Nina strategy (Tekken 7): Difference between revisions

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m (RogerDodger moved page Nina strategy to Nina strategy (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
Tag: Script
 
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{{Nina}}
{{Nina}}


{{Neutral}}
== Key moves ==
 
{{KeyMoves|
{{KeyMove|1|poke=core}}
}}
 
; 1
: Jab is good okay.
 
{{BlueOrange
|left={{Dotlist|
}}
|orange={{Dotlist|
* d+4
}}
|right={{Dotlist|
}}
}}


===Pokes===
===Pokes===
;d/b+3
;1
:i20, f,f+3 follow up guaranteed on CH, good range.
:i10 good, fast move to just keep opponent in check. No tracking
;1,2
:i10 second hit can catch some small steps into buttons.
;d+4
:i12 low, high crushes, decent tracking.
;f+2
:i13 high with follow ups. Can often counter hit confirm ch f+2,1,4 for i13 CH launch. Second hit often makes opponent hesitate after 1st on block.
;db+3
:i20, f,F+3 follow up guaranteed on CH, good range.
;d+2
;d+2
:i20, 0 on normal hit, can follow up with 3 on CH, high crush, ends crouching.
:i20, 0 on normal hit, can follow up with 3 on CH, high crush, ends crouching.
;d/f+1
;df+1
i13~14, +5 on hit, -1 on block, some tracking to the left, mid check.
i13~14, +5 on hit, -1 on block, some tracking to the left, mid check.
;d/f+1+2
;df+1+2
:i16, homing mid, wall splat, good pushback on block (can be used to make space), +20g on hit.
:i16, homing mid, wall splat, good pushback on block (can be used to make space), +20g on hit.


Line 20: Line 45:
;f+3
;f+3
:i14, KND on normal hit. +6 on block but doesn't jail (second hit duckable).
:i14, KND on normal hit. +6 on block but doesn't jail (second hit duckable).
;b+4
:i14, high, guarantees uf+2,1 or b+1+4 launch
;f,F+3
;f,F+3
:i15, hits grounded (can catch get up kicks for launch)
:i15, hits grounded (can catch get up kicks for launch)
Line 26: Line 53:
;qcf+3
;qcf+3
:i19~28, long range, high crush
:i19~28, long range, high crush
;d,D/F+4
;d,DF+4
:i20~24, high crush
:i20~24, high crush
;d/b+2
;db+2
:i24, long range, crumple stun on CH, low profile (not a high crush) can go under jabs.
:i24, long range, crumple stun on CH, low profile (not a high crush) can go under jabs.


===Whiff Punishers===
===Whiff Punishers===


;u/f+2,1
;db+3+4
:Go to long range whiff punisher since Season 4. Full launch and good damage.
 
;uf+2,1
:Safer option with less range if you're not sure you'll be quick enough.


;qcf+1
;qcf+1


;b+1+4
;b+1+4
:Good at catching limbs and has a wide and low hitbox for evasive moves.


;f+1+2
;f+1+2
:Good range, good hitbox, also a power crush to get through strings


===Sidestep Transitions===
===Sidestep Transitions===
Moves that can transition directly into sidestep (with U or D):
Moves that can transition directly into sidestep (with U or D):
* 1,2,
* 1,2,
* d/f+1,2
* df+1,2
* d/f+3,2
* df+3,2
Moves that can cancel an attack into sidestep:
Moves that can cancel an attack into sidestep:
* d/f+3,1
* df+3,1
* d+4,1
* d+4,1
* b+2,2,2
* b+2,2,2
* u/f+4,3,4
* uf+4,3,4


===Rolling Dash Transitions===
===Rolling Dash Transitions===
Moves that can move directly into rolling dash:
Moves that can move directly into rolling dash:
* d/f+1,2,F
* df+1,2,F
* d/f+3,2,F
* df+3,2,F
* SS 1,F
* SS.1,F
* R! f+2+3,D/F
* R.f+2+3,DF

Latest revision as of 16:00, 25 January 2024

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1
Jab is good okay.
Tracks left


Tracks both
  • d+4
Tracks right


Pokes

1
i10 good, fast move to just keep opponent in check. No tracking
1,2
i10 second hit can catch some small steps into buttons.
d+4
i12 low, high crushes, decent tracking.
f+2
i13 high with follow ups. Can often counter hit confirm ch f+2,1,4 for i13 CH launch. Second hit often makes opponent hesitate after 1st on block.
db+3
i20, f,F+3 follow up guaranteed on CH, good range.
d+2
i20, 0 on normal hit, can follow up with 3 on CH, high crush, ends crouching.
df+1

i13~14, +5 on hit, -1 on block, some tracking to the left, mid check.

df+1+2
i16, homing mid, wall splat, good pushback on block (can be used to make space), +20g on hit.

Counter hits

4
i11, magic 4.
b+2,2,2
i12, guaranteed string if 1st or 2nd hit are CH, 50 damage.
f+3
i14, KND on normal hit. +6 on block but doesn't jail (second hit duckable).
b+4
i14, high, guarantees uf+2,1 or b+1+4 launch
f,F+3
i15, hits grounded (can catch get up kicks for launch)
d+3,2
i16, guaranteed launch on 2nd hit if first hit is CH.
qcf+3
i19~28, long range, high crush
d,DF+4
i20~24, high crush
db+2
i24, long range, crumple stun on CH, low profile (not a high crush) can go under jabs.

Whiff Punishers

db+3+4
Go to long range whiff punisher since Season 4. Full launch and good damage.
uf+2,1
Safer option with less range if you're not sure you'll be quick enough.
qcf+1
b+1+4
Good at catching limbs and has a wide and low hitbox for evasive moves.
f+1+2
Good range, good hitbox, also a power crush to get through strings

Sidestep Transitions

Moves that can transition directly into sidestep (with U or D):

  • 1,2,
  • df+1,2
  • df+3,2

Moves that can cancel an attack into sidestep:

  • df+3,1
  • d+4,1
  • b+2,2,2
  • uf+4,3,4

Rolling Dash Transitions

Moves that can move directly into rolling dash:

  • df+1,2,F
  • df+3,2,F
  • SS.1,F
  • R.f+2+3,DF