing to use Cross Cancels, even jumpins will get punished by it.

Well having strings that are not tight is better in this game since there is less invincible stuff and 1-3 frame bs. Instead you get CH’s while the opponent is fishing.

Man, Nina has crappy anti airs, I feel like you have to play the mid to far game because thats where ex qcbk and c.hp work. Anyone find some stuff?