Optimizing Nina's Damage

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UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#1 “Quote” Edit Post
I figured it would be a good idea to compile an optimal damage comparison so people can choose what to go for with Nina. I'll list options for each launcher, and notes for wall conversions if helpful. Execution explanations for everything are contained in the 2nd post below this, along with the wall options. Feedback appreciated.

Notes on damage: You can deal reasonable damage in 5 main ways with nina:

A. Frontload the combo with QCF1's
B. Frontload the combo with uf4, uf3, df1
C. Loop multiple ws1's
D. Reach the wall with a clean splat
E. Land one of her CH high's (B4, F3, QCF1) to start the combo.

Option A is mutually exclusive to B, and both make it diffiuclt to get ws1's without ditching the uf3 in B (uf3 also renders option B far less consistent, see execution section for details on how to do it). Ws1's can lead to the wall, but do too many ws1's and you are relgated to fff1+2 post tailspin, which gives up the wall, or fff34 which can whiff after doing the maximum number of ws1's. For this reason some people tailspin with d23 early and do ws1's post tailspin, using the ws1 1+2 extension to reach the wall.

She has better possibilities after season 2 and 3 now (fff34, qcf423, d23, ws1). They are often more practical with walls than her old stuff and are much more flexible, but her max damage on open ground still comes from ws1's. I'd say its actually worth ditching ws1 combos on walled stages since you can usually get better damage elsewhere in these situations.


DF2: Safe. Short range. Low damage launcher.

Easy (61): uf4, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (62): qcf1, qcf1, f2, d23 S!, b222
QCF1 (65): qcf1, qcf1, d23 S!, ws1, qcf423 (whiffs off axis right)
Uf3 (65): uf4, uf3, df1, d23 S!, b222 (or qcf423)
S2 (67): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1 1+2 (or ws1 into f1+2/1+4)
Ws1 (Hard) (68): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2
Ws1 (Extremely Hard) (72): uf4, uf3, df1, ws1, ws1, ws1 1+2 S!, fff1+2 (Barely works on ling, first ws1 must be extremely fast)


UF21: Hit confirmable, only -13 on 2nd hit, NC and probably best effort to reward ratio of her launchers. Combos after unbroken evil mist, otherwise simply spikes. Also combos after CH b4.

Easy (68): ss1b~uf4, df1, d23 S!, qcf423 (side step 1 to either side) (Wall: ws1 1+2 ender possible)
Medium (70): db2 S!, qcf1, df32~f, ws1, qcf423
QCF1 (70): qcf1, qcf1, f2, d23 S!, b222 (Wall: df32, qcf1 or qcf423 ender)
QCF1 (73): qcf1, qcf1, d23 S!, ws1, qcf423 (whiffs off axis right)
Ws1 (78): ssr1b~uf4, df32~f, ws1, ws1, ws1 1+2 S!, fff1+2
WS1 Hard (80): ssr1b~uf4, dash df1, instant ws1, ws1, ws1, ws1 1+2 S!, fff1+2
Max (84): ssr qcf1, qcf1, instant ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2


B1+4: Super unsafe, ideal long range whiff punisher or post b4 CH. Works after evil mist.

Easy (67): uf4, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (68): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)
Uf3 (71): uf4, micro dash uf3, df1, d23 S!, qcf423 (Doesn't work on ling. Wall: Can also d23/qcf1 ender)
S2 (73): S2 (75): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)
Ws1 (78): uf4, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2 (Wall: qcf1 ender, recommend cutting a ws1)
Ws1 (long carry) (82): uf4, ws1, ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2
WS1 (super hard) (84): uf4, qcf1, ws1, ws1 , ws1, ws1, ws1 1+2 S!, fff1+2


DB3+4: Super unsafe, one of her few hard hitting launchers though. Good range. Best option after evil mist.

Easy (70): uf4, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (73): uf4, qcf1, f2, d23 S!, b222 (Wall: qcf423 or ws1 1+2 ender possible)
Uf3 (74): uf4, micro dash uf3, df1, d23 S!, b222 (or qcf423) (micro dash is easier than usual due to height)
Ws1 (81): uf4, ssr, df12~f, ws1, ws1, ws1, ws1 1+2 S! fff1+2 (ssr, df1 is easier here due to height after uf4)


QCB 4: Launch punishable, huge damage, hard to land.

Easy (69): uf4, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (70): uf3, qcf1, f2, d23 S!, b222 (or qcf423)
QCF1 (from ranged launch) (70): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)
Uf3 (73): uf4, micro dash uf3, df1, d23 S!, b222 (or qcf423)
Ws1 (80): uf4, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2


UF1: Safe orbital, jumps lows, good range, easy combo is good. Hits after unbroken evil mist.

