Nina Frame Data

nina

#1

aka the condensed Brady Guide for broke asses.

Glossary

[details=Spoiler]

High: This move can be crouched under, or blocked high.
Mid: This move cannot be blocked low.
Low: This move cannot be blocked high, but whiffs against low crushes.
Special Mid: This move attacks the mid region (it cannot be crouched under and will not lose to low crushes), but can be blocked high or low.

(Special Mids are rare in Tekken, but are the norm in Street Fighter… and SFxT. Unless stated otherwise, an attack is Special Mid.)

Low Crush: The Tekken equivalent of lower body invincibility. Low attacks fail to hit someone doing a low crush.

CH: Short for Counter Hit.
KD: Short for Knockdown.
SW: Short for Switch.
FL: Short for Float.
Forces Stand: An opponent hit by this move will be forced into a standing position if they were previously crouching.

Not a Natural Combo: An attack string that is not a natural combo does not actually combo even if the string hits.

Alpha Counter: While blocking an attack, press F+HP+HK. Costs one meter, but negates your blockstun and immediately retaliates. Not called Alpha Counters in this game, but was called that in previous games.
Magic Series: The ability to go LP -> MP -> HP. Not called Magic Series in this game, but was called that in previous games.

(frames): Appears in Active Frames for some moves. 2(18)2 means that there are 2 active frames, then 18 inactive frames, then 2 more active frames.[/details]

Standing



   Start Active Recov +hit +block notes

LP  i3     4*     8    +5    +1
MP  i5     3      11   +7    +3
HP  i11    5      21    0    -6   not cancelable, forces stand on hit
LK  i6     4      10   +3    -1
MK  i6     4      15   +2    -2
HK  i12    5      20   +1    -5   hits high, not cancelable

*Guide says 4f in one spot, and 3f in another



Crouching



   Start Active Recov +hit +block notes

LP  i4     3      9    +5    +1
MP  i6     4      15   +2    -2
HP  i8     6      17   +3    -3   forces stand on hit
LK  i5     5      11   +1    -3   hits low
MK  i7     4      15   +2    -2   hits low              
HK  i7     5      23   KD    -7   hits low, not cancelable



Command Normals & Strings



                    Start Active Recov +hit +block notes

Launcher HP+HK       i13    2      54   SW    -34  low crush
Ivory Cutter LP+MK   i15  2(10)2   15   +2    -2   both hits hit mid. 1st hit is KD on CH, 2nd hit ground bounces on CH or against airborne foes
Cross Cancel F+HP+HK i15    6      18   KD    -6   invincible frames 1-16, costs one bar
Throw LP+LK          i7     2      20   **    **   throw

Left Right
LP                   i3     3      8    +5    +1        
LP MP                i8     8      14   +4     0   extra +24 on CH against crouchers            
LP MP LK             i10    10     16   KD    -5                         
LP MP MK             i12    12     25   +5    -13  not cancelable, KD against airborne foes                   
LP MP LP             i7     7      14   -3    -3   not cancelable except to launcher or magic series
LP MP LP MK          i9     9      22   KD    -9   hits low, not cancelable except to launcher or magic series, KD against airborne foes
*Yes, I realize the startup and active frames for this entire string are the same. That is not a typo.

Blonde
MK                   i6     4      10   +2    -2                        
MK LK                i10    5      10   +4    -4   hits low, not cancelable except to launcher or magic series, KD on airborne foes               
MK LK MP             i10    6      15   FL    -3                  
MK LK MK             i10    6      20   +1    -7   not cancelable except to launcher, magic series, or Rolling Dash, KD on airborne foes 




Flash Kicks
dfLK                 i6     3      14    0    -3   not cancelable, forces stand on hit, KD on airborne foes              
dfLK LK              i9     4      10   +4    -1   not cancelable             
dfLK LK LK           i8     4      10   +4    -1   not cancelable except to launcher or magic series
dfLK LK MK           i8     5      14   +12   -1   hits high, KD on airborne foes                           
dfLK LK LK MK        i8     5      14   +12   -1   hits high, KD on airborne foes                   

Creeping Snake
dfLK                 i6     3      14    0    -3   not cancelable, forces stand on hit, KD on airborne foes          
dfLK MP              i8     3      14    0    -2   KD on airborne foes           
dfLK MP dLK          i10    5      10    2    -4   hits low, not cancelable, not a natural combo, KD on airborne foes                 
dfLK MP dLK MP       i10    6      15   FL    -3   not a natural combo                      
dfLK MP dLK MK       i8     4      18   +3    -5   hits high, not cancelable except to launcher, magic series, or Rolling Dash, KD on airborne foes




Specials



                    Start Active Recov +hit +block notes  
           
Skull Splitter RDP+P - all Skull Splitters hit low.

