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.