The Nina Williams Thread

There’s honestly no reason to do Tatsu’s combo anymore because they closed the damage discrepancy.

st.mp, cr.hp xx hk geyser, hp ss, cr.hp xx hk geyser, ivory cutter

st.mp, cr.hp xx hk geyser, cr.hp xx hp ss, cr.hp xx hp ss, ivory cutter.

The difference is 12 points. You’re better off omitting the first juggled cr.hp in his combo because then it allows cr.hp xx hp bb or SA/CA followups along with Pandora if we throw EX ss in the mix. It’s also less finicky to land. If you need to end in ic, use the first combo i mentioned.

Sure. When i finally get the timing down. Oh well. Something else to work on all week and forget when i get in a match.lol

I have some technology that I use for Nina for a hit confirm from a low, I don’t know how many people know about it though.
It is kinda a universal thing. If a tekken string starts with a medium or heavy that is not a command normal you can use the boost chain in to that normal and continue the tekken string. Asuka has lots of these. I use it to hit confirm from a cr lk in to blond to uppercut. In to combo.

I am not sure how bad the nerf on the range was because it still works in the places that I use to use it.

I have started to do Nina’s high damage juggle combo instead of the ones ending in ivory cutter if I don’t plan on tagging out. I do this because the change on blond bomb gives you a hard knockdown. The hard knock down was the only reason I ended in ivory cutter before (and to build a tag combo). I do a hit confirm in to geyser cannon, hp ss, cr hp xx hp ss, cr hp hp blond bomb. From there you can dash forward and walk forward slightly for a perfect position to make a guess and mix them up on wake up.

Also has anyone noticed that there are no sf 4 style un-blockables? I have set some up accidentally using the old jumping hard kick after a knock down, and the opponent can block it BOTH ways. I think this is why it had it hit box changed, I much preferred it as a cross up though, I had set ups that beat all dragon punches :confused: Oh well I use hp for that now. :slight_smile:

she does have some new freaky cross up which can’t be blocked mid screen if the opponent reversals.

I need some tips on fighting Gief.His chargeable slam is like a fly trap if you are anywhere but outside of Nina’s st.MK range. I don’t even think about jumping in since we all know his lariat is a goofy AA. How do i play around Gief so I can get him to green hand or make some false reads

I do have difficulty against his charge move, running bear grab. Playing around with neutral jump and just standing still when you see it ans punish according to what he does.

If you see him charge wait to see what he does, if he lets it rock neutral jump punish. If he dashes forward cr forward in to combo punish.

You can jump in for free from the correct angles against gief, sort a close fake cross up with fierce beats lariat, this is useful on his wake up as well. After writing this I realise I should give an example on hot to set it up. I don’t have access to the game right now so I would say close. Maybe after a close st strong on hit, walk forward slightly and the a jumping fierce aimed at the head.

(edit) A close to medium distance neutral jump roundhouse will beat lariat if aimed at the head, probably not out right but a mistimed lariat,

I have tried chucking out moves to out right beat running bear grab, but I came across the difficulty of no multiple hitting moves.
According to the frame data the armour starts up on frame 28 and finish frame 52(or when he grabs). I hope this is useful.

I have not tried against new gief, but I found his jump fierce to be quite the problem, I hope that Nina’s short Cannon is a more useful anti air for this beating this option.

Oh and the blond to uppercut is very unsafe, if you continue from the cr lk to the mp.(which looks and acts like cr hp with launch properties)
I would say that best way to describe it is a 4 frame gap. You can jap, launcher, Marduk and Zangief lp spd through that part of the string. If the opponent does not know the timing then it can be used to catch a counter hit, or jump away.

<P>so if this is known than ignore. i did try to look for it.</P>
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<P>this is situational as well, obviously. if you hit mk,lk,mp string,( or her other string, like that ever happens) you can roll dash( i was using mk dash) under opponent and combo them the other way. can only think of it being useful if you are in the corner or near the corner and want to change directions and push them to corner. </P>
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Anything i should know about her picking her up aside from knowing that Ivory cutter is my best friend?