Easy (58): d41, df32~f, ws1 1+2 S!, fff34
Easy (68): ws1, uf3, df1, d23 S!, b222 (df1 whiffs when off axis left)
Uf3 (66): CC (ff), uf3, df1, f2, d23 S!, b222 (or qcf423)
S2 (70): CC (u) df1, d23 S!, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)
Ws1 (76): CC (u) df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2


FFF34: Very unsafe but high damage NC.

Easy (81): Uf4, df1, f2, d23 S!, b222 (or qcf423)
QCF1 (83): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)
UF3 (86): uf4, micro dash uf3, df1, d23 S!, b222
S2 (90): uf4, d23, ssr, ws1, ws1, ws1, ws1, 1+4
Ws1 (91): ssr1b~uf4, df32~f, ws1, ws1, ws1 1+2 S!, fff1+2


WS2: Her i15 ws launcher. Suffers from short range, and low height follow ups.

Easy (57): df32, df1, d23 S!, b222
Uf3 (close range only) (64): uf3, df1, d23 S!, ws1, qcf423
QCF1 (hard link) (70): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2
Ws1 (71): df32~ssr1b, uf4, ws1, ws1, ws1 1+2 S! fff1+2


SS2 (Left):

Easy (60): uf4, d41, d23 S!, b222 (Wall: can d23 or qcf1 ender as well)
QCF1 (65): qcf1, qcf1, f2, d23 S!, b222 (Wall: qcf1 ender works)
Ws1 (60): df32 ssr1b~db2 S!, ws1, qcf423


SS2 (Right):

Easy (64): uf4, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (65): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)
Ws1 (damage) (75): uf4, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2
Ws1 (carry ) (70): qcf1, d23, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)


SSL 1+2:

Easy (33): qcf delayed 3 (hold qcf an instance before 3 to get the distance)
Medium (42): dash up qcf2
Medium (47): ff1+2 (held) (use ff to get distance before the 1+2)


SSR 1+2: Goes into easy rage art on hit (if performed immediately).

Easy (33): qcf delayed 3 (hold qcf an instance before 3 to get the distance)
Medium (47): ff1+2 (held) (use ff to get distance before the 1+2)
Hard (66): qcf delayed 3, d41, d23 S!, dash ws1, ws1, f1+2


B1: Evasive to the left, unsafe.

Easy (46): d41, d23 S!, df32~f, qcf3 (Wall carry is jank with angle)


QCF 42: Knee move, which means it beats most parries (including asuka). Safe.

Easy (55): df1, df32~f, ws1 1+2 S!, fff34


WS(1)4: When the 2nd hit of ws14 lands.

Easy (62): uf3, d41, f214 S!, fff34 (Wall: qcf1 ender)
QCF1 (65): df1, qcf1, f2, d23 S!, b222 (Wall: qcf1, df32, d23 enders)
Uf3 (63): uf3, d41, d23 S!, qcf423 (Wall: qcf1, df32, d23 work)
Ws1 (Easy) (74): df12~ssr1f~ws1, ws1, ws1, ws1 1+2 S!, fff1+2
Ws1 (Hard) (75): df12~ssrb~uf4, ws1, ws1, ws1 1+2 S!, fff1+2 (Doesn't work on ling)


CH QCF1: +1 on block, ok range. Floats opponent if they hold down after evil mist.

Easy (74): dash uf4, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (77): dash uf4, qcf1, f2, d23 S!, b222 (Wall: d23, qcf1, df32, ws1 1+2 enders)
Uf3 (78): far dash uf4, uf3, df1, d23 S! b222
S2 (82): dash uf4, d23, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)
Ws1 (84): fast dash uf4, df32~ssr1f~ws1, ws1 1+2 S!, fff1+2


CH B4: Safe. Good keepout move. Highest damage CH launch, follow up with uf21 or b1+4.

Add 18 damage to any normal hit uf21 or b1+4 combo + follow up. Carries further, be ready to adjust for the wall.


CH F3: + on block, doesn't jail, wallsplat on normal hit.

