Nina strategy (Tekken 7)

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Revision as of 04:06, 25 January 2021 by Oldmanwang (talk | contribs)


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 by inputting u,n or d,n:

  • 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