Wednesday 11 August 2010

Mid-range game

Nina's real specialty comes from her mid range game. She has a huge arsenal of pokes to keep the opponent at bay. This combined with her fast movement + Hayashida step means that she's very hard to actually get into under the right hands. Not to mention that charging into Nina is literally asking for death as her mid range setups can lead to the juggle one. Her pokes can be so annoying that it can condition the opponent to be more passive and bait for it. This is when Nina can swoop in for the mixup. How Nina will do that was outlined in my previous entry. The spacing part of Tekken is probably the most indepth or perhaps open-ended part of the whole game as there are alot of possibilities to earn the advantage from the opponent.

So in this post we will look at her mid range tools:
df1- Other than a mixup tool the speed itself makes this a reason to not get rush into Nina.
d1,4- d1 is a favourite panic move and having a 2 hit d1 string gives Nina a good panic move to stick out to interrupt an opponent and deal damage.
ws1- Advancing Mid that crushes highs.
b1- Against a very aggressive opponent who charges straight on. This is a good tool to use to punish them into a juggle. It is a sidestep move, which means that using this in conjunction with a sidewalk will improve the evasiveness of this attack.

ss1- When used during spacing the cancellation allows Nina to conceal the animation in some of her moves. Also cancelling the ss1 nearly eliminates the recovery so it's a good move to whiff as long as the opponent is not actively looking out for it. Handy tool in determining the habits of your opponent.

d2- Used for getting in via a low. Viable tool for mid range because it advances her forward with a 2.
db2- Homing attack that resembles d2 use this to catch random ss and go under high pokes.
df2- Generic df2s are launchers. Nina's df2 is shorter than average but it's still useful in punishing a well read close in.
ss2- Has better risk reward than b1. As it is executed from a sidestep it's excellent against impatient opponents during the spacing game.

ff3- Long range poke but not too good on block.
df3,2- Long range advancing poke. Against more experienced opponents take care when using this move on block as the 2nd hit can be ducked.
df3,2,3+4- Advancing string which punishes conditioned opponents.
d3,4- Generic low with an extra hit. More range than db3 so it's more useful as a poke
d3,2- Same reasons but executed with the confidence that the opponent presses button

4- At i11 this is a great poke to use for fishing CH and sticking out randomly. Just don't get high crushed.
df4- Another excellent zoning tool. Pops out fast, good range and safe on block. Linear but difficult to ss on reaction.
b4- Another high poke. A tad slower than 4 but the reward is better. On CH it guarantees b1+4 which leads to Nina's more damaging juggles.
WTF- Only for high crush.

I have yet to establish my game clearly in what sequence of moves can be used to create a strong setup but these are the tools outlined for Nina.

No comments:

Post a Comment