Easy (76): dash, uf3, df1, d23 S!, b222 (Wall: qcf1, df32 work)
Easy (79): dash, uf3, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (82): db2 S!, qcf1, df32~f, ws1, qcf423
Ws1 (90): qcf1, df32~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2
Bear specific Ws1 (91): ssl uf4, df1, df32~f, ws1, ws1, ws1 1+2 S!, fff1+2
Side dependant (92): ssr1b~ssl1b~uf4, ws1, ws1, ws1, ws1 1+2, fff1+2 (note: only works on p1 side)
Max (95): qcf1, qcf1, iws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2


CH FF3:

Easy (68): d23 S!, df32~f, qcf423
QCF1 (78): qcf1, qcf1, f2, d23 S!, b222 (or qcf1, df32, qcf423 etc.)
Uf3 (75): dash uf3, df1, df32~f, ws1 1+2 S!, fff34
S2 (77): ff3, d23 S!, ssr, dash df32~f, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)
Ws1 (77): dash ssr, d41, ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2


CH F214: 2nd and third hit only NCC off the first. 2nd can be delayed, 3rd must be done fast to connect. Safe but last hit can be ducked for launch, mid ender is -12.

Easy (72): S!, dash qcf1, df32~f, qcf423
QCF1 (77): S!, dash qcf1, df32~f, ws1, qcf423
Ws1 (Hard) (84): S!, instant dash, ssr1b~uf4, ws1, ws1, ws1, ws1, f1+2


CH 4: i11, -9 on block, +8 on hit, CH launch, combos are range specific. Highly recommend the qcf1 route here.

Close Range CH4 (No QCF) (Hard) (54): micro dash d41, df32~f, ws1 1+2 S!, fff34
Close Range CH4 (Medium) (64): qcf1, qcf1, f214 S!, fff34 (Wall: can qcf1 ender for 61)
Close Range CH4 (Medium) (67): qcf1, qcf1, f214 S!, dash iws1, f1+2 (Wall: can ws1 1+2 as ender for 64)
Medium Range CH4 (43): qcf1, ff3
Medium-Long Range CH4 (34): ff3
Tip Range CH4 (29): instant qcf3 (works any distance)


CH DB2: Homing move, -5 on block. Not a high crush.

Easy (65): S! dash uf3, df1, df32~f, qcf423
QCF1 (70): S! qcf1, df1, df32~f, ws1, qcf423
Ws1 (73): S! dash df32~ssr1b~uf4, ws1, ws1, ws1, f1+2
WS1 Hard (77): S!, dash ssr1b~ssl1b~uf4, ws1, ws1, ws1, ws1, f1+2


CH QCF3:

Easy (56): d41, df32~f, ws1 1+2 S!, fff34 (Wall: qcf1 ender possible)
Medium (56): d41, df1, d23 S!, b222 (Wall: qcf1, df32, d23 enders work)


CH FF4:

Easy (75): tech left, d41, df32~f, ws1 1+2 S!, fff34


CH B(22)2: When the last hit of b222 independently lands on counter.

Easy (68): uf3, df1, d23 S!, b222
Uf3 (71): uf3, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (73): qcf1, qcf1, f2, d23 S!, dash ws1, f1+2 (Wall: ws1 1+2 extension. Can replace ws1 with df1 for easier combo)
S2 (79): qcf1, d23 S!, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (wall: ws1 1+2 extension)
Ws1 (80): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2
Ws1 Alt (82): qcf1, df32, ws1, ws1, ws1, ws1 1+2 S1, fff1+2
Max (88): qcf1, qcf1, iws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2


CH DF(34)4: When the last hit of df344 counterhits.

Easy (71): see uf3 variant
Uf3 (71): dash up, uf3, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (74): qcf1, qcf1, f2, d23 S!, b222
S2 (79): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)
Ws1 (80): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2


D(2)3 CH: When 2nd hit lands on counter without the first hitting.

Easy (72): ssr1b~uf4, df1, d23 S! b222
QCF1 (70): qcf1, qcf1, f214 S!, fff1+2
Uf3 (66): deep ssr, uf3, d41, f214 S!, fff1+2


CH B(3)4: When the last hit of b34 lands on CH on its own.

Easy (64): uf3, df1, d23 S!, b222
Uf3 (67): uf3, df1, df32~f, ws1 1+2 S!, fff34
QCF1 (68): qcf1, qcf1, f2, d23 S!, df32~f, qcf3
S2 (75): qcf1, d23 S!, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (wall: ws1 1+2 extension)
Ws1 (78): qcf1, df32~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2
Max (81): qcf1, ws1, df1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2


WS(4)3 CH: If 2nd hit of ws43 lands on counter.

