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

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far\Close LP H 30 3 4 8 +5 +1 SM,EX,SA,CA 1 1 1 -
Far\Close MP H 60 5 3 11 +7 +3 SM,EX,SA,CA 2 1 1 -
Far\Close HP H 90 11 5 21 0 -6 - 3 1 1 Forces standing
Far\Close LK H 30 6 4 10 +3 -1 SM,EX,SA,CA 1 1 1 -
Far\Close MK H 60 6 4 15 +2 -2 SM,EX,SA,CA 2 1 1 -
Far\Close HK H 90 12 5 20 +1 -5 - 3 1 1 Whiffs on crouching opponent
Crouch LP H 30 4 3 9 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MP H 60 6 4 13 +4 -2 SM,EX,SA,CA 2 1 1 -
Crouch HP H 80 5 6 17 +3 -3 SM,EX,SA,CA 3 1 1 Forces standing
Crouch LK L 30 4 6 11 0 -3 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 6 4 15 +2 -2 SM,EX,SA,CA 2 1 1 -
Crouch HK L 90 7 5 23 hard knockdown -8 - 3 1 - -
Jump LP M 40 4 7 until ground+4 +12 +4 - 1 1 1 -
Jump MP M 70 6 4 until ground+4 +16 +5 - 2 1 1 -
Jump HP M 100 8 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK M 40 5 6 until ground+4 +12 +4 - 1 1 1 -
Jump MK M 70 8 8 until ground+4 +16 +5 - 2 1 1 -
Jump HK M 100 7 6 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 4 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 120 15 6 18 hard knockdown -6 - - - - Invulnerability frames 1-20, Resembles HK Geyser Cannon
Arm Grab Flip LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Over the Back Toss b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Ivory Cutter LP+MK M 50,50 15 2(10)2 15 +2 -2 - 5,5 3,3 0 On Hit: +1 on crouching opponent, 1st hit: Float on counter hit, 2nd hit: Ground bounce on counter hit and on airborne opponent
Left Right Combo LP > MP H 60 8 8 14 +4 0 SM,EX,SA,CA,BC 2 0 1 Stagger (+24) on crouching counter hit
Left Right Combo to Spider Knee LP > MP > LK H 70 10 4 16 knockdown -5 SM,EX,SA,CA,BC 2 1 0 -
Bermuda Triangle **LC LP > MP > MK H 80 12 12 25 +4 -13 BC 3 1 0 Knockdown on airborne opponent
- LP > MP > LP H 50 7 7 14 -3 -3 BC,LA 1 1 0 -
Biting Snake LP > MP > LP > MK L 70 9 9 22 hard knockdown -9 BC,LA 3 1 0 Knockdown on airborne opponent
High to Spin Low Kick MK > LK L 40 10 5 10 +4 -4 BC,LA 1 1 0 Knockdown on airborne opponent, Can be started off Boost combo
Blonde to Uppercut MK > LK > MP H 50 10 6 15 float -3 SM,EX,SA,CA,BC 3 1 0 -
Blonde to High Kick MK > LK > MK H 60 10 4 20 +1 -7 BC,LA,Rolling Dash 3 1 0 Knockdown on airborne opponent
- df+LK H 50 6 3 14 0 -3 - 2 1 0 Forces standing, Knockdown on airborne opponent
- df+LK > LK H 50 9 4 10 +4 -1 - 2 1 0 Knockdown on airborne opponent
- df+LK > LK > LK H 50 8 4 10 +4 -1 BC,LA 2 1 0 Knockdown on airborne opponent
Flash Kicks df+LK (> LK > LK) > MK H 70 8 5 14 +12 -1 SM,EX,SA,CA 3 1 0 Knockdown on airborne opponent
- df+LK > MP H 50 8 3 14 0 -2 SM,EX,SA,CA,BC 2 1 0 Knockdown on airborne opponent
- df+LK > MP > d+LK L 30 10 5 10 +2 -4 BC 2 1 0 Doesn’t combo, Knockdown on airborne opponent
Creeping Snake to Left Low Uppercut df+LK > MP > d+LK > MP H 50 10 6 15 float -3 SM,EX,SA,CA,BC 3 1 0 Doesn’t combo
Creeping Snake to Left Low High Kick df+LK > MP > d+LK > MK H 50 8 4 18 +3 -5 BC,LA,Rolling Dash 3 1 0 Knockdown on airborne opponent
Skull Splitter LP b,d,db+LP L 80 15 4 18 +1 -7 - 3 1 1 Airborne frames 2-13, Hard knockdown on counter hit, Ground bounce on crouching counter hit, Knockdown on airborne opponent, On hit: 0 on crouching opponent
