GiantDojoALPHAv0.01
Nina

Nina

Nina - pressure/damage. Tools include i14 launcher, CH-launch low.

pressuredamage

Key Moves

df+1

Mid pokes to check situations, has extensions

b+4

Good keepout button

db+3 d+2

Low pokes to harass the opponent

uf+1

Safe launcher that jumps over lows

dthendfthenfthen1

Long range attack that launches on counter

b+1+2

Mid attack that removes recoverable health

f+4SS

Useful to approach and start pressure with sidestep

Overview

TBD

Strengths

TBD

Weaknesses

TBD

Game Plan

TBD

Heat

TBD

Defense

TBD

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints; the sections below are pulled straight from this character’s frame data so you can drill specific punishes.

Punish on block

Launch on block (-15 or worse, use your i15 launcher):

  • d,DF+4 -37 on block (low)
  • uf+3+4 -23a~-16a on block
  • uf+3+4 -23a~-16a on block
  • CD.3 -20~-11 on block (low)
  • R.df+1+2 -18 on block
  • d+3 -17 on block (low)

Standing string punish (-14 to -13, df+2 / i14 launcher):

  • f+1+2 -14 on block
  • db+1+2 -14 on block
  • b+2 -14 on block
  • f,F+3 -14 on block
  • SS.2 -14 on block
  • SS.4 -14 on block

Jab punish (-12 to -10, fast string starter):

  • d+2 -12 on block
  • SWA.b+4 -12 on block
  • df+3 -11 on block
  • FC.df+2 -11 on block
  • 3+4 -10 on block
  • uf+2 -10 on block

Duck these highs

Every high in Tekken loses to a crouch, but these are the ones worth committing to:

  • f+3 (i14, high, +3~+4 on block, launcher)
  • f,F+2 (i14, high, -4 on block, launcher)

Step their linear strings

The data doesn’t flag specific step weaknesses for Nina. As a default, sidestep-left against right-hand attacks (2, df+2 style) and sidestep-right against left-hand attacks; their homing moves (if any) are listed under Key Moves.

General notes

  • Block low and wait. Lows in the data without a CH launch (above) give frames but no combo.

Stance handling

Nina threatens these named stances. Each block shows the launcher, mid, low, and any options that are negative enough to punish on block.

ABK (4 moves):

  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.

BHS (3 moves):

  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.

TSS (2 moves):

  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.

CHD (2 moves):

  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.

HHD (2 moves):

  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.

BTR (2 moves):

  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.