Easy (69): d23 S!, df32~f, qcf423 (Wall: d23 ender also works)
Medium (73): d23 S!, df32~f, ws1, qcf423 (finicky) (Wall: can ws1 1+2 ender instead of ws1, qcf423)
QCF1 (78): qcf1, qcf1, f2, d23 S!, qcf423 (Wall: df32, d23, qcf1 enders)
Uf3 (86): ssl uf3, df12~f, ws1, ws1, ws1, ws1 1+2 S! fff1+2 )
Ws1 (84): df32~ssl1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2


CH (1)4:

Easy (63): df32~ssl1b~db2 S!, ws1, qcf423
Uf3 (66): ssl, uf3, df1, f3 S!, ws1, qcf423
Ws1 (74): df32~sslb~uf4, ws1, ws1, ws1 1+2 S!, fff1+2
Ws1 (close hit) (76): ssl1b~uf4, df32~f, ws1, ws1, ws1 1+2, fff1+2 (Wall: can do 4th ws1 but no hit post tailspin)
S2 (80): qcf1, d23 S!, ws1, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)


CH (12)4, (2)4, df(12)4, df(32)4:

Easy (70): qcf1, f2, d23 S!, b222
QCF1 (79): qcf1, qcf1, d23 S!, ws1, qcf423
Ws1 (82): ssr, df32~ssrb~uf4, ws1, ws1, ws1 1+2, fff1+2


CH D,DF4: Ws1's off of this are difficult

Easy (67): (use uf3 variant)
Uf3 (67): uf3, d41, d23 S!, qcf423 (uf3 works at all ranges, no dash required)
S2 (74): cc (tap up) df1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)
Ws1 (extremely difficult)(79): cc (tap up) df12~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2 (finicky) (maximum side step required)


CH UF 4 (Held):

Easy (70): d23 S!, df32~f, ws1, qcf423
Uf3 (68): micro dash uf3, d41, d23 S!, b222 (finicky)
QCF1 (68): df1, qcf1, d23 S!, b222
S2 (75): df1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)
Ws1 (77): df1, ws1, ws1, ws1, ws1, ws1 1+2 S! fff1+2
Max (79): df1, qcf1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2


CH D32: Fast, ducks highs, requires CH to combo, otherwise its -13.

Easy (64): df32~ssr1b~db2 S!, qcf423 (Wall: can ws1 1+2 or d23 ender)
Uf3 (70): quick dash uf3, df1, f214 S!, b222
QCF1 (71): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)
S2 (79): qcf1, d23 S!, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)
Ws1 (80): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2 (Wall: qcf1 after tailspin, cut ws1's, or use S! for wall splat)


CH DB43: CH combo only, unsafe at -18 on block.

Easy (76): uf4, df1, df32~f, ws1 1+2 S!, fff34
Uf3 (80): uf4, micro dash uf3, df1, d23 S!, b222 (Wall: can also do d23 ender)
QCF1 (77): delay, qcf1, qcf1, f2, d23 S!, b222 (or qcf423)
Ws1 (87): uf4, ssr, df1~f, ws1, ws1, ws1, ws1 1+2, fff1+2


CH SS4 (left):

Easy (from any distance) (65): d23 S!, df32~f, ws1, qcf423
Easy (alt, any distance) (63): uf434, d23 S!, ws1, qcf423
QCF1 (any distance) (70): qcf1, qcf1
Uf3 (only from close) (63): uf3, d41, d23 S! b222
S2 (71): d23 S!, deep ssr, ws1, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)


CH SS4 (right):

Easy (all ranges) (60): d23 S!, df32~f, qcf423
QCF1 (all ranges) (70): qcf1, qcf1, f2, d23 S!, qcf423
Uf3 (close range) (63): uf3, d41, d23 S!, qcf423
Ws1 (medium-close range) (76): df32~ssl1b~uf4, ws1, ws1, ws1 1+2 S! fff1+2


CH WS B1: Niche move. 1 frame faster than ws2, safe.

Easy (32): qcf2, ff3 if they don't side tech for 50
QCF1 (65): qcf1, qcf1, f2, d23 S!, b222
Ws1 (close range) (64): d23 S!, df32~f, ws1, ws1, ws1, f1+2


DB1+2:

Easy (97): uf3, df1, df32~f, ws1 1+2 S!, fff34
Uf3 (98): uf3, df1, d23 S!, ws1, qcf423
S2 (105): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)


FF1+2: Wall bounce. Can be delayed by holding, adding 6 damage when fully held.

Close (68): uf4 W!, 2, df12f1+2
Medium (68): same as above
Far (70): f214 W!, 2, df12f1+2 (still works if last hit of f214 hits them high on the wall)


Low Parry:

Easy (46): (Check uf3 variant)
Medium (48): ssl1b~uf4, df1, f3 S!, qcf423
Uf3 (47): uf3, df1, df32~f, ws1 1+2 S!, fff34 (Wall: df32 or qcf1 enders possible)
QCF1 (50): qcf1, qcf1, d23 S!, ws1, qcf423
S2 (55): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)
Ws1 Easy (53): df1, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2
Ws1 Medium (58): ssr1b~uf4, df32~df, ws1, ws1, ws1, 1+2 S!, fff1+2
Ws1 Extreme (61): db2 S!, instant dash, instant ssr1b~uf4, ws1, ws1, ws1, ws1, ws1, f1+2
Ws1 Max (64): ssr, qcf1, qcf1, ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2


Wake Up 3: Starter requires clean hit from face down, CH clean hit from face up. Low attack. ws1, uf3 is easy off this one.

