Overview
Nina is classified as pressure, damage. Their toolkit includes homing options, a CH-launch low, wall-finish tools. Their fastest standing launcher comes out in 14 frames.
Strengths
- Fast i14 standing launcher for whiff punishment
- CH-launch low for opening defenders
- Strong wall-carry and wall-finish tools
Weaknesses
- No power crush listed in the data
Game Plan
- Hold neutral with
df+4as your quick mid check. - Whiff-punish with
df+2(i15 launcher). - On block, recheck pressure with
f,f,F+1+2(+4 on block). - Mix in
db+4low to keep them honest. - Bait jabs with
db+3for a low CH launch. - If they side-step, answer with
1+2(homing).
Defense
- Parry:
b+1+3_b+2+4(Attack Reversal) catches a high or mid attack and turns the round around. - Panic launcher:
d,DF+4(high crush, launches on hit) hops over jabs and lows when you read a string. - While-standing punisher:
ws2ducks highs and punishes from crouch.
Punish guide
How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.
- Block low and wait. Nina’s safe lows give frames but no launch; their real threat is the mid/low mix.
- Step their linear strings - many extension routes are step-killable.
- The Frame Data tab in Punish mode highlights moves you can launch-punish on block.