The Nina Williams Thread

Yeah, I figured. With the v2013 changes, I figured Capcom was trying to turn BB into some kind of poke. Oh well…

Quick question about arm snaps. The regular version isn’t unblockable, right? I’ve used the non EX version and sometimes it does the guard break animation like the EX one. What’s with that?

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regular version is unblockable standing. it can only be blocked crouching.
so its a very useful move if you and opponent walk back and forth just outside of pokes range. usually people dont have time to react and downback.

You’re countering something or they stopped blocking, but if they actually block it, she just whiffs and has a long recovery time.

Really? I didn’t know that. Look at that, I learned something new about my own character today. Good shit Rean!

Holy smokes! You really do learn something new everyday! I guess that explains that. I always have the dummy set to crouch in Practice Mode, so I wouldn’t have know otherwise. Thanks again.

Except when your opponent has trained themselves to react to special steps with crouch normals. Then you just die.
I use it to go through fireballs quite a lot lately. That, restand and anti air mixups are the better uses. One little thing each part of the grab acts as a separate special move. So geyser > Ivory Cutter > Rolling dash grab will activate 4 special gems.

will have to check my gems. did not know that each hit of roll grab counted. nice

tbh,I really think most have pushed Nina as far as she can go. She is just so straight forward,its really hard to play her any different way.

I don’t think shes been pushed to that point honestly. There are still a lot of whiff punish and pressure sets ups that enough nina’s don’t utilize right now. Once people gain knowledge on the matchup more you will start to see that she will need to be using everything in her arsenal to stay in a comfortable position in certain matchups

Please do tell of these setups. Nina board is a little dry right now. Any new info is appreciated. The only new thing i have seen being used in her game now is her mk+lk+mp string.

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afaik there is a gap in that string after each hit if you dont mash it fast enough and you can be DP’ed out of it.
edit: just checked in training mode, any invul reversal for free combo (cammy ex spike / nina ex geyser worked. normal dp from cammy didnt)
the gap is present between all hits so dont abuse it very much or you’ll be punished when you’ll try to finish it with mp.
on block its better to stop on lk.

edit2: lol, launcher blows it up completely. you can just mash launcher and get a free combo out of that string

I’ve only gotten to the point of doing rush down with nina on some characters and playing full screen footsies.

All of her strings can be interrupted with dp like moves. But lets be honest here. No one is going to be able to do it everytime unless you are being predictable and they are ready for it…or worst case scenario…Mashing. Her pressure is unsafe but can be made safe somewhat…

I think her design is made to make people crack under pressure. Its not even the strings but the little things that can make a big deal if you can convert. I know her down+Forward MK catches backdashes very well. And its not that hard to convert off of two or three of them… other stuff also but I would be typing up a storm of stuff thats probably already known.

All of her strings are frametraps that can be converted into some decent damage or resets… Its just finding ways to put em all together…

all i am saying is if for example i am playing against you, and you go for mk-lp-mp string and finish it all the time, i gonna super you, or reversal, or raw launcher next time you try it. its just something to keep in mind.

so dont finish your tekken strings guys.

Exactly. But I think even if you don’t finish some strings you are left negative no?

lp-mp is +0, and i couldnt punish mk-lk with 3f lk so its either +0 aswell or -2 at worst

<blockquote>all i am saying is if for example i am playing against you, and you go for mk-lp-mp string and finish it all the time, i gonna super you, or reversal, or raw launcher next time you try it. its just something to keep in mind.
</blockquote>

learned this the hard way. dp to the face.

What I’ve noticed so far from Nina post patch:

Cr. lk range nerf hurts a lot. Also, her hk no longer causing pushback on a boost combo hurts a lot too. I would often buffer cr. lk to st. hk from max range pre-patch and practically never get punished, but that’s simply too unsafe to do now.

Her blonde bombs are relatively safe on block when spaced right (they’re -6 now I believe). They’re still nothing special and I see no reason to use them over skullsplitter for long range pokes. Her hp blonde bomb is kind of fun to throw out very sparingly since it goes really far and it knocks the opponent down on hit which is really good for Nina. I’m able to more easily charge up for counterhits now since people actually have to be afraid of me throwing out blonde bomb.

Lk geyser is a great anti air that does a better job covering directly above her unlike her cr. hp. However, I’ve still been having trouble using it effectively. The late invincibility (I think the invinc. only starts from frames 7-8) coupled with the need to do a qcb means that I don’t get it out quick enough and it gets stuffed often. Makes me appreciate the shortcut motion and full invulnerability of generic dps a lot more. But I guess that’s the price you pay since lk geyser leads to a good juggle combo afterwards. Her cr hp is doing much better as anti-air now too.

She doesn’t feel too different. Her cr. mp being +4 on hit and 0 on block is probably something I should explore more for maintaining pressure. 0 on block is still good for Nina in my book since she has a 3 frame jab.

Anyone else playing Nina differently now?

I was in a string of Endless games last night, rocking team Blonde Bomb (Nina x Lili) against a Chun and Hei team. And I was playing Nina like I would Chun; Using her strong normals and high-low to keep my opponent off-guard, and guessing if I’m going to cancel into a Rolling Dash, or cancel into an SS. And then guess if I was gonna cross them up (properly now!), fake out, empty jump throw, etc etc.
It was the most fun I’ve had playing a mix-up character (which I don’t normally play. My go-to team is Hwoarang x Law) and it felt really rewarding when I was consistently landing hits or squeezing out a late EX Geyser, into her BnB, and tag Lili in for more shenanigans. Just because Nina doesn’t have any ‘brain-dead’ tactics you can use. You have to be aware of what all you’re doing. There isn’t any special of hers you can spam and get away with.

Nina just feels really good. The best I can articulate is that I feel comfortable playing a poking game/footsies duel with her. Just with a few hours of practice, I felt I had a good idea of where her best normals would take her, and was just reflexively using c. MP-c.HP, and watching it catch nearly every time. It’s just nice, and securing somehow, to know that I’ve got the normals to go toe-to-toe with strong footsie, and normal, oriented characters. And if I play smart, I can come out on top with a sizable life lead.

Oh, and Lili’s fun too.

Really threw off the people i played with cr ivory cutter. Made getting cr mk easier. Now if only i did not forget the ss combos i had been practicing all week and went back to the bad combos i was doing before. Wah wah waaahhh. Maybe next week.