Uf3 (57): ws1, uf3, df1, f3 S!, qcf423 (Wall: can also ws1 1+2 ender)
Ws1 (66): CC (tap up) df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2
Max (69): uf3, df1, ws1, ws1, ws1, ws1 1+2 S! fff1+2 (might not work on everyone)


Float Punish Variants:

Areal float with 1 or df1 (36): d23 S!, ws1, qcf423
Blocked slides (43): uf3, df1, d23 S!, b222
AOP sweep block (40): ws1, d41, d23 S!, b222
Eddy Handstand float (40): f214 S!, df32~f, ws1, 1+4 or f1+2 (wall: can end with ws1 1+2 instead)
Eddy b33 into Relax (47): uf3, df1, df32~f, ws1 1+2 S!, fff34)
DJ u4u (54): ufn4 (hopkick), qcf1, d23 S!, df32~f, qcf1
Punish vs back turned (83): df34 3+4, ff1+2 (note: guaranteed against Raven QCF4)

Last edited by UberDuder on Oct 3rd, 2019 at 08:29

UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#2 “Quote” Edit Post
For additional Nina info, such as how to pressure after wall options or how to play her in general or any traps with evil mist, as well as pointers on rage drive, check out my Nina guide which in turn refers to here as well: https://docs.google.com/document/d/...=h.xbwlh49fs0p4

Wall Options:

There are several situations which change how your conversions work with the wall. The cleaner the wall carry the more options open up as wall enders. This will vary depending on how quick you recover from the carry move, how high they land on the wall (how fast they slip down), and how far you have to travel to reach the wall.

Moves like df32, b222, qcf1, ws1 1+2, and at certain ranges fff34 will leave the opponent nice and high for the full range of followups. If you have enough time you can even fit a dash into ss1 for higher damage wall followups. Performing a tailspin that lands the opponent right next to the wall gives you plenty of time, (and can make certain ss1 wall enders easier). Qcf423, despite its great carry distance, leaves the opponent pretty level to the ground, minimizing possible followups. Other moves like fff1+2 give you an extra point of damage for hitting the wall but let the opponent slip too fast to get anything at all, unless there is a wall break to be had.

Direct wall splats can give you even more time to do things like backdash and re-splat the opponent onto the wall for additional followups, and tend to make maneuvers like ss1 wall enders much easier than after a combo carry.

Nina's wall followups at different based on the move you carried to the wall with:

High splats:
SS1b~df12 1+2 (25 damage post carry)
2, df12 f1+2 (22 damage post carry)
Df32, f1+2 (20 damage post carry)
Df32, uf3 (or db3+4) (18 damage post carry, better follow up speed)
Df32, 1+4 (13 damage post carry, very good frames on tech and free db3's if opponent doesn't hold back for 13 damage each)

Low carries:
d41, f1+2 (19 damage post carry, very inconsistent)
df12, uf3 (18 damage post carry)
d41, uf3 (17 damage post carry, lenient)
df12, 1+4 (13 damage post carry, oki)
d41, 1+4 (12 damage post carry, oki)

1+4 enders give free ground followups like db3 if the opponent doesn't hold back, otherwise leaves you at massive + frames.

Off a direct splat, for instance f1+2 into the wall outside of a combo, you can get:

Df32, 1+4 (24 damage, great frames, same tech as above)
Df32, uf3 (27 damage, fast follow ups)
Df32, b1+2 (28 damage)
Df32, f1+2 (29 damage, poorer follow up pressure)
2, df12 f1+2 (30 damage)
SS1b~df12 f1+2 (33 damage, highest you'll see without crazy stuff)

Execution Tips/Troubleshooting:

Easy: For easy you'll likely end up doing df32~f ws1. The f after df32 makes you move forward like doing a quarter circle motion, but is much easier. Just like a QCF motion, Nina can access WS moves if you let go of the directional input after performing the QCF stance. So essentially you are doing df32~f, n, 1, 1+2. This makes it easy to do a single ws1 out of stance. Bind your 1+2 to an R or L button macro to do easier ws1 1+2's.

