Nina strategy (Tekken 7): Difference between revisions

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{{Nina}}
{{Neutral}}
{{Neutral}}



Revision as of 23:08, 27 January 2021

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

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

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