The Nina Williams Thread

it lowers her hitbox

stand lk is good and so is hp and hk if spaced correctly

s. MK also anti airs well, but you gotta catch them early and spaced right. People like Marduk may trade with you since they have such a huge hitbox on their jumping normals.

But, right after I posted this I had a long set with Cammy/Juri and could not keep either of them from jumping in on me with any anti-air. Hell, Cammy would at best trade with me and if the spacing was right, she would still get a combo.

Anyone else notice that you can also cross up with j.HK. Seems almost KOF style dependent on spacing however… I found the right distance to be around a blocked cr.lp range. Depending on how early / late you hit the button it seems like it could be pretty ambiguous.

Not sure if it’s useful with j.mp … but it’s another option.

i think nina is going to have a hard time with characters like vega, bison, balrog, chun etc - characters with excellent long range normals that hit at angles nina’s normal’s don’t deal with as well.

it hurts that crouching ruins nina’s day: command grab mixups can’t work, her overhead doesn’t lead to anything unless they are mashing (and loses to tons of low pokes anyway, try it vs ryu crouch mid kick, you will lose 95% of the time), her regular throw is fairly weak damage, and her crossups are not that great (not terrible either though). (also, raw launchers mixed into her footsies might end up being really effective if the opponent is throwing out tons of low pokes that beat her overhead)

couple that with her problems against hugo and zangief, and i think she might have too many bad matchups to be “top tier”, that said, when used correctly, she can be very very scary, unfortunately, a lot of other characters in this game can be equally scary, and have better mixups.

anyway, that’s just my impression after using her for a week, i’ll try some other characters, then re-evaluate my thoughts. it would also help me if some top players would start using nina more often, so i can copy their stuff :frowning:

edit: and yeah i mostly use her jump hk as her crossup, when it lands right on the top of their head it’s very ambiguous.

nina is the most streetfighter tekken character if that makes sence

with the exception of chun Li she’s prob even at most with the rest

we haven’t figured out matchups yet , but the grappling characters lose the footsie war

ricky ortiz thinks she is top tier:

“She can combo a Tekken chain into a regular chain, and Tekken chains become regular combos after the first hit. She can do a 7-8 hit chain before a tag launcher, and it can all be confirmed.”

ok, now someone tell me notations for how to do this…

flash kick into normal chain is like 7 hits i guess

but he also rasied a odd point about her hitboxes, i think she has the best hitboxes on her ground normals in the game

I don’t know exactly what he is talking about but sometimes I do this. St.mk>cr.lk>then I just randomly press st.mp>st.hp>into tag launcher, if I see that they blocked the first two normals then I just press st.mp and then I stop my chain. That is really easy to hit confirm into launcher. The only problem is that is hard for her to open up people and her pokes don’t have good range.

Gonna have to agree with Ricky. This bitch is bonkers. Brain dead easy confirms, huge damage, disjointed normals, good frame trap game and tick throw set ups, EX Bomb/Geyser are nasty too.

I’m liking S.mk as anti air.

I’d really like some footage of good Nina’s if anyone has any. I’m pretty new to the genre, so I know this is partially from me just sucking, but she feels a bit underwhelming. I’m finding it hard to get close enough to people for her jabs to matter. I do best with her against an opponent that respects me more than they should, but against close jump ins, crossups and the annoying mixup pressure of some of the Tekken cast I get backed into a wall pretty fast. I’d say it’s just them besting me but for the most part I can tag into Ryu and hold my own a lot better. Any tips?

ok I ran into my first jab spammer today. Dude was using cammy and literally going jab, walk, jab, walk, jab, walk, jab walk, and whenever a jab would hit he would hit confirm into lp, mp, hp, hp. I couldn’t do anything unless I had meter. I tagged him with a couple ex divine cannons and later tried out the alpha counter. It was irritating not having a meterless option. thoughts?

jab walk pressure is REALLY powerfull in this game , and tbh even dps get. frame trapped

don’t try alpha counter , just gotta wait they will get out of range and have to commit.to something else

we will.see a lot of this tatic

@jpchato Yes, I encountered this the other day against my friend who was using Cammy/Juri and it all felt like a nightmare for Nina. Aside from the jab pressure, with is +3 (Same as Nina, go figure) on block, both Cammy and Juri could basically jump in and around me for free. I love Nina, but there seem to be some match ups that she does not fare well in.

Yea and also cr. LP into cr. MP is really good against Rolento for example.
Her jabs have a good priority.

Outjab him. @_@ her jab is +3 on block with 3 frame startup, but if she’s walking forward inbetween then her frame advantage is gone and you should be at neutral. MASH THAT SH*T OUT. Our jab is 3f startup too.

It really doesn’t work that way since all one has to do is hold forward.

I swear I tried that. Will give it a shot later today

but you use up frames walking forward. It does have an animation, however brief it may be.

I really think Nina is best as a second character. She is a monster up close and when she has meter, so you need a character that can build that meter for her and get her in close via a tag. My favorite team, and one I believe is extremely effective is chun/nina (you could use ryu also). Your point builds bar through zoning and once the opponent is foolish/frustrated enough to come into range you hit them with a chain into launch and bring in Nina for big damage and your in.

So you get your damage and potential mixups/frame traps into more damage going but if that fails and you get pushed out, you are now in the life lead and can back to zoning. Keeping that range with Nina where cr. HP is an amazing anti- air with her good back dash. This is perhaps where she is her strongest, when you are in the lead and the opponent has to come to you. (Don’t be afraid to watch for the “footsie movement” and throw out EX skull splitter for a free ground bounce into a big comob either). If your ssing all her tool effectively from both close range and mid she’s one tough bitch to fight against.

See, if it was as simple as pressing jab in between their jabs, I don’t think we would be having this conversation.

I’m starting to agree with you on her being a second character. i think a lot of Tekken characters are better as second characters.