For ss1 cancel to uf4, you are going to tap up or down (towards your character's right usually, but it's indicated in the combos above) and hit 1, then hold back. Wait till she sways back, then hit uf4 (only tap uf4, if you hold you'll get a different move). Keep practicing the link till the sway is almost invisible as you hit uf4.

QCF1: This one is tricky, but its an avenue worth exploring if you don't want to worry about alignment crap and want to have a flexible number of options post tail spin, since you do so few hits prior to S! with this. That means the opponent doesn't drift far after the tailspin, opening up df32, qcf1, qcf423, ws1 1+2 follow ups. The ws1 1+2 can be nice for walls because it constitutes 3 hits, which sends people much further, as well as up for high wall splats and easy followups.

Do the QCF motions fast, but start it late so the inputs don't get eaten prior to the launcher recovery finishing.

Uf3: The leniency of this link after uf4 to allow df1 is highly variable. It is harder on ling, and you can forget about it vs Jack/Gigas/Bears. It is easy to drop, but against most of the cast, particularly against heihachi and paul its more than viable and some of her higher damage.

Execution wise, there are 2 ways to do it. You can do uf4, and then hit ff before hitting uf3 to do a dash in between, so that uf3 catches them just as they touch the ground after you step forward. This is quite tough. An easier way, especially vs lenient characters is to delay the uf4, so that it hits as the opponent is quite low. This is much easier off df2 than b1+4, and is a sinch for some reason off db3+4. Nina should be slightly above the opponent as uf4 hits them with this method, then the uf3, df1 comes easily without delay. If you mess it up with the latter though your combo will do like 12 damage so be careful.

QCF423 Enders: Ending certain combos with qcf423 can be tricky, you'll often miss the third hit if you don't approach close enough before doing the move. This is particularly true after 6 hits. The easiest times to hit the qcf423 is after f3, since it pushes you off axis towards your left. This makes ending with qcf423 more consistent, but if you hit it against an opponent with your axis off to the right (the ideal for ws1's) you are going to have a harder timing ending it. Consider ditching f3 setups for f214 into fff1+2 if you aren't comfortable with the motion. QCF423 is a long wall carry, the wall modifications listed on these are usually in case the wall is too close rather than too far.

QCF1 Enders: QCF1 is ideal as a wall connector after long combos, where nothing else will connect but fff1+2. To land this, you do not need to at point blank, you can nab their legs from pretty far away. This lets you hit distant opponents after tailspin if you stop short of them and do qcf1 as their legs begin to fall down. Try to get a handle on distance for combos with this move.

Ws1: These things: https://www.youtube.com/watch?v=JrCHw_71u-c
This is hard. Before you worry about doing this in combo, understand the conditions for it to land. Firstly, you have to be off axis to the right (down from p1 side, up from p2 side). Nina can do this with her side step cancels off certain moves, or by using a launcher which twists your opponent so you are in front of their left leg (towards your right). B1+4 does this, as does QCB4 and CH f3. For df2 we have to do that micro ssr before the df1, or the easier df32~ssr, because we are basically facing the opponent nearly straight on, and that little sidestep just barely puts us over the right. For the db3+4 you can do a ssr after uf4 much easier than after df2, and gain sufficient orientation to the right for this condition to be met. Keep in mind, if you sidestep heavily to your right to avoid a a move and land df2 punish, you wont even need to micro SSR to hit the ws1 combo mentioned in the list.

Next level of finickiness is getting yourself into the consistent loop. The best way to get a consistent entry into the loops is by doing a ws1 from stance to stabilize the opponents height and bring you in proper range. The aforementioned combos should accomplish this sufficiently. If you do something hardcore like ws1 straight out of df1, you need to do the ws1 extremely fast, because the opponent will drift out of your range before they even touch the ground. For this reason I don't encourage uf4, uf3, df1 -> ws1 even though it is possible.

To do the motion, you should practice doing it outside of combo and loop it till you do it as fast as possible without dropping it. You have to do the motion late but super fast, so that the input does not get eaten by the last one, but fast enough to catch your opponent. You should never start the motion before the opponent is actually hit by the prior one (unless your TV has lots of input lag).

