would you say that shortening the combo is worth the possible reset damage? and what is the juggle limit for the ivory cutter>backhand setup to work?
I’m in the process of learning Nina, does she have any good frametraps? Also what do you guys usually go for after the backhand reset?
I usually go for cr.mk or Ivory Cutter after backhand reset. But most of my opponents are mashing DP so its mad annoying after the reset.
Sorry if I didn’t get to read the rest of this thread, but which normal serves as the safest and most effective hit-confirm with Nina? The annoying part in playing her is that the only way I know which is effective in getting in is through j.HK, which can easily be anti-aired.
You should learn to use j.hp when your in range it stuffs alot of AAs clean. The reason is because of the angle of it. The opponent is used to timing Their AA and since Nina’s j.hp can hit from the apex of her jump. The timing of the opponent’s AA atempt is hindered. For hit confirms ive learned use st.mp,st.mp,cr.mp .not that hard to link if you practice.
I’ll try that. Recently, I’m trying to use either Bermuda Triangle or Flash Kicks as hit-confirms, but they are not true block strings as the opponent can still sneak in some attacks in the middle. I’m currently in the crisis of picking between Nina or Juri as Ryu’s partner. o_O
Like i said st.mp,st.mp,cr.mp is a very easy and good hitconfirm because cr.mp can be canceled into geyser cannon
s.lp +1, s.mp +3, c.mp +3, EX-blondbomb is +1
Just curious, i’ve been using my new(est) team of NinaxJulia more and though I learned Tatsu’s combo, does anyone actually use it/pull it off in an actual match?
I find that going from geyser into c.hp>hk.geyser, Ivory cutter +tag works just fine and it scales dmg less.
also; out of curiosity, has anyone been able to do a cr.mk>geyser after a counterhit Ivory cutter?
I’ve gotten a few out online but I’m not sure whats going on most of the time, it happens and sometimes it doesn’t happen.
It’s all about maximizing damage. Tatsu combo will still net you more regardless of scaling. The extra hits are heavies, not jabs/shorts. I practice the Tatsu combo on training mode. I’m still not very consistent with it.
For your combo, you can actually add a skull splitter for extra damage and it’s very easy to execute. I’ve been doing c.hp > hk.geyser > mp skull splitter > c.hp > hk.geyser > ivory cutter+tag.
what’s this tatsu combo I keep reading about??
Cr Hp - > Hk Geyser - > Cr HP - > MP skull splitter - > Cr HP - > HP skull splitter - > Ivory Cutter
Gives you a lot of options to work with after Ivory cutter. Can Tag cancel into your partner for added damage. Can charge up for a counter-hit and go in for a 50-50 Ivory cutter/low attack guess. Can raw tag your partner in safely.
ohhhhhhhhhhh that combo, I usually go for the blond bomb ender, never thought to use Ivory cutter as an ender.
This is the only combo I ever even go for anymore. BB is good and does good damage, but the launcher/ivory cutter is the perfect set up for her jump ins, so I just stick to it.
That and it hurts like hell!
Eh I must be getting lazy. I often end up doing ivory twice and tagging on the 2nd one with the combo I mentioned.
I’ll work on applying Tatsu’s combo to see if I can land it better in game. (starting with cpu of course :P)
thanks for the reply guys!
