Nina strategy (Tekken 7): Difference between revisions

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(Created page with " ===Pokes=== ;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...")
 
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:i16, guaranteed launch on 2nd hit if first hit is CH.
:i16, guaranteed launch on 2nd hit if first hit is CH.
;qcf+3
;qcf+3
;i19~28, long range, high crush
:i19~28, long range, high crush
;d,D/F+4
;d,D/F+4
:i20~24, high crush
:i20~24, high crush

Revision as of 03:54, 25 January 2021


Pokes

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).
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

u/f+2,1
qcf+1
b+1+4
f+1+2