There are several ways to do it. You can't do a manual crouch into ws1, that is too slow. To get the shortcut to ws with Nina, do a qcf and let go of forward before hitting 1 to do the ws from a standing position. You can also do this out of stance, like previously mentioned with df32~df, n, 1. However, due to the necessity of speed, I would recommend an alternative, that I find much simpler. If you are doing a qcf, to get a ws1 you simply need to stop hitting forward before hitting 1. This allows you to do qcf, and overshoot to hit uf before hitting 1, and since you are not technically holding the forward input, qcf, uf+1 works. Some people do half circle into uf or n, but that takes a lot of energy imo. Another method of doing it is to do hayashida step extremely fast and hit 1 extremely fast as well. If you go too slow, or do it too early after the last hit, you'll get b1. Sxcdres mentioned that the rhythm is approximately at 85 beats per minute, seems pretty close to me so knock yourself out: https://www.youtube.com/watch?v=zoHmjP6iedw

Good practice combos for ws1 are

df2, df32~ssr1~f, ws1, ws1, ws1, ws1 1+2 S!, fff 1+2
or
b1+4 -> uf4, df1, df32~df, ws1, ws1, ws1 1+2 S! fff1+2
or
uf21, ssr1b~uf4, df32~df, ws1, ws1, ws1 1+2 S!, fff1+2

Pad WS1

The QCF uf motion is the best way to go IMO for fight sticks. Nina is a character that probably benefits more initially from fight stick inputs for ws1. But what if you are on pad? I do have a recommendation which works for me, myself being a pad player. The jank way of doing this is to enable analog stick input, and switch mid combo to analog stick just to do ws1's. This is quite an easy shift if you did a stance based ws1 from df32~f since you can do neutral and 1 on the prior input. I even bought a half dollar grip cover that snaps on to the DS4 analog stick, to improve surface area and grip. You can also do ws1's with dpad, but I find this hard, and you are better off doing qcf~n for this input method. At the very least, try ws1's outside of combo with various methods to see which you prefer. You don't even have to do the same method for p1 or p2 side, whatever works. I stick to dpad and use qcf~n to do a dash ws1 1+2 post tail spin. Also, you can do ws1's from hayashida (qcb), this lets you qcf in the same direction if you are on the other side, but the timing is different and it has to be done mega fast, there is also no buffer period with this method (probably not worth it to do it this way but its possible).

Last edited by UberDuder on Oct 2nd, 2019 at 03:33

Johnnay
Cool,Calm,Collected
Joined: Jul 2007
Posts: 2371
From: Australia
#3 “Quote” Edit Post
Uf+2,1 is -13 not -12

Also DCis good after Evil Mist not uf+2,1. But then all opponent has to do is hold D after getting hit by EM and you can't launch.

Also for wall combos you can do df+3,2, b+1+2 or df+3,2, d+3+4, the latter does nice damage
Signature 'We'd only been married a short time. By now she's been dead longer than I knew her. I still haven't really forgiven myself for the Mona business, but I knew that was just grief. The insanity that comes with losing the life you had just built. Michelle.. I missed her with every part of my being. I hated the world for not killing me with her, and I hated myself for allowing this to happen to her, and our little girl. But I knew I had to leave town"
Max Payne.
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#4 “Quote” Edit Post
Thanks, I've updated but what is DC?
Rezz
Dragon Lord
Joined: Sep 2010
Posts: 866
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PSN: RezzEternal
#5 “Quote” Edit Post
Holy fucking hell what a post. Thank you so much for you efforts here Uber. I managed to get Nina to Warrior just from using old ttt2 strats and 50+ dmging combos. Maybe now I might be able to get her to vindicator or even juggernaut.
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UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#6 “Quote” Edit Post
No problem, there are no good nina tutorials for t7 out there, and its nice to have combos in one place for such an inconvenient character. Glad it could help so much!
Rezz
Dragon Lord
Joined: Sep 2010
Posts: 866
From: USA New York
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#7 “Quote” Edit Post
Originally posted by UberDuder
No problem, there are no good nina tutorials for t7 out there, and its nice to have combos in one place for such an inconvenient character. Glad it could help so much!


This will definitely help.

Ques: what do you have for CH db2? The only thing I came up with was: CH db2 S! uf3, d41, qcf 423 = 58 dmg.
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S2_Dotoring
Tekken 6 when
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#8 “Quote” Edit Post
Originally posted by Rezz
Ques: what do you have for CH db2? The only thing I came up with was: CH db2 S! uf3, d41, qcf423 = 58 dmg.

CH db2 S! qcf1 df3,2~df ws1 qcf4,2,3

-

Hail the overlord waifu: Honoka

Kokoro peasants should be signed up for gun testing (as targets)
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UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#9 “Quote” Edit Post
Originally posted by S2_Dotoring
CH db2 S! qcf1 df3,2~df ws1 qcf4,2,3

-

Hail the overlord waifu: Honoka

Kokoro peasants should be signed up for gun testing (as targets)



Found easier combo for same damage, no qcf needed. did some testing on a few and updated.

