RogerDodger (talk | contribs) m (RogerDodger moved page Nina neutral to Nina strategy: global rename of Fighter neutral to Fighter strategy) |
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{{Nina}} | {{Nina}} | ||
{{ | == Key moves == | ||
{{KeyMoves| | |||
{{KeyMove|1|poke=core}} | |||
}} | |||
; 1 | |||
: Jab is good okay. | |||
{{BlueOrange | |||
|left={{Dotlist| | |||
}} | |||
|orange={{Dotlist| | |||
* d+4 | |||
}} | |||
|right={{Dotlist| | |||
}} | |||
}} | |||
===Pokes=== | ===Pokes=== |
Revision as of 05:30, 9 May 2022
Nina (Tekken 7) |
---|
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.
- d/b+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.
- d/f+1
i13~14, +5 on hit, -1 on block, some tracking to the left, mid check.
- d/f+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,D/F+4
- i20~24, high crush
- d/b+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.
- u/f+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,
- d/f+1,2
- d/f+3,2
Moves that can cancel an attack into sidestep:
- d/f+3,1
- d+4,1
- b+2,2,2
- u/f+4,3,4
Rolling Dash Transitions
Moves that can move directly into rolling dash:
- d/f+1,2,F
- d/f+3,2,F
- SS 1,F
- R! f+2+3,D/F