Nina strategy (Tekken 7)

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Revision as of 05:28, 9 May 2022 by RogerDodger (talk | contribs) (RogerDodger moved page Nina neutral to Nina strategy: global rename of Fighter neutral to Fighter strategy)

Neutral is when both players can act freely. It makes up most of the game, so learning how to play it is critical. There's no point mastering all the combos and setups if you can't use them in an actual game.

This page contains a brief overview of this character's key neutral tools followed by advice for putting them together.

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