I have nothing for ch d32 though.
Johnnay
Cool,Calm,Collected
Joined: Jul 2007
Posts: 2371
From: Australia
#10 “Quote” Edit Post
Originally posted by UberDuder
Thanks, I've updated but what is DC?


Divine cannon.. (db+3+4).
Signature 'We'd only been married a short time. By now she's been dead longer than I knew her. I still haven't really forgiven myself for the Mona business, but I knew that was just grief. The insanity that comes with losing the life you had just built. Michelle.. I missed her with every part of my being. I hated the world for not killing me with her, and I hated myself for allowing this to happen to her, and our little girl. But I knew I had to leave town"
Max Payne.
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#11 “Quote” Edit Post
Thanks, updated. If anyone has suggestions for CH d32, db43, and ff3 i'm all ears

Also low parry combos

Last edited by UberDuder on Aug 1st, 2017 at 01:38

PendaS
Iron Fist God
Joined: Sep 2012
Posts: 1605
From: Canada
#12 “Quote” Edit Post
For CH d3,2 anything that works for df2 will work for it.

For CH db4,3 this actually gives you the most flexibility as you can connect direct ss1s after or pretty much anything that works with other launchers.
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#13 “Quote” Edit Post
*Updated some combos, added low parry and wake up 3 combos, and d32, ff3, db43 combos. Need ss2 combos, any others im not thinking of.

Last edited by UberDuder on Aug 2nd, 2017 at 02:45

Rezz
Dragon Lord
Joined: Sep 2010
Posts: 866
From: USA New York
PSN: RezzEternal
#14 “Quote” Edit Post
Originally posted by UberDuder
*Updated some combos, added low parry and wake up 3 combos, and d32, ff3, db43 combos. Need ss2 combos, any others im not thinking of.


How about CH qcf+3? My original combo was: CH qcf+3, d+41, f+214 S! ff+1+2 for like 51 dmg or something stupid low. I'm assuming CH qcf+3, d+41, df32~f~ws1 1+2 works but I haven't tried it out yet.

And just remembered CH FC df+4. It's rare that this will ever hit CH but still would be nice to know some options for it.


Originally posted by S2_Dotoring
Kokoro peasants should be signed up for gun testing (as targets)


I agree, as long as the gun loaded with Koko love charms and shoots out Koko smiles and waifu points.

Last edited by Rezz on Aug 3rd, 2017 at 00:47

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Rezz
Dragon Lord
Joined: Sep 2010
Posts: 866
From: USA New York
PSN: RezzEternal
#15 “Quote” Edit Post
Originally posted by Rezz
How about CH qcf+3? My original combo was: CH qcf+3, d+41, f+214 S! ff+1+2 for like 51 dmg or something stupid low. I'm assuming CH qcf+3, d+41, df32~f~ws1 1+2 works but I haven't tried it out yet.

And just remembered CH FC df+4. It's rare that this will ever hit CH but still would be nice to know some options for it.


Just remembered a few others while practicing. Some of these will be super rare to actually hit in a match but like I said it's still good to know they exist. I'm definitely not a Nina pro so I'm sure there are better options.

CH ws (4) 3:
qcf+1, df+1, f+3 S!, qcf423 = 71

CH UF+4 (axe kick)
uf+3, df+1, df32~f, ws1 1+2 S! fff1+2 = 71

CH SS4
qcf+1, df+1, f+3 S! dash qcf423 = 63

There's also (ws1),4 as a launcher but I can't find anything good for it.
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UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#16 “Quote” Edit Post
Thanks, I'll look into those launchers and try and see what I can get.
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#17 “Quote” Edit Post
Ok updated with ws(4)3 Ch, ch uf4, Ch ss4 (both sides), ss2 (both sides), CH d,df4, and Ch qcf3 combos.
|Galen|
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#18 “Quote” Edit Post
Very good shit! I've been super lazy lately and I'm glad someone stepped up and did something like this.
Signature In iWS1 I trust!
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UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#19 “Quote” Edit Post
Updated with d(2) 3 CH combos. Think the thread could be stickied so it doesn't look like a question thread and more like a reference guide?
|Galen|
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#20 “Quote” Edit Post
I think her highest direct wall splat damage is SS1bu SS1buf+1,2,f1+2 is her highest damage instead of SS1bu df1,2f+1+2
Signature In iWS1 I trust!
Battle Jitni- @Galen: (imagine that's a middle finger instead)
Mr. Taxi- "Galen, I don't consider you an Anna player. I have this theory that all Anna players like penis. So until you S a D you aren't an Anna player"
Dilly a couple months after he found out he was expecting- "Galen, Sith, in 9 months I'm challenging you both to diaper matches. Loser buys diapers for the winner. "

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