<BLOCKQUOTE class=Quote>
<DIV class=QuoteAuthor><A href="/profile/46709/ThatJollyOlBastid">ThatJollyOlBastid</A> said:</DIV>
<DIV class=QuoteText>Anything i should know about her picking her up aside from knowing that Ivory cutter is my best friend?</DIV></BLOCKQUOTE><BR>cr mk is your 2nd best friend. when you train them to stand they die. and you can cr ivory cutter.

Ok so just want some thoughts on throw tagging on ninas back hand slap. I thought this was taken out because i Never see anyone do it Ever. Until i saw doncheedle do it in a replay. With nina having good dmg combos that can end in back hand slap you can tag in your other character and charge up a super,counter ,hit or if you have an unblockable??? Maybe kings moonsault? Whatever.
I can barely hit often enough to get a feel yet. I know the opponent has ?? Frames after where you cant hit them.
Why dont more nina players use it?

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/39285/DarthPariah">DarthPariah</a> said:</div>
<div class=“QuoteText”>Ok so just want some thoughts on throw tagging on ninas back hand slap. I thought this was taken out because i Never see anyone do it Ever. Until i saw doncheedle do it in a replay. With nina having good dmg combos that can end in back hand slap you can tag in your other character and charge up a super,counter ,hit or if you have an unblockable??? Maybe kings moonsault? Whatever.<br>
I can barely hit often enough to get a feel yet. I know the opponent has ?? Frames after where you cant hit them.<br>
Why dont more nina players use it?<br>
</div>
</blockquote>

<br><div>1.  Nothing combos after Arm Snaps.  You get a mixup opportunity or an unblockable (and the only one of true worth in this instance would be Hei’s).</div><div><br></div><div>2.  Most importantly…it’s a pain in the ass to execute.  Your timing has to be absolutely perfect to actually get the tag cancel to work and unless you use Hei, the reward isn’t worth it.</div><div><br></div><div>Those are the reasons.  Unless you use Nina/Hei you really have no reason to use it.</div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/70767/Saitsu">Saitsu</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/39285/DarthPariah">DarthPariah</a> said:</div>
<div class=“QuoteText”>Ok so just want some thoughts on throw tagging on ninas back hand slap. I thought this was taken out because i Never see anyone do it Ever. Until i saw doncheedle do it in a replay. With nina having good dmg combos that can end in back hand slap you can tag in your other character and charge up a super,counter ,hit or if you have an unblockable??? Maybe kings moonsault? Whatever.<br>
I can barely hit often enough to get a feel yet. I know the opponent has ?? Frames after where you cant hit them.<br>
Why dont more nina players use it?<br>
</div>
</blockquote>

<br><div>1.  Nothing combos after Arm Snaps.  You get a mixup opportunity or an unblockable (and the only one of true worth in this instance would be Hei’s).</div><div><br></div><div>2.  Most importantly…it’s a pain in the ass to execute.  Your timing has to be absolutely perfect to actually get the tag cancel to work and unless you use Hei, the reward isn’t worth it.</div><div><br></div><div>Those are the reasons.  Unless you use Nina/Hei you really have no reason to use it.</div></div>
</blockquote>

Whilst I agree in principle, I wouldn’t state it that way. Given how arm break pulls them in and cause them to reel back a little, I think there could be some stupid ambiguous setups created where your incoming character whiffs one button to stay in front and another to end up behind. Either way, there is always a possibility of hidden tech with all sorts of tools; just gotta dig deep to find it :smiley:

<P>i agree that it is situational and that it could lead to some difficult issues for the opponent to deal with. i dont play the game often enough and i can hit it about half the time already so while it is difficult it is not that hard and if you miss you just finish the rest. again i agree it is situational. </P>
<P>while messing around with king it was obvious that moonsault is still worthless unless for the kill but (correct me if i am wrong) kings shoulder charge gets wall bounce on ch so if, and i mean IF, they hit a button, combo(if they block than yeah, combo for them). i was able to hit some ex ps wall bounce stuff with paul(with charge to ex). i could imagine some stuff with lilis dive kick,(dont play her so yeah only in my mind).charging gief to super comes to mind, if they backdash they get got and if they jump you may still get them when they land.  i just think it could cause some setups that limit the options of the opponent, if you time it right they have next to no time to react.</P>
<P> more thoughts from other players would be cool too. or more thought from the same players.</P>
<P> </P>
<P>i may just start playing hei just to use it </P>>:)

