the cannon you get depends on range I think I’ve defo git the hk version before
you can reaction punish a fireball with it aslong as its not guile
the cannon you get depends on range I think I’ve defo git the hk version before
you can reaction punish a fireball with it aslong as its not guile
damn nina is like everything bison was except better! Dat damage =)
I’ve seen it done a few times, any trick on pulling out command grab quicker after an EX skull splitter?
Use the bounce as a cue to grab. I usually shortcut the ex ss after geyser and just roll the stick forward for arm breaker.
Facing right: 214k,121pp,1236pp
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@ Kensanity. My Nina into Juri Pandora combo is as follows.
j.HP,c.HP, heavy geyser, c.HP, heavy geyser, EX skull splitter, pandora, Juri super. It does 634 damage without any gems. With Juri having the pandora gem it does about 700 (I haven’t done it in training for a while so I forget the exact number). The thing I enjoy about it is it follows my bread and butter combo with nina that is the exact same but instead of pandora I do her command grab. So I don’t have to try for anything different than my usual and I can confirm while I am doing the combo if I should go for it or not. Though to be completely honest I have only ever succeeded in doing it twice (excluding the failed one mentioned above) online due to how situation pandora is in general and you need 3 meters to do it. So how often are you sitting on 3 meters, 25% health with nina and your opponent is at roughly 70%? It is stylish for sure. Of the two times i have killed someone with it one guy rage quit and the other sent me mail praising me.
But I don’t think it will help much with Hugo as his super hits kind of high. I think a training mode only version was posted in the nina combo thread for poison. But it doesn’t work because it uses two EX moves only possible with meter on refill or infinite.
hmm thats interesting i could have sworn testing this even with 3 meter but unable to follow up with Hugo (like hugo is too far away for the super to connect or something).
when you activate pandora, does juri appear too far away to connect with a fast normal? how about in the corner? I know when I activate pandoara off of geyser kick in the corner, it seems as if hugo is in range to connect with a normal ( i know this to be true as I have connected with launcher and super). however, i’m wondering if the ground bounce from ex skullsplitter allows enough time to follow it up with a normal juggle. That would help a lot for me in the corner with hugo, as it would buy me some time to build the meter back in order to do super, effectively making me be able to use the technique as long as i am in the corner and have 1 bar (for ex skullsplitteR).
now that i think about it, this combo j.HP,c.HP, heavy geyser, c.HP, heavy geyser, EX skull splitter, is pretty hard in the corner, well at least for me it is.
In the corner you have to walk backwards slightly after the second heavy geyser otherwise you will go underneath them and the skull splitter will miss. The reason the super works midscreen for me is because juri’s super moves her so fast so far across the screen that you don’t need a corner. If anything the corner makes the combo harder. If you have an xbox live account I could show you the combo in the online training mode and maybe we can figure something out with hugo. I don’t use him, but I think because pandora puts you just behind where your point character is his little crouching light kick ability will miss.
Btw what are people doing after Nina’s Command throw to mix their opponents up. Right now I have just been taking one step back and doing her overhead or attempting a jump in mix up on a roll. Her j.HP seems really ambiguous on a backjump and ive gotten quite a few combos because of it. But I still feel like there should be more to her pressure game. After getting that hard knock down I have time to position myself, I just don’t know what I should be positioning into.
Mix up. If they expect over head, do skull splitter
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Right now playing online the mix up isn’t really needed.
If people get up normally they are either downbacking, doing wake up jab, or wake up reversals. Taking one step back prevents the wake up jab from being viable. And most people wont risk a wake up shoryuken if it looks like you are expecting it by taking that step back. So the overhead hits. However its the roll that gets me, I just wish I had a better way of keeping pressure on someone. When they roll that step backwards keeps me near them so again the overhead hits. But now that they haved rolled and potentially escaped the corner they can backdash on wake up. I feel nina just has no real answer to it.
