The Nina Williams Thread

You know, I think I am. I’ll have to find someone more suitable for my needs, though. I hear Steve is pretty good matched with Lili. Nina is not too bad, just not my type as I found out tonight with the several matches I had.

If you focus on stuff like… omg I have no anti air or “get off me move” that narrows down very few characters for you to use.

How do you guys feel about Nina’s point game? As in starting her first. I feel like its such an uphill battle at times. Especially against Ryu, Guile, even Sagat. Hell sometimes Jin and his stupid spheres too. In the Ryu battle, once I get to him he still has better buttons than me. Trading with cr.mk with my standing df+ lk isn’t that great, and sometimes I flat out get beat. I feel as if Nina was a trap, like they lured me in with her MP, and standing lp pressure just to be like gotcha bitch…shouldn’t of been playing Nina. Lol.

Like 90% of the SF cast can out footsie Nina. I personally think she should be an anchor character

I agree. I’m leaning toward Chun/Nina. I’ve been running Nina/Julia and its just not worth it.

Ogre works surprisingly well with Nina, too.

can someone confirm if the command grab is actually +6 on block and not -6? i feel like it is punishable. if not, then i really need to do it more.

Go in training mode and you’ll see that it’s at best -6. Very easily punishable. It’s most likely the reverse of what the guide has, meaning -11 on block and +6 on hit if you do nothing else.

edit: went to see if you could combo with a normal to see if it’s really +6 on hit with nothing else. I couldn’t combo, but it looks like there’s a weird property that prevents them from getting hit during their reel back animation until they’re able to block. So it’s sort of like a +6 uncomboable attack.

alright. i was 90% sure it was minus but the online compilation of the frame data says +6. hopefully someone changes that. good to know i’m not missing on much.

I strongly disagree. Nina’s cr. lk has extremely good priority and range. Test it at a distance against Ryu’s cr. mk. You’ll see that it beats his. You can buffer it to st hk from a distance and even if they block it you’ll be relatively safe since you’re too far away to punish with quick attacks. If it hits then you get to go into launcher. She has the farthest and fastest overhead in the game. Her high low mixups are scary. I currently use her with Hwo, and when I’m fighting someone where I need good footsies like Rolento or Zangief, I go to Nina.

footsies are not just about range btw

if she has good footsies , the rest is pretty much down to skill

This is true, after her command grab opponents are stuck in an invincible hit animation and until they fully recover you can’t hurt them. You can confirm this by switch cancelling the command grab, the new character can’t combo after Nina’s command grab.
Made me sad when I found this out in training mode, since it could have worked as an easy re-stand from juggle state that works on all characters. Nina’s overhead or Ex Skull Splitter into Command Grab xx Switch Cancel after any juggle would have been hella cheap though if it was combo-able.

Do you guys think Rolento/Nina could be a decent team? I want to learn Nina a bit due to her Rolento outfit.

Good shit for this man. Nina’s cr.lk puts in work in the Ryu matchup. Like I went in expecting to die horribly like I usually do but found myself winning more than usual. Then to top it off, the range you should be in for this is also ideal ivory cutter range. Once they get smacked by ivory cutter on CH a few times, walk in a little closer and tag them with cr. lk when they try to walk back or out poke ivory cutter, it’s a dirty mixup to an extent.

for me this is timing i use:
[pp] nina grabs them, nina breaks arm and immediately [pp], then she goes to the double arm snap and about a second after it snaps another [pp]
the second one seems a lot more lenient tho

OK guys we need to talk.

Is there anything Nina can do against Rufus beside losing ?

It’s like Rufus can spam his dive kicks all day and if I press any button I’m always wrong. Maybe there’s something i didn’t get but for now I feel really really helpless.

Neutral jump mp beats a lot of the divekick shenanigans

Her left right string (lp mp) is really effective because it starts off with a 3 frame attack. I find that it’s actually beating rufus most of the time on the ground after I block a divekick of his that is poorly positioned (upper body). When he lands, hit lp mp. He’ll try to do a poke and you’ll most likely beat it or he’ll just block. You’re left at neutral frames on block which I think is kind of in your favor when you’re up close to Rufus. On hit, simply chain it into hp then go into launcher for decent easy damage. It’s an easy confirm because she kind of waits to throw out the mp after the lp. If you like, you can continue the string after mp into one of her unique combos, but I find simply doing hp into launcher is more effective and less hard to screw up.

you can also special cancel the lp mp string to LK geyser for a juggle

RE: Rufus
You should actually walk into his dive kick. I know it sounds weird but if you walk into his dive kick, the move will actually hit waist or higher and be neutral or negative on block. This should allow you to get your 3 frame lp out in time to beat anything Rufus does, usually he does low short. His options become EX Messiah, back dash, or block. Now if he has two meters, do not get hit by EX Messiah otherwise you will lose like 500 health from a tag in combo and be forced to eat a mixup which would kill 900 health Nina.

Now my question is, how does Nina deal with Zangief?