nina

nina

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Quick overview

Poking, CHs and oppressive SS canceling.
SSR is strong close, at -3(f3) it avoids standard stuff like jabs,
df1,2, df4, df3, df2, m4, b1+2, db3, ...
Beware of i16 mid homing, d2 almost homing, QCF2 tracks SSR
If she whiffs first hit of heat smash, you can reliably duck the
gun shots and punish. Last hit doesn't activate on whiff.
Handguns do more shots in heat, so have to duck for longer.

HEAT

Heat powers: All handgun moves powered up
b1+2 powered up (-7 standing -> +2 crouching). Long animation.
Handgun moves: -9 -> -2 oB, and more damage
Heat engagers: f1+2 | f4,2 | db1+2 | wr1+2 | qcf2
Heat smash: i16 mid(+5 / +7 QCF)

Stances

Sidestep. Transitions: f4(+12oH,+2oB) | df3,2(+4oH,+0oB)
1,2(+11oH,+0oB) | df1,2(+4oH,-1oB) | uf4,3,4(+6oH,-5oB, cancel)
b2,2,2(+1oH,-10oB, cancel) | d4,1(-2oH, more than -12oB, cancel)
df3,1 (-8oH,-19,cancel). Fastest move i13m, i20low. ss1 is i14m

Standing block punishment

−15 pushbacku3 / ub3(-15, hard to differentiate from uf3)
−15f2,1,3(-15) | df3,2,3(-17) | db3+4 / ws3+4 (-17) | b3+4,3(-15) | b1+4(-15) | ub1(-16) |
−141,2,1+2 | 3,3,3(-16,-14,-14) | f1+2 / ws1+2 | db1+2 | ff3 | ss2 |
−132,3 | f2,1 | db4,3 | uf2,1 | wr3,4 | ws2 | ws3 |
−12df3,1,2 | d2,2 | b1,4 | qcb4 |
-11 / -101,4,1(-11) | 3+4(-10, but 3+4~f is -6 into qcf) | df3,3(-10) | d1,4(-11) | d3,2 / FC3,2(-11) | uf2(-10) | uf3(-10) |

While standing block punishment

−15df3+4 / FC df4 (-37) | d3 / FC3(-17) | qcf3(-20~-11) | opponent down d3+4(-17)
−14ss4 |
−13df3,2,1,4 | db3 |
−124,4,4 | d2
−11 / -10

String handling

3,2 / 3,2~d cancel: There is a massive gap between hits, but the cancel is less than -24? Do a decently fast mid homing. You can
probably duck for 3,4 / 3,3,3 and still react with a ws move for the 3,2 / 3,2 cancel.
4,3 / 4,4,4: SSR second hit (4,3 can SS both ways).
df1,2 has the same extensions as 1,2 (high into handguns, high kick, -14 mid)
wr3,3: SSR second hit. wr3,4 will beat all options except block (and parry).
d4(on hit),1: You can punish both the extension and the cancel with a twitch duck into i11(more is guaranteed, but i11 matches timing)
f4,2: Easy hitconfirm, so no point in trying to hard read (unless they're dumb). Cancel +2oB into SS. Maybe jab float keepout?
d3,4_2: 5f fuzzy, high first. Worth practicing.

Other notes

Tech roll after uf1+2 throw to reduce damage.
Has generic reversal. All chain throws performed with kicharge are broken with 1.

Duckable highs

Plus on block

qcf2+3(+36~+50, but no longer guard break?) | ss1~f_b(+10 qcf or sway) | ff1+2*(+8) |
ff4(+16 grounded or +9 standing) | df3,2~b(+8 sway) | f3(+4) | wr1+2(+4) | qcf1(+1) |
df1,2~f(+0 into qcf) | df3,2(+1) | d4,1(+0) | u4(+0c) |

Low minus