You can always do Cr Hp - > Hk Geyser - > Cr HP - > MP skull splitter - > Cr HP - > HP skull splitter - > Launcher it does a little more and isn’t strict on timing. Especially if you’re going to tag in anyways
Changes for Nina:
[details=Spoiler]
Nina Williams
• LK - Hurt box enlarged
• MP - Hurt box enlarged
- 7F added to Boost combo (-5F on hit/-9F on block)
• MK - Hurt box enlarged
• HP - Hurt box enlarged
• HK - Hurt box enlarged - Push back on block when used in boost combo reduced
• cr. LK - Startup 5F->4F - Hit box reduced
• cr. MP - (+4F on hit/±0F on block)
• cr. MK - Startup 7F->6F
• cr. HP - Startup 8F->5F - Damage 90->80
• j. MK - Can crossup now
• j. HK - Cannot crossup anymore
• Spider Knee - Increased forward movement
• Ivory Cutter - Damage 50+40(90)->50×2(100)
• Blonde Bomb - Uniform 80 damage->L=70, M=80, H=100 - Push back on hit and block adjusted depending on move strength
• Blonde Bomb (L) - Block stun reduced by 1 (-6 on block)
• Blonde Bomb (M) - (0F on hit/-7F on block)->(+2F on hit/-6F on block)
• Blonde Bomb (H) - Block stun reduced by 1 (-6 on block) - Hit causes knock down
• Geyser Cannon (L) - Startup 15F->8F - From 6F onward move is invincible against air attacks
- Hit box enlarged
- Block stun reduced by 3 (-10 on block)
- No push back on block
- No movement when kicks come out
• Geyser Cannon (M) - Damage 70->80
• Geyser Cannon (H) - Damage 80->100
• EX Geyser Cannon - Block stun reduced by 3 (-10 on block)
• Skull Splitter - Damage 70->80
• Arm Break - Damage 60->80
Special move meter gain:
• Skull Splitter: whiff 15->10/On hit 40->30
• Geyser Cannon: On hit 30->40
• Backhand Slap: whiff 5->10/On hit 20->30
• Arm Break: whiff 0/On hit: 30
• Double Arm Break: On hit 0->40
• Blonde Bomb: On hit 0->40[/details]
So what does it mean?
Haven’t played in a long time and having trouble remembering some of her things, however she seems to have gotten some new links, pretty difficult ones at that.
-st.mp, cr.hp(1 frame)
-cr.mp, cr.lk(1 frame)
-cr.mp, st.lp( (2 frame)(left right into spider knee now has more forward movement, it used to whiff ALOT)
Pretty sure these should work then:
-st.mp, st.mp, cr.hp (hmm tested it and the cr.hp is out of range, maybe it will hit after the faster startup…)
-cr.lp, st.mp, cr.hp(reminds me of Cody his SSFIV combo)
Her lk geyser seems to be her default AA now, although her cr.hp is also alot faster now, it traded too often and the forward movement made it annoying to use. What do they mean with “no movement when kicks come out”, means no forward movement when doing lk geyser? Which i hope it does, and undoubtedly you can follow up with some juggle.
HATED her crossups, never used hk for crossup anyway, mp and hp were the ones i used.
So if mk is a solid crossup now that would be great.
Overall they also increased her damage output and fairly decreased cr.hp damage.
She already did alot of damage, now she does even more, awesome.
Biggest gripes that i had with Nina was the lack of a reliable crossup without having to set it up and a a reliable AA. If those are “fixed” i’m pretty damn happy. Her poking game i don’t think has suffered really, not sure until tested ofcourse. If her AA and crossup work great she is buffed alot.
in general she is pretty much Buffed. The only thing we need to see is how the hurt box enlargement is going to affect her footsie game. She could stand at max range and confirm with st.LK, st/cr.MK,st/cr.HK, and st.HP, this might put her in situations where she doesn’t want to be as close to characters with stronger mid to close range buttons.
Can anyone enlighten me on what to do after command grab reset. Overhead swith cancel? St. Mp pressure/frame traps? On of her unAnti-air’ able jump ins? Too many options it gives me nosebleeds.
I’ve said before that Nina is the scariest character in the game on wake-up. Ivory cutter is simply too good. I’ll run through the possibilities of your opponent and my typical strategy. Overall I don’t use crossups on wakeup that much because Nina’s ground mixups are scary enough on their own:
- Opponent wakes up by crouch blocking: Ivory cutter wins. If you know they’ll crouch and have the meter, then plan on switch cancelling your ivory cutter for some crazy combo dmg.
- Opponent wakes up by backdashing: Ivory cutter… The most powerful move in the game for demolishing wake-up backdash. it will catch the opponent in an air state of their backdash and ground bounce them. Be prepared with a combo to score major dmg when this happens.
- Opponent wakes up by blocking high: Happens when they’re afraid of ivory cutter. Here’s a weird combo to score some dmg. Use cr. lk and chain into her tekken string of mk, lk, mp (its name is blonde to uppercut in the guide). This tekken string is safe on block and floats on hit for some nice dmg potential. In addition, the string is not air tight and actually serves as multiple frame traps even if they block the first hit of it. This provides her with a safe low mixup.
- Opponent wake up reversals: Hey, it’s gonna happen sooner or later, just keep that in the back of your mind.