Skull Splitter MP b,d,db+MP L 80 15 4 16 hard knockdown -5 - 3 1 1 Airborne frames 2-13, Ground bounce on crouching counter hit, Float on airborne opponent
Skull Splitter HP b,d,db+HP L 80 17 4 16 hard knockdown -5 - 3 1 1 Airborne frames 5-15, Ground bounce on crouching counter hit, Float on airborne opponent
Skull Splitter EX b,d,db+PP L 120 15 4 18 ground bounce -7 - 3 0 1 Invulnerability frame 1, Airborne frames 2-13, Attacking arm crushes crouching attacks on frame 15
Geyser Cannon LK qcb+LK H 60 8 6 18 float -10 - 2 2 0 Crushes airborne attacks frames 7-13
Geyser Cannon MK qcb+MK H 80 18 6 18 float -7 - 2 2 0 -
Geyser Cannon HK qcb+HK H 100 20 6 18 float -7 - 2 2 0 -
Geyser Cannon EX qcb+KK H 80 15 6 18 float -10 - 2 2 0 Invulnerability frames 1-14
Blonde Bomb LP qcf+LP H 70 15 4 28 0 -6 - 4 5 0 Chargeable: 51F for EX Version and 100F for Super Art
Blonde Bomb MP qcf+MP H 80 16 4 28 +2 -6 - 4 5 0 Chargeable: 51F for EX Version and 100F for Super Art
Blonde Bomb HP qcf+HP H 100 17 4 28 hard knockdown -6 - 4 5 0 Chargeable: 51F for EX Version and 100F for Super Art
Blonde Bomb EX qcf+PP H 130 28 6 24 crumple +1 - 4 5 0 Chargeable: 51F for Super Art, Invulnerability frames 2-5, Throw and upper body projectile invulnerability frames 6-27
Rolling Dash LK hcf+LK - - 14 - 12 - - PP - - - Upper body projectile invulnerability frames 1-25
Rolling Dash MK hcf+MK - - 14 - 12 - - PP - - - Upper body projectile invulnerability frames 1-25
Rolling Dash HK hcf+HK - - 17 - 9 - - PP - - - Upper body projectile invulnerability frames 1-25
Backhand Slap PP during Rolling Dash L 40 9 3 30 +6 -11 PP 3 0 - Upper body projectile invulnerability frames 1-11, Input PP between frames 79-89 for follow-up attack
Arm Break PP during Backhand Slap - 80 - - - knockdown - PP - - - Input PP between frames 72-109 for follow-up attack, If input is mistimed: opponent isn’t knocked down and Nina receives 20 damage
Double Arm Break PP during Arm Break - 120 - - - hard knockdown - - - - - -
Rolling Dash EX hcf+KK - - 19 - 7 - - PP - - - Upper body invulnerability frames 1-25
Backhand Slap EX PP during EX Rolling Dash unblockable 40,60 9 3 30 hard knockdown - PP 3 0 - Upper body invulnerability frames 1-11, Input PP between frames 161-198 for follow-up attack, if input is mistimed: opponent isn’t knocked down and Nina receives 10 damage
Double Arm Break EX PP during EX Backhand Slap - 100 - - - hard knockdown - - - - - -
Double Explosion qcf+PPP L,H,M,M,H 20,50,30x3,140 12 5(15)2(26)2(2)3(6)4 53 hard knockdown -35 - 3,3,3,3,3 0,0,0,0,4 - 64 frames cinematic freeze before attack begins, Invulnerability frames 1-11, Projectile invulnerabaility frames 12-28, Airborne frames 16-89
Cross Art **LC qcf+MP+MK H 150+ 9 2 40 switch -18 - 3 - - 61 frames cinematic freeze before attack begins, Invulnerability frames 1-9

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far\Close MP H 42 5 3 23 -5 -9 EX,SA,CA -
Far\Close HP **LC H 63 11 5 25 -4 -10 - Forces standing
Far\Close MK **LC H 42 6 4 23 -6 -10 EX,SA,CA -
Far\Close HK **LC H 63 12 5 28 -7 -13 - Forces standing
Crouch MP **LC H 42 6 4 25 -8 -14 EX,SA,CA -
Crouch HP **LC H 56 5 6 28 -8 -14 EX,SA,CA Forces standing
Crouch MK **LC L 42 6 4 23 -6 -10 EX,SA,CA -
Crouch HK **LC L 63 7 5 33 hard knockdown -18 - -

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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