Evil mist, literally no one mashes after that. They mash now after qcf1, f3, ss1 cancel. You have to take bigger risks to stop mash. They will often swing before evil mist comes out.
Qcf 1 on leave a good amount of space for a whiff punish. You can ss1 b ws1 to catch mashers. U would have to condition your opponent with the mid traps. Then u can go for your mixups
@@Death_By_Nina_DBN the space qcf1 leaves makes long jab characters like Jack, Yoshi, etc harder to frame trap and they will reach your attempts to whiff. I wish the space was similar to Tekken 7.
Subbed - great knowledge. I’ve just been knowledge checking with canopener and other Nina strings. Need to implement these frame traps now that I’m a mighty ruler
Thanks for this vid and your amazing channel i 'm a big fan. Maybe because I main and LOVE Nina since Tekken 1 but still have a lame level as i'm casual. Could you help me find a versatile combo which would fit most of her launchers ? (Without the usual madness around repetitive ws1 or d,df,f+1 which i both never mastered) Let me explain more : in T7, i used (after most launchers like df+2, ss+1, Reverse ivory cutter, or after a low parry) : Df1, df1, df3,2, f, ws1, 1+2, fff 1+2 It dealt decent damage and had very good follow up options (generally ff+3 would hit on ground after that). It was easy to use during online ranked. I miss this sequence a lot, for now nina just uses her guns at the end and it deals fewer damages. As i low parry a lot i liked the fact it worked too for low parrys. I work a lot and have family priorities, i cant learn a different juggle for each launcher. I dont search a dead end combo with huge damage, but i would do anything to get back this old reliable, easy versatile combo. Do you have any suggestion ? Nina is so difficukt to play 😅
Maybe you can use this easy and decent combo (around 70-80 damage) work in all launcher (except ss 2) If enemy in juggle aerial combo position (use uf+4,uf+3, df+3 2, b+3+4 3+4, then => db+2, f f+3 or qcf+4,3,1+2 or Rage art, heat smash etc.) For ss2 launcher (uf+4,df+1, df+3 2, b+3+4 3+4, then => db+2, f f+3 or qcf+4,3,1+2 or Rage art, heat smash etc.) For stun, counter, ground juggle combo (qcf+1, df+1, df+3 2, b+3+4 3+4, then => db+2, f f+3 or qcf+4,3,1+2 or Rage art, heat smash etc.) For qcf+3 low launcher (d+4 1, df+1, df+3 2, b+3+4 3+4, then => db+2, f f+3 or qcf+4,3,1+2 or Rage art, heat smash etc.) Fyi you can still optimize this and workaround with it for max damage
Using uf4 as the first hit is usually the way to go for your first juggle hit. Transitions well into df1 or df3,2 and gives big damage while being easy and consistent.
What always works wonders for me is D2 into ws4. Always keeps them in check, and if they arent ducking after it, carry on the whole ws43 string on. Im flame ruler and it still works.
I kinda got confused. Evil Mist used to guarantee a launcher. Now it still says 36 frames advantage but how come they still can block 15 or 15+ launcher?
Can any nina mains vs me and beat tf out of me, then explain why it was so easy? If you want a good training dummy gimme me names to add. Preferably nina mains but i will also accept yoshis because always fun to play against even if they’re toxic af. I just switched from mk, got some idea of what to do but i wanna see nina’s potential and i never fight any.
@@Wakasan626 im only assailant with nina, i’ve been a bit reluctant to try ranked after i had a really bad day last time lol, but if i played more i’d be higher. But yeah i play on ps, not home atm but i can add u after work
@Zachebi ah sorry for the super late replies, got caught up in other comments sections, how's your nina gameplay coming along? I saw those combos and they're good to begin with, what rank you got?