Even though no one really cares about situational stuff… I am getting over 800 dmg on 1 mistake on your part(the opponent) for 3 bars on a throw tag with nina’s back hand slap restand. Maybe more with gems.
I will be online on wed or thursday to fail miseribly at this and look bad(total day 1 new players look for my endless lobby,PLEASE!,lol). I need to see how real players react. Especially after seeing it. If i can even hit it. Lol.
I still have some other characters stuff to try as well, and more stuff with my current characters.
If someone could record her throw tag and throw it on youtube,(for the more visual learners like me) that would be cool. It would really help with timing. As pointed out,(correctly) it is strict.

Of course this does not change nina and make her gdlk, let alone better. And as it will be and has been pointed out, it is situational. I have found it to be easier in the corner.

Hey Nina players, I just picked up the blonde assassin and am wondering how to do the rolling dash into arm break consistently. And who are some good Nina players to learn from?<br>

Do you mean how to get all the inputs for Arm Break?  I mean, what are you looking for?<div><br></div><div><br></div>

Hey all. Recently picked up Nina and have a couple of q’s.

When best to use arm snaps? I have the inputs down, it just seems I get stuffed out of the roll part a lot with random pokes. Is it to only be used sparingly dodging a badly spaced projectile and/or in a ground bounce combo?

Hello fellow Ninites.
I just picked up the character to go along with law. I have Law on point and Nina as my anchor. The damage is insane, however I find when I switch to Nina I am left scratching my head. I try to play footsies with her, but her range is rather limited. I use a lot of max range hk, but thats about it.

Do you guys use flash kicks for your poking/pressure game or do you mostly rely on lp, lp mp, mp pressure options?

From midscreen, I just can’t seem to figure out what I should be doing to keep my opponent at bay…I quickly learned that her new gc lk is too unreliable to consistently anti-air with (at least for me) and have resorted to doing crouching hp.

I guess my main question is this: there is a lot of talk of long range footsies with Nina. How do you accomplish this?

I never use flash kicks to poke as the following hits can whiff on crouchers. Geyser cannon has to be done early to aa because the invincibility frames are from 7-8. Otherwise her cr. hp aa comes out quick and doesn’t require a quarter circle back motion, but you can’t get a high dmg juggle with it unless it counter hits.

I rarely use st. hk to poke. Comes out slow and doesn’t get you much dmg. Sometimes I like to surprise the opponent with her st. hp, but not too often.

People seem to forget how good of a poke her skullsplitter is. The medium and hard versions are only -5 on block and I’ve never been punished for doing it, even if I space it bad. They cover a very long range and provide you with a knockdown to start her wakeup guessing game.

Otherwise cr. mk buffered to geyser kick can sort of work as a poke to stuff someones poke or if they walk into it. But if you space it wrong and they block it then the geyser kick will make you at -7 and put you right next to them (-7 still often does not get properly punished though so you might still be ok).

That’s kind of it for midrange as far as I know.

Thanks for the reply! Skull splitter is great when opponents are walking forward and back trying to bait pokes (it forces them to crouch) but the problem that I seem to be having is this: When nina isn’t in an opponents face, she is left with basically crMK and crLK for pokes. crLK got a range nerf, and it’s very hard to touch people with it now. Her crMK gives her 2 options. 1. A buffered GK 2. A Buffered skull splitter (for advancement I suppose)

Both of those options are quite negative. -5 means that all the opponents low pokes will beat yours if you press a button (the range on block may make it harder to punish, but it still doesn’t leave her with a lot of follow up options).

I completely agree about her flash kick string tho…the uses seem to be limited unless the first hit connects. Has anyone ever looked in to using Flash kick for a reset potential?

I guess I am just trying to wrap my head around what exactly I should be doing with nina for mixups or to be a threat when she is in. I watched a lot of videos on youtube trying to see what other players do, and I find they seem to look as lost as I do. Is she really limited to her CR.MK? Is that her only viable special cancel poke midscreen? Seems to be launcher bait.

I dunno, I understand that if I get proficient enough with her that she could become an INSANE threat for people advance in on her, and maybe thats how she should be played. Get a life lead, switch to nina and try to let the opponent touch her…I find she struggled trying to advance.