Haha, sorry for being a bit of a jerk to you then. I assumed you had a everything and were just too lazy to really test her out. Still, not a good idea to make blanket statements like Nina’s overhead is lame. It will mislead who read the thread to learn about her.
its okay, i do the same thing when i read dumb things on the internet. :>
and my statement was indeed dumb so getting bashed for it was deserved.
So I’ve been wanting to learn Nina, couple of things.
I know here launcher has good juggle potential but why do people end combos in it almost exclusively? Like it feels like if your second character has good damage output it seems wiser to do an extended ground string(MP df.LK MK HP Launcher). It leaves them with a bit more grey life but depending on incoming character you can get more damage/meter and absolutely get better positioning a lot of the time.
Secondly she can kara throw with cr.lk and I haven’t seen this mentioned anywhere else. Useful?
how do you escape pressure up-close?
ex-geyser is risky, other moves are pretty slow, cr.hp wont save from crossup jumps.
it seems like if i am getting knocked down my options are soooooo limited that the only viable option is block or alpha counter.
Here is my take on defense with Nina:
jumpin-defense:
air defense is Nina’s main weakness. Cr. hp is a solid anti-air, but nearly useless for crossups and jumpins comming from a more vertical angle. Jump mp is a pretty nice air to air attack to challenge someone with. Jump lk is another good option. Always try and go for a juggle of some sort if you air counterhit someone; Nina is better than most characters at captilizing off of air counterhits. ex) Air counterhit, land, cr. mp xx medium geyser (sometimes the hard geyser travels under opponents in weird juggles), ivory cutter, tag cancel (optional). As far as jumpin defense goes, Nina requires very good spacing. Ultimately the best defense is not to be in a position for too long where they can jump at you from an angle she cant defend well against. You’ll find that a strong offense is a good defense in Nina’s case. If they’re more busy worrying about how to defend against you, you’ll be less busy worrying about how to defend against them, and Nina has the mixup capability to make this happen.
Your options to escape up-close pressure:
- Mash backdash to escape the pressure. Nina has a nice far backdash. This is probably the safest option to get out of pressure, but don’t abuse it too much.
- Ex geyser. This move may seem risky but at only -6 it practically never gets punished so long as you block or mash backdash if it’s blocked. The risk to reward is highly in your favor as a connected ex geyser leads to major dmg. But if your opponent learns when you mash this move and predicts it by jumping back, they can punish you big time. So try not to do this move at extremely obvious times.
- lp mp string. It has a 3f startup. Use this if your opponent is close up and has done an attack leaving them at negative, neutral, or even minimal frame advantage (+1) depending on what their fastest normal is. If smartly used, you can interrupt their attempted pressure with your string and cancel into a special for a juggle combo or just go straight to launcher.
How do you apply proper pressure with Nina, i know she has nice pokes but that is worth nothing if they can simply jump in at me, her cr.hp is to slow and moves her forward in alot of situations. When it hits it does its job well though…and yeah, spacing seems REALLY important for Nina, moreso than other characters.
Also any Nina players i should look up to see how she should be played? Saw Andy OCR doing well with her, but mostly used her as a combo extender.
Spacing IS very important with Nina, so is timing. Unless your in the corner if an opponent jumps in and you don’t think your AA (cr.HP) will hit you can always backdash OR use her HK rolling dash to go under them if its a high jump in. Back to spacing, you can nj.MK when they jump in as well. Your goal is for them to jump in and go under you as your coming back down from your neutral jump. Your nj.MK hits and you can then follow it up with a combo.
As for Nina players look up Alioune Sensei on YouTube.
1st round, i am against down-back guile.
wtf am i supposed to do? its like nothing works. if i jump he uses flash kick, if i dash he just jabs,command grab doesnt grab crouch…
Shoutouts to Ultradavid for putting up my reset with Nina that i discovered two pages ago in his new Re-Stand reset video.
I’m thinking about giving Nina another try, can anyone direct me to some high-level Nina vids? Would really appreciate it, given I can’t really use my main character since he stops time and all lol
Sooo do you guys put Nina on point or as a second? I’ve been playing her first and I’m extremely worried about footsies. I can’t think of anything that’s relatively save to do other than Flash Kicks.
i use cammy/nina, so nina is secondary.
cammy is way better on point, better pressure, walking speed, anti-air, decent pokes and ofc jabs.
nina is pretty hard to play, yeah. she cant spam stuff and pray that it hits, she requires lots of patience and precision.
guile cant downback ivory cutter. Flashkick whiffs against her crossups. You need to be better aware of your spacing than guile is of his, but overall Nina can hold her own against him.
if i managed to get close into poke range, he was sitting there waiting.
i dash - jab.
i walk - cr.fierce
i jump - flashkick
or sometimes he would sonic boom + jump himself to start his own pressure.
ivory cutter from far away is actually pretty slow and easy to react to, since it does only 2nd hit.
To further expand on that, you need to make him stand up (he has to walk back to charge, can’t flash kick, or you can hit him with a low, etc) so you can use Ivory Cutter. You also want him to block low (so you can tag him with Ivory Cutter, walk himself into the corner, etc) so you can use Skull Splitter.
What are her reliable AA’s? crHP & Geyser move her too far foward for cross-ups…
you have to block.
and dont antiair with geyser, ever. its either cr.hp or block.
You could also use back hk. if their jumping in at you.
Just to add on, but St mk should work well against jump ins from far away.
On a side note: I don’t know if this has been said anywhere, and I don’t know where to post this information, but Nina can hit near the tip of cr mk x mk Geyser cannon and be at -3 on block at a relatively safe distance away, making it safe on block and obviously 300+ damage on hit.
Furthermore cr lk and lk skull splitter can be used the same way. If you hit with the last active frame, then you will be -3 on block at a safe distance away, and if you hit then you get 100 damage which is not bad.
So, DLC characters with strong Nina synergy for me to try out first? She is my strongest character but lac.ks synergy with my other favorites, hoping I find her a mate in the DLC.
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Does anyone still use this thread? I’ve been playing Nina/Cammy since my main team is now Sakura/Akuma. To the guy who said you play Cammy on point, I think Nina is the better point character. She gets way more damage per touch than Cammy does. Plus she doesn’t even need meter. To be honest, I didn’t even know EX Geyser Canon was a viable reversal until recently and I’ve been playing her since day one. So if you have her on point, you can store all the meter for Cammy, who needs it a lot more than Nina ever will. The only time I even use meter with her is when I’m being flashy.