LP Skull Splitter    i15    4      18   +1    -7   airborne 2-13f, KD on CH, ground bounces on CH against crouchers
MP Skull Splitter    i15    4      16   KD    -5   airborne 2-3f*, ground bounces on CH against crouchers
HP Skull Splitter    i17    4      16   KD    -5   airborne 5-15f, groundbounces on CH against crouchers
EX Skull Splitter    i15    4      18   **    -7   ground bounces on hit, invincible on 1f, airborne 2f-13f, low crushes on 15f
*not a typo

Geyser Cannon QCB+K

LK Geyser Cannon     i15    6      18   FL    -6
MK Geyser Cannon     i15    6      18   FL    -6
HK Geyser Cannon     i20    6      18   FL    -6
EX Geyser Cannon     i15    6      18   FL    -6   invincible 1-14f

Blonde Bomb QCF+P - all Blonde Bombs can be charged, 51f for free EX, 100f for free super

LP Blonde Bomb       i15    4      28   KD    -10
MP Blonde Bomb       i16    4      28   KD    -10
HP Blonde Bomb       i17    4      28   KD    -10
EX Blonde Bomb       i28    4      24   **    +1   crumples on hit, invincible 2-5f. projectile invincible 6-27f




Rolling Dash HCF+K

LK Rolling Dash      26f total duration            high projectile invincible 1-25f, window for Backhand Slap is 14f
MK Rolling Dash      26f total duration            high projectile invincible 1-25f, window for Backhand Slap is 14f
HK Rolling Dash      26f total duration            high projectile invincible 1-25f, window for Backhand Slap is 14f
Backhand Slap        i22    3      30   -11   +6   cannot be blocked high, window for Arm Break is 79-89f, window for failure is 70-77f
Arm Break                               KD         window for Double Arm Break 72-109f, window for failure is 55-71f
Double Arm Break                        KD

i22 on Backhand Slap is assuming you do it on the first possible frame from Rolling Dash.

EX Rolling Dash      26f total duration            upper body invincible 1-25f, window for EX Backhand Slap is 19f
EX Backhand Slap     i28    3      30   KD         window for EX Double Arm Break is 161-198f
EX Double Arm Break                     KD


                    Start         Active         Recov   +Hit   +Block   notes
Double Explosion     i11    5(15)2(26)2(2)3(6)4   53      KD      -35    invincible 1-11f, projectible invincible 12-28, airborne 16-89f
Cross Art            i8             2             40     KD+SW    -18    invincible 1-9f


Miscellaneous but useful data:

Character Health:
1150: Hugo
1100: Zangief, Kuma
1050: Abel, Balrog, Sagat, Bob, Marduk, Paul
1000: Ken, Bison, Rolento, Rufus, Ryu, Heihachi, Hwoarang, Jin, Julia, Kazuya, King, Law, Ogre, Raven, Steve, Yoshimitsu
950: Guile, Poison, Vega, Asuka
900: Nina, Cammy, Chun, Dhalsim, Ibuki, Juri, Lili, Nina, Xiaoyu
850: Akuma

Character Forward Walk Speed:
100%: Akuma
98%: Cammy, Chun, Bison, Vega
88%: Balrog, Guile, Xiaoyu
80%: Nina, Hwoarang, Jin, Kazuya, Raven, Rufus, Ryu, Steve
73%: Ibuki
71%: Asuka, Ken, Ogre, Poison
62%: Abel, Julia, Juri, King, Rolento, Zangief
53%: Law, Lili
50%: Bob
44%: Dhalsim, Paul, Sagat
40%: Yoshimitsu, Hugo
36%: Marduk, Heihachi
32%: Kuma

Character Backward Walk Speed:
100%: Vega
92%: Cammy, Chun
80%: Akuma, Balrog, Guile, Bison, Raven, Xiaoyu
70%: Kazuya
63%: Ibuki
60%: Nina, Abel, Hwoarang, Jin, Juri, Ken, Law, Ogre, Poison, Reolento, Rufus, Ryu, Steve, Zangief
50%: Asuka, Bob, Julia, King, Lili
40%: Dhalsim, Paul, Sagat
36%: Hugo
32%: Kuma
30%: Heihachi, Marduk, Yoshimitsu

Cross Cancel by Speed:



Character   Attack             Start  Invinc    notes
Abel        Marseilles Roll    24f    1-23f