The only thing I have successfully done to punish the roll into back dash is an ex blonde bomb. Since nina does a “dash” forward you keep up with your opponent and either hit them and get the crumple into a huge combo, or they block it but you are still in their face applying pressure with a single point of frame advantage.
So I’ve been playin pretty horrible with Nina online recently, got pretty discouraged. But I just like her too much to give up on her. I think I’ve made a break through. I’ve been approaching her all wrong. I thought she was at her best when she’s right next to the opponent, so I was constantly trying to get in. While I wasn’t trying to get in the only poke I was using was just buffering cr. lk with hk to launcher if it hit, or cr. mk to geyser. But this was mainly just counterpoking, not really offensive stuff. I think now I’ve discovered where her true offensive potential lies.
I believe Nina is actually a very deadly mid-range character. I think she might even be the most deadly in the game with this strategy. It involves always charging up to have a counter hit in store. Nina’s overhead is perhaps the farthest reaching in the game. It’s actually her farthest poke. On counterhit it groundbounces. So assuming you’ve charged up you now have a midrange overhead that leads to major damage if it hits (keep in mind this must be midrange so that only the foot hits. If her hand hits at the start you won’t be able to juggle well).
Ok that’s all fine and dandy, but what if someone is expecting this and is just blocking high. The answer then is to go for her ex skullsplitter, another fast midrange attack that also groundbounces and leads to major damage.
So now you have both overhead and low midrange attacks that both lead to major damage. So perhaps your opponent decides they’re going to jump at you to avoid the pressure. Assuming you haven’t thrown out your poke yet, it means you still have your counterhit charge. Therefore, Nina’s cr. hp is a guaranteed counter hit on a jumping opponent, and midrange jumpins are what her cr. hp defends best against. So now you have a juggle leading to major damage if your opponent jumps at you.
Nina has overheads, low attacks, and anti airs all leading to huge damage from midrange. The requirement is that she needs to have a counterhit charged and have at least 1 bar on stock. Neither of these should be to hard to achieve. It should make for a pretty fun strategy. I think Nina benefits more than any other character in the game by having a counterhit charged. I’m not saying this is the only thing you should be doing with her, obviously you gotta mix up your strategies. But hopefully this one proves effective.
Edit: Holy crap! Nina’s counterhit charge stays with her even if you execute her special step. I was worried it wouldn’t. This is gonna make this strategy viable against fireball characters too.
Wtf is ex neckbreaker? You mean skullsplitter?
Lol, yea. I’ll fix that junk.
Having a hell of time getting people off me. More specifically, got rushed down by an Abel player. Besides alpha counter, what does blondie have to keep the people coming for that booty away?
She doesn’t have any reliable close anti-airs nor does she have any great reversals on wake up. Her EX geyser or skullsplitter can sometimes get you out of corner pressure, as can fishing with cr.MK > LK Geyser
EX SS = Full body invuln on frame 1, airborne 2-13, crushes lows on last frame, -7 on block
EX Geyser = Full body nvuln frame 1-14, -6 on block
EX RD = Upper body invuln frame 1-25, vuln on last frame, follow up is unblockable
To sum it up, her escapes are meter dependant.
Thanks for replies. Especially the properties on her EX moves. Good stuff.
I don’t know if ppl mentioned the slight differences between her geysers:
-Obviously the hk has the longest startup, but the farthest range and most damage. It can’t combo from light attacks like the light and medium versions though.
-The lk version has the least dmg but actually the second longest range. It’s slightly farther than the mk version and has the same startup as the mk version. There’s a big difference between the two though. They fall a lot quicker on the light version, giving you less time to juggle.
-The mk version is just slightly shorter than the lk version, but it puts them in a slow float state like the hk version making juggles easier. It’s also much less prone to fly under the opponent during juggles compared to the hk version.
omg I 'm desperate. I need two things: 1, what are her anti-airs beside c.hp ; 2, what are her “get-the-fuck-off-me” moves (including ex)?
Did you bother reading anything in this thread? Even in the last few posts?
I think you’re playing the wrong character.