GiantDojo ALPHAv0.01
Nina

Nina

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

pressuredamage

Key Moves

df+2

i15 mid launcher. -7 on block, launches on hit.

b+1

i12 high. -7 on block, +4 on hit.

u+3

i14 mid launcher, low crush. -15 on block, launches on hit.

fthenfthenF+1+2

i20 mid launcher, low crush. +4 on block, launches on hit.

db+3

i20 low CH launch. -13 on block, +4c on hit.

db+4

i16 low high crush. -9a on block, +2 on hit.

1+2

i16 mid homing. -3 on block, +8 on hit.

df+4

i12 mid. -4 on block, +7 on hit.

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

  1. Hold neutral with df+4 as your quick mid check.
  2. Whiff-punish with df+2 (i15 launcher).
  3. On block, recheck pressure with f,f,F+1+2 (+4 on block).
  4. Mix in db+4 low to keep them honest.
  5. Bait jabs with db+3 for a low CH launch.
  6. 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: ws2 ducks 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.