The Nina Williams Thread

If you’re not using st.MP to pressure, get on that. The lockdown pressure you can get on it (especially in the corner) is incredibly awesome. Can easily be hit-confirmed into cr.MK x Sweep, or cr.MK, Geyser Cannon.

Picked up Nina as my point character with Ibuki behind her.

Questions:

  1. What are you doing versus Rolento? Jump back + FK is about the only thing I can find useful. This feels like 7-3, but maybe its just me -.-;;

  2. I can’t find a good wakeup or “get off me” option. Something I am missing here?

Right now, I am just getting in with st.MK and cr.MK.

Wait. Does the timing change if you do the grab as a part of the combo?

  1. Rolento can be very annoying. His buttons just feel straight up better than almost the entire cast. You just have to be patient. Use st.MK to check his movement at midscreen (if u can always buffer Geyser Cannon, so that when you do connect you can do reasonable damage).

  2. Apart from Alpha Counter, she has no true GTFO option. I may be wrong, but I think EX Geyser Cannon has some invincible frames. I’ll look into that later.

Add st.MP to your poke game. It’s +3 on block, meaning it’s perfect for counter-hit fishing.

What’s some good pressure for Nina?

Looks like all of her EX specials have some invincible frames. EX Geyser has 14 frames invincibility. EX Rolling Dash has 25 frames upper body invincibility and makes the grab unblockable.

Since her limbs have no hurt box when you throw it out, it makes standing MK and standing HK decent anti airs at a distance. But I agree, getting jumped in the space over those normals… gotta deal with it.

I’m thinking we will be forced to command dash under jump attempts and try to mix them up when they land. This seems a better option than trying to outright beat close jump-ins. She’s actually sort of similar to Steve, with amazing MP>LP pressure, ways around fireballs and zoning, and godlike damage, with the drawbacks being almost no way to cope with jumpins or any viable wakeup options. Clearly, she will be a character to save meter for AC and/or land that st.LP to chain into a tagout.

hey everyone,

i’m pretty new to fighting games and was hoping someone could give me advice on some basic stuff.

i like nina a lot. i’m getting some combos down, and had some questions.

first off, i’m not entirely sure what “footsies” are. could someone maybe link me to an article or something that explains it more in detail, maybe specifically pertaining to nina?

secondly, i haven’t played online yet but i’m practicing against gief in training on hardest and i’m having issues. jumping in he always lariats, and it’s hard to get in because of his armor and green hand, and if i’m close up, poking with mp or lp he ends up just grabbing me. any advice there?

also, if i’m poking with mk, mp, lp does anyone have advice on what to combo into and how to hit confirm those? i’ve had a problem with links in the past but i feel like it’s inevitable to learn them here.

and what exactly is a frame trap? is that where you have +frames on block? i have the brady games guide and it says standing mp for nina is +3 on block. is that a frame trap?

thanks a lot for the help!

Hey man, the Brady Games guide clearly defines what ‘footsies’ and a ‘frame trap’ is. There’s a glossary section in the beginning of the guide that will help someone new to FGs figure out what stuff means. Most of your other questions are answered in the guide in the Nina section.

As far as gief goes…

From experience with 4 and limited SFxT gief matchup experience generally you would want to keep gief out, not getting in on him. st.mk and st.hk seems fairly effective in zoning him, and cr.hp is consistent as an anti air. Lariat does have a vulnerability on his head, so if you’re forced / committed to jumping in, aim for the head. As an air to air j.mk and j.hk seem to work well, and at the right distance it can beat lariat. You’ll wanna stay out of SPD range.

I don’t understand trial #15. I do it, the game stops registering my Backhand slap even though it all connects. WTF am I doing wrong?

Edit: it has to be LK Rolling Dash.

sweet! that helps a lot. thank you very much

Is her Flash Kicks chain as insanely good as I think it is?

The first kick leaves her at -3, the other 2 leave her at -1, but the key is that they don’t know when you will stop.

You can do 2 kicks, then just start over, or grab, or keep going, or just do 1, or anything really. And if they do try and mash out then if you follow up the full thing you can hitconfirm it into over 300 damage meterless!?

On top of that it moves you far forward and has a 6 frame startup… This chain seriously seems too good to be true.

It’s insane, I love that chain

I like it too, after a blocked st.mp it makes flash kicks effectively 3 frames. Not to mention the lack of hurtbox on her limps on grounded normals…

I don’t THINK so, as I “chunked” the combo, aka broke it down and did the command multi-grab by itself, and then implemented it into the combo.

Sleazoid, thanks for the frame data. I’m relatively new here and to the tournament learning scene, and appreciate all constructive criticism. Keep it coming bro…

This may have been brought up before but for close jump ins what should I be doing/throwing out to stop them? st.mp and cr.fp arent really useful most of the time, what is her quick get of me move? If she has one. EX Geyser cannon?

I’m having success using her qcb+p downward strike to open people up.

What are you guys doing to stop rufus dive kicks?

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You can use her standing jab. It’s 3 frames but it’s short ranged. It’s kind of at the right height to jab Rufus out.

Am i missing something? She has poor anti-air, no overhead, no jump cross ups, and command grab only works out of her not so fast command dash and cant hit crouching unless its EX. so what does she have that makes up for this or have I missed something…