The Nina Williams Thread

This seems like a really cool find, but why not crouching mk into standing hk, since it has more range?

Also, I don’t know if this has been mentioned, but I’ve noticed that crouching HP can be comboed into her lk command grab. I’ve been trying to find some good applications for it. I’ve done meaty cr. HP into lk command grab on the opponents wake up and I’ve had some success with that. If they block you just don’t do the grab followup and continue pressure.

^THIS

I feel shes bad defensively and has no real TEKKEN pressure game, what can she actually do to pressure the opponent other than st.jab… st.jab… st.jab ? also when answering this assume I am using her ivory cutter, st.mp, CADC from unsafe normals including her tekken strings.

Didn’t Josh Wong show what you can do with simple frame traps in this game with Cammy?

I don’t see your point, I’m talking about Nina, a character who doesn’t have as many + on block or on hit normals as Cammy, I pretty much get most of my damage from just counter poking into a buffered geyser into full combo or hit confirming it off of a st jab into the lp>mp string then geyser into full combo while most tekken characters have the ability to do this and have some kind of scary pressure aaah well she’s not my main, I’m just using her until Bryan and Cody get here and then I’ll hope 1 day Alex joins the fray.

she’s not a huge pressure character anyways this is what you’re confusing her for , who said she was?

that don’t mean she’s bad ,that’s like saying chun is bad because her rushdown ain’t great

she’s not going to be doing all these crazy mixups , like some of the tekken characters , but how many tekken characters can legit play footsies and actually counter poke ?

she is built like a sf character more so than a tekken one, just remember why some of them are so good

s.MP is +3 on block and 5 frame start up, can be linked into itself or flash kick variations. More specifically, canceled into df.LK, MP which hits couching (unlike df.LK, LK, MK or df.LK, LK, LK, MK), and is special/command dash cancelable as well. Also, Arm Break on block is +6.

So for pressure you can use MP > MP, df.LK,MP xx Rolling Dash, Arm Break. If all that is blocked, you are at +6, can MP (5 frame startup) and repeat the cycle or mix it up. Do this enough and make your opponent fear the MP after blocked Arm Break and you can probably get Ivory Cutter overhead or EX Arm Breaker.

Also, if they attempt to stuff your Rolling Dash with a jab or something, you can cancel the df.LK, MP into Geyser or whatever for punishment.

you are absolutely right sigh I guess I was trying so hard to convince myself she could be really offensive, I think its because I see king and think why didn’t Nina get any of her counter moves from tekken atleast that way I could bait people into pressing buttons and scare them with the counter aah well.

actually no lool even though the frame data says its +6 its definitely not, that is definitely a typo because I’ve been in training and punishing it with shoryuken, if anything its -6.

Ah, well must be a typo. Unfortunate, because that would be really awesome. It did seem odd if it was +6, especially for a hit grab, but I sure wasn’t going to complain.

I’m still kind of “theory fighter” with her. Trying to take all the negatives and see if I can find a positive.

Yeah, I was so excited when I saw +6. I thought Nina could be really scary. Went to training mode and was very sad. I’m pretty sure the guide just reversed the hit and block. The slap is most likely +6 on hit if nothing is performed after it and -11 on block. :frowning:

I don’t think its -11. That’s way to extreme. I was testing in training mode as well just having the dummy do arm breaker then hold back. Was landing Nina’s c.LP which is 4 frame startup and hitting it consistantly, but not much else. I’d say its at least -5 maybe -6 at worst.

Edit - Actually, take that back. Was hitting c.HP pretty easy just now. Guess my timing was just shitty. Its worse than I though :frowning:

I am sad face now.

hey i thought they were saying she has disjointed hit boxes? in footsie battles i will stay CLEARLy out of range of getting hit by my opponent’s footsies but often i will lose exchanges because my cr mk or st mks are getting “out footsied” by characters. most notably ibuki tatsu, and guile’s cr lk and cr mk…

freaking sucks. HEr footsie range is shit to begin with.

Not sure if this has been discussed here yet.

I think one of Nina’s strongest tools is her standing/crouching MK poke auto hit confirm.

You stay out of the range in which your MK would reach opponent body and start pokeing by doing MK then qcb.HK. You will be fishing for opponents extended limps only to avoid geyser kick coming out against someone who is blocking. So if it trade with their poke, well, you traded a poke, geyser kick wont come out on whiff, but if your poke win, geyser kick come out and the least you could get from that is a 300+ damage meter-less combo.

This is especially good against poke happy characters like Gief.

Bless thy might.

Sakonoko is putting in work with Nina. He went into training for almost a full day straight on release and only took breaks for food and bathroom lol.

Sako says Kazuya, Heihachi, Raven, and Nina are good on the Tekken said. Spent at least 30 minutes with each of them in training mode.

Pretty good to hear Sako likes Nina.

Have people tried c.MP as a counter poke ?
c.MP seems like a strictly better move than c.MK ( faster startup, better range, same recovery/frame advantage) but maybe the hitbox isn’t as good for counterpoking, it’s hard to tell just from training mode.

Also, sMP sMP cMP (or just sMP cMP) is probably the best way to hitconfirm into geyser cannon combos : no 1 frame-link, good damage, not too much hits/damage scaling, sMP leads to frame traps if blocked.

Hey guys, what are Nina’s best (mix up) options after a skull splitter or throw knockdown?

best? I think it’s too early for that. There’s always the throw/low/overhead mix up. or meaty s.mp into frame traps, spaced df+lk chain, or blocking. ex command grab. lots of different things you can do with her and I think it varies depending on what kind of opponent/character you are playing against.

Yea, I’m starting to realize her claimed super footsies aren’t quite as good as they seem. Actually, I think it’s just her standing moves that don’t have a hurtbox on their limbs, still good luck getting the better of Rolento in a poking battle, it aint workin too well for me.

As for her crouching attacks:

I find her crouching lk to be absolutely awesome as a counter poke. Beats out practically an other character’s pokes when it’s done from a far range. Unfortunately the range you do it is usually to far to connect with lk geyser, which is the only one that combos off light attacks. However, you can buffer her st hk when you throw it out for a boost combo when it connects.

Crouching mk doesn’t have as good a priority as cr lk. It trades or gets beat a lot more often. However, you can buffer hk geyser from it, so it can lead to major dmg from a far range counter poke if it wins.

I’ve been thinking that since geyser kick is only -6 on block, it might have some poke viability. If you space it wrong and it hits up close, you can definitely get punished. However, if you space it so that it hits from the tip, she ends roughly at Ryu’s cr mk distance away, meaning that characters will have to properly react and still have only a couple frames to input their attack to counter it (except Julia and her 1 frame super :P).

So here’s my combo using this strategy:

A geyser kick hits at the tip, meaning your cr fierce isn’t close enough, and generally it’s hard to connect cr. mk too. So you do hp skullsplitter, cr hp, hk geyser, then ivory cutter to finish it (I think the juggle counter has run out so ivory cutter is the only option, I could be wrong). Does 312 damage on its own. However, as I’ve learned from Alioune’s vids, ivory cutter is excellent for switching in your next partner. You’re looking at around 410 dmg with your partners hp/hk xx dp style move tagged on (dmg varies based off your partner obviously).

This isn’t something I would abuse, but it might be a viable strategy to employ every once in a while to surprise your opponent. Technically her geyser kicks are her farthest reaching poke moves. The damage you get off a combo from a max range geyser poke is still pretty respectable.

Edit: Just to provide an ex of dmg with a partner tag in. Hwoarang’s hk xx hunting hawk gets 417 (1 bar). His hk xx super gets 522 dmg (3 bars used).