Street Fighter X Tekken/Nina

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Nina

Sfxt nina face.jpg

Ideal Team Position: Anchor


The Tekken franchise’s longest-tenured female character was once considered so outrageously dominant that “#PlayNina” was put on a shirt and given away as a side prize to whoever won EVO 2014. On defense, she has air crush moves that lead to full combos, an excellent one-bar reversal that also leads to a combo, and modest-ranged cancellable normals that allow her to play footsies where necessary. On offense, she has an unblockable attack throw that can break an opponent’s guard, a decent high-low game where she can remain at advantage, juggles that will always land in a free tag-in, ki charge, or anything else she wants to do thanks to the hard knockdown it gives. The very low angle of her j.HP is difficult to anti-air on reaction and gives her yet another offensive option to get in close and put her opponent in a storm of frame advantage, high-low mixups, and guard break opportunities. As v2013 progressed, a hole in her game was discovered: her dominance is watered down if her opponent is willing to let her come to them rather than try to press the attack first. If the opponent is able to keep her out through effective anti-airing, a careful ground game, and punishing her reversal (EX Geyser cannon, qcb+KK), Nina becomes a little bit less scary. If you’re playing as Nina, have her as an anchor character that can overwhelm the opponent with her devastating offense and shut down the opponent’s counterattack with her defensive options.


Strengths Weaknesses

+High damage output

+Her LK Geyser Cannon (qcb+LK) possesses Air Crush properties, making her completely immune to airborne attacks while executing this move. Furthermore, using this as an anti-air can lead to full combos

+LP+MK Overhead is safe on block, bounds on counter-hit, and leads to a hard knockdown when used as a combo ender. Furthermore, the opponent’s recovery after the hard knockdown gives Nina enough time to raw tag in her partner with no penalty or loss of position

+Able to set up a counter hit charge for okizeme, safe tag, or relaunch back to her partner without sacrificing any damage

+Strong pressure game thanks to the ability to combo from several different attacks, a safe blockstring from Skull Splitter (rdp+P, this is a low attack!) and break the opponent’s guard with Backhand Slap (hck+k, PP) or continue pressure with an empty Backhand Slap dash that continue to leave her in position to continue attacks. Only the EX version will grab crouching opponents.

+Strings can be useful for confirming and even putting opponents in mix-up situations that can lead to full combos

+j.HP has a very low angle and fairly quick startup, making it difficult to anti-air at mid-range as it can hit opponents earlier than similar heavy attacks.

+Capable of converting unusual tag cancels into big combos due to the “screen lock” glitch

- Low health total at 900


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
crossup
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
crossup
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
crossup
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
crossup


Unique Attacks

Name
Command
Notes
Ivory Cutter
Lp.png + Mk.png
High.png both hits
Groundbounce.png vs airborne 2nd hit
Knockdown.png on Counterhit.png 1st hit
Groundbounce.png on Counterhit.png 2nd hit
Left Right Combo
Lp.png ---.png Mp.png
Speccancel.png
Left Right Combo
to Spider Knee
Lp.png ---.png Mp.png ---.png Lk.png
Knockdown.png 3rd hit
Bermuda Triangle
Lp.png ---.png Mp.png ---.png Mk.png
Knockdown.png vs airborne 3rd hit
Biting Snake
Lp.png ---.png Mp.png ---.png
Lp.png ---.png Mk.png
Low.png Hardknockdown.png on 4th hit
High to
Spin Low Kick
Mk.png ---.png Lk.png
Low.png on 2nd hit
Blonde to Uppercut
Mk.png ---.png Lk.png ---.png Mp.png
Low.png on 2nd hit
Knockdown.png on 3rd hit
Blonde to High Kick
Mk.png ---.png Lk.png ---.png Mk.png
3rd hit can Cancel.png only into rolling dash
or boost combo
Flash Kicks
Df.png + Lk.png ---.png Lk.png ---.png
Lk.png ---.png Mk.png
Speccancel.png on 4th hit
Knockdown.png vs airborne
Creeping Snake to
Left Low Uppercut
Df.png + Lk.png ---.png Mp.png ---.png
D.png + Lk.png ---.png Mp.png
Speccancel.png on 2nd hit
Low.png on 3rd hit
Knockdown.png on 4th hit
Knockdown.png vs airborne
Creeping Snake to
Left Low High Kick
Df.png + Lk.png ---.png Mp.png ---.png
D.png + Lk.png ---.png Mk.png
Speccancel.png on 2nd hit
4rd hit can Cancel.png only into rolling dash
or boost combo
Knockdown.png vs airborne

Throws

Name
Command
Notes
Arm Grab Flip
F.png or N.png + Lp.png + Lk.png
Throw.png
Over the Back Toss
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Skull Splitter
Rdp.png + P.png
Ex.png
Hardknockdown.png on M.png and H.png versions
Groundbounce.png on Ex.png version
Geyser Cannon
Qcb.png + K.png
Ex.png
Knockdown.png
Ex.png dodges under fireballs
Rolling Dash
Hcf.png + K.png
Ex.png
evades fireballs
   Backhand Slap
Rolling Dash ---.png P.png + P.png
Unblockable.png vs standing
Unblockable.png on Ex.png rolling dash
      Arm Break
Backhand Slap ---.png P.png + P.png
Knockdown.png
automatically performed
on Ex.png rolling dash
         Double Arm Break
Arm Break ---.png P.png + P.png
Hardknockdown.png
Blonde Bomb
Qcf.png + P.png
Ex.png Chrg.png
Knockdown.png
Crumple.png on Ex.png

Super Combo

Name
Command
Notes
Double Explosion
Qcf.png + 3p.png
Low.png on 1st hit
High.png on hits 3 and 4


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cr.HP xx qcb+HK, rdp+MP, cr.HP xx qcb+HK, LP+MK (410)

(0bar, medium)

  • cr.MK xx qcb+HK, rdp+MP, cr.HP xx qcb+HK, LP+MK (390)

(0bar, low, medium)


Hit Confirm Combos

  • st.MP, st.MP, cr.MP xx qcb+HK, rdp+MP, cr.HP xx qcb+HK, LP+MK (396)

(0bar, medium)

  • cr.LK~st.MK>LK>MP, rdp+MP, cr.HP xx qcb+HK, LP+MK (297)

(0bar, low, medium)

  • df+LK>LK>MK xx qcb+HK, rdp+MP, cr.HP xx qcb+HK, LP+MK (384)

(0bar, medium)


Post-launch Combos

  • st.MP, cr.HP xx qcb+HK, LP+MK/HP+HK

(0bar, medium)

  • st.MP, cr.HP xx rdp+P, qcf+HP

(0bar, medium)

  • cr.HP xx rdp+HP, cr.HP xx rdp+HP, LP+MK

(0bar, hard)


Advanced Combos

  • LP+MK, hcf+K>PP>PP>PP (322)

(0bar, counterhit, easy)

  • cr.MK, cr.LK xx qcb+LK, rdp+HP, cr.HP xx qcb+HK, LP+MK (347)

(0bar, counterhit, medium)


Combos Into Supers

  • N/A

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