Akuma       SRK                4f     1-19f     holy shit
Ken         SRK                5f     1-6f
Hwoarang    SRK                5f     1-6f
Cammy       SRK                6f     1-13f
Guile       Flash Kick         6f     1-7f
Lili        EX Angel Knee      6f     none? 
Sagat       SRK                6f     1-7f
Chunli      EX SBK             7f     1-8f
Dhalsim     st.HK              7f     1-7f      can trade
Ibuki       SRK                7f     1-8f
Kazuya      EWGF               7f     1-8f
Jin         EWGF               8f     1-9f
Poison      SRK                8f     1-9f
Steve       Shoulder Rush      8f     1-9f
Hugo        Lariat             9f     1-9f      can trade
Bob         Giga Jacker        10f    1-10f     can trade
Balrog      Headbutt           10f    1-10f     can trade, proj invincibile 11-20f
King        Shoulder Tackle    10f    1-13f
Rufus       Galactic Tornado   10f    1-10f     can trade
Yoshimitsu  Gehasen            10f    1-11f
Heihachi    Demon Breath       12f    1-14f
Paul        Phoenix Smasher    12f    1-13f
Asuka       Mist Palm Thrust   13f    1-13f     can trade
Juri        Fuhajin            13f    1-12f     can be beaten
Marduk      Backfist           13f    1-15f
Ryu         EX Tatsu           13f    1-13f     can trade
Julia       Hunting Tomahawk   14f    1-20f
Kuma        Grizzly Fling      14f    1-15f
Law         Somersault Kick    14f    1-15f
Ogre        Blazing Kick       14f    1-15f
Zangief     Green Hand         14f    1-15f
M.Bison     Psycho Crusher     15f    1-17f
Nina        Geyser Cannon      15f    1-16f
Rolento     Rekka              15f    1-15f     can trade, cannot continue rekkas
Vega        Cosmic Heel        16f    1-16f     can trade
Raven       HP Alter Ego       18f    1-19f
Xiaoyu      Cyanide            21f    1-23f


#2

There’s a lot I still dont understand a/b frames in this game. For instance, coming from a deep tekken background and little 2D exp- I have no reference in how the startup frames relate to the active, I assume the active frames are the ones we can link/cancel from? On that note, how do I know what frames from a move can be cancelled(into special super etc) by looking at the data? I just test it manually.


#3

Normally you only worry about this:
-Start up, amount of frames a move takes to become active
-Active amount of frames a move is considered “hitting” - not to be confused with amount of frames a move is cancel-able(that data is often not important since it is usually homogenized)
-Recovery - amount of frames a move is vulnerable after the active frames in which you can do nothing.

If you look at a basic move like
LP i3 4* 8 +5 +1
takes 3 frames to become active
Can hit an opponent while active for 4 frames
Is vulnerable for 8 frames after it is active
Is plus 5 frames on hit and plus 1 frame on block…hope this helps


#4

awww yeah. you sir are awesome

looks like frame traps will revolve around s.lp, c.lp, and s.mp


#5

Been playing Nina since I got the game… I find her st.MP is fucking amazing. Looking at the frame data now, it’s easy to see why.


#6

Anyone know what the frames are at if you cancel the final flash kick into command dash?


#7

how many extra frames do CH do +3?


#8

Bit confused. If it takes 3 frames to become active, and has to be active for 4 frames, would one say it’s a 7, 4 or 3 frame LP?


#9

^ as far as duration I’d say it’s a sum of startup active and recovery. The on block or hit determine the opponents state in relation to the move.


#10

in that case you’d call it a 3 frame move…

startup: how fast the move hits, the less the better
active: for how long the move is able to hit, the more the better… imagine using a normal move for anti air purpouse, you need to time it so that the opponent “falls” upon your move while this is being “active”, so if your move has like 5 active frames instead of 2 thats obviously easier
**recovery: **when it stops being active, thats the time you have to wait til you can move (including blocking) again
total: startup + active + recovery

see if this video clears your mind

[media=youtube]E27R8EFLLSQ[/media]


#11

So the only normal attacks block string she has is standing MP into standing LP?
What about her command normals, any real block strings there?


#12

well in a sf4 way of thinking (and playing) she has none

but in this game you get true blockstring and hitconfirm options out of the L-M-H > Launcher/EX combos

and also some of her her tekken chains should be true blockstring out of which you can hitconfirm stuff, like

LP>MP> (LK) hitconfirm into special move

or LP>MP>LP> hitconfirm into MK sweep

or flash kicks > hitconfirm into whatever

L-M-H > Launcher/EX is also her only option starting with low hits