Guys should we start making threads for nina?
what are ninas overheads?
also ive heard shes pretty decent… why is that? not saying she isnt just wondering why people are saying she might be very good… dont have the game yet so cant check for myself.
-dime
Can i make the Combo thread? Plz
ivory cutter , and that ex skull splitter are her overheads
for me, Nina’s biggest strength comes down to 1 thing: her flash kicks chain (df+LK,LK,LK, st.MK)
the initial df+LK is a horizontal kick with ridiculous range, and also moves her forward. so you can just poke with it all day.
it’s a very slow animating chain (which is good), so your next would-be poke just continues the actual chain on hit
but the best part: the whole chain is cancel-able at any point into regular special moves. so you could do something like…
flash kicks chain xx H Geyser Cannon, juggle with cr.HP xx H Geyser Cannon, juggle with LP+MK thingy, switch cancel that into partner for another full juggle set.
depending on your partner’s juggles, that whole thing will do around 400 damage, and only uses 1 meter, and you get it off a super easy hit-confirm.
sMK xx sHK xx launcher… seems almost too good, but thats just the first impression
ex skull splitter must be blocked low only (ie, if youblock it high you get slammed to the ground) i thought it was an overhead too
although, her EX command dash into grab, is an overhead attack
i didnt know about the ivory cutter
What does Nina have for Anti-Air, and are they good?
how can you have nina williams and not have ANY of her counter moves in this. she feels so incomplete.
So, dumb day one question, but what is the deal with the command grab? I nail the input and as Nina is performing it, the opponent pushes out of it. What am I doing wrong?
her crouch h looks one of the better anti airs
her command grab needs very specific timing , I guess
ex skull splitter is a low? that’s weird
c.HP is kinda slow
do it early lol
training mode is you
yea was having trouble with that too if the opponent pushes out of it, means you did the second input too late. and ninas juggle potential seems really good even meterless. also genistar i agree we should start some nina threads.
LP+MK is her only overhead and she gets no combo off it without a tag cancel (unless it anti-airs, in which case it ground bounces). It’s a pretty fast overhead, but yeah… without meter it does 90 damage.
It feels like her game is supposed to revolve around her 220 damage command throw, HCB+K~PP~PP~PP, and her strings that can cancel into it (in many cases she can combo into it this way).
For anyone who’s having trouble with the timing:
2nd PP: Do it just as the opponent’s head is done reeling and is starting to return to original position.
3rd PP: Do it just as Nina starts to let her opponent’s arms down.
honestly i think nina will be more successful as a poking character. with good mix ups once she closes the distance. but the cmd grab my def play a huge role in her mixups.
I know but it only covers a specific space because she tips forward. She’s going to block a lot like the rest of the Tekken cast that lack anti airs. Most of the space above their heads are free for jumping in on or going head to head in the air.
if they jump to that space dash forward. and avoid it completely
so i got online last night and I’m doing really well with Nina on point (Zangief 2nd). Didn’t lose a single game all night (about 10 in ranked, 20 in endless)
my go-to pressure is just df+LK,df+LK repeatedly until it hits, then i just finish the flash kick chain to full combo, and sometimes switch cancel the end.
only problem with the df+LK’s is sometimes it will whiff on crouching characters as a certain distance, so if they’re mashing lows they might hit you.
but for the standup, “footsie shimmy” game it’s so dominant.
for anti-air I’ve been using cr.HP. it’s actually faster than it looks, and because it moves her forward you get *right *underneath them for that perfect spot (like straight up their butthole)
crossups are kinda hard to deal with. a lot of times i don’t even know if it’s gonna hit me or not cause the jumping crossup hitboxes are so weird.
EX Geyser Cannon seems like a decent wakeup move if you’re really in trouble. and it’s easy to combo after if it hits.
thank you kind sir, instantly was able to do it.
Tip for those having trouble with the command grab chain. Look at the opponents arm, not the hits/breaks being done, thats the real timing indicator. As hard as it is to not focus on lol.