以前不是有个评测么, HWOA 攻击力 S , 变化 S ,都是顶级, T4他照样垃圾
T5nina人气比较高,又有了一大堆更新
Yeah, that's right; and she's looking for ass to kick.
Nina was often treated well in Tekken - fast, generally powerful and well versed in evasive manouvers and counters. Tekken 2 was the start of something great for her, as her character evolved greatly from the original Tekken. She actually got some fashion sense too!
Tekken 3 she was good - maybe almost too good. Command low parry into DC, d+4,1, her staple juggle (DC, u/f+3, d+4,1, f,f+3) and overall great priority and mixup game allowed her to be stylish yet practical. Her d/f,d/f+1 was great to mix up from if you wanted to play for extra damage, but if you wanted; you could always do the guaranteed stomp to for 45% damage. With this throw as well as some multiparts made Nina's throw game deadlier and meant that Nina was strong at almost every offensive aspect available in the game.
Tekken Tag saw the tone down of the Blonde Bombshell, leaving Nina players worldwide wondering if she would ever be a contender anymore.
No more DC after low parry, d+4 no longer hitting now, priority decreased and less damage meant that she became one of the lower ranked characters. Anna seemed to claim all of Ninas shortcomings and put them to good use.
What Nina did get then will help her become a top character again in Tekken 4 - the unblockable low kick!
In Tekken Tag, Nina was given the choice to sway or crouch dash after ss+1. This was a good addition, but given that Tekken's overall hit system then wasn't too refined, it wasn't as great as it should have been. Inputing ss+1~b~u,d/f+4 allowed Nina to cancel the sway into a sidestep, meaning that you could cancel the sidestep into a low kick (which you can only get from FC). The cancel also meant she could hayashida step afterwards.
Tekken 4 saw Nina become strong again - and, imo - not for the right reasons. Tekken 4's movement system was flawed in the way that sidewalking allowed you to sidestep almost every move in the game, and even claim some easy back throws after attacks. Also, you couldn't move back properly - no u/b or backdash (well, there was a backdash, but it was almost non existent). Limited movement just made the game play unlike how Namco first imagined.
With the fast sidewalk and no sidestep, hayashida was easy - it was fast and avoided almost any move, if not all of them. And seen as this is essentially sidestep cancelling, she could easly go into any one of her strong moves - notably her 1+4. This gave her advantage on block and hit, and left the opponent in FC on block and hit. A bit too strong. Unblockable kick was more common now that the ss+1 cancel was better/easier. One thing I did like about T4 Nina however (besides her P2 outfit ), was the new delayable d/f+1,2. This was a great addition, but Nina felt limited in play because you would only use select moves at a high level of play. d+3,2 was pretty useless this time round as it moved too far to the side, making it whiff more or less when it shouldn't.
Now we have Tekken 5 - currently, it could be the game that brings back the old school as well as the arcade scene (hopefully!). Every character is looking strong and the game is looking sweet.
Nina seems to have gone back to her roots in this game - her gameplay is a mix between the best of Tekken 3 and Tekken 4. In T4, Nina had moves that were dying to get used but due to the game being kinda crap, made her seem limited. In T3, her poking game was solid and almost unbeatable - also, some of her other moves were in fact better in this game.
d/b,d,d/f+1 in Tekken 4 has now been changed (thank god) to b,f+1, Standing 3 and 4 were given evasive rolls (evasive properties are good), d+4 is now low again (old school Nina, baby!) and some moves have been beefed up (ss+4 on CH makes them side flip, for proper juggling, ss+2 now juggles on normal hit, as well as CH, f,f+1 now launches on normal hit(flip juggles on CH))
1+4 now leaves the opponent standing on block, but still, the mixup game is still there.
d+3,2 is now better - not as good as the T3 version, but will hit properly now.
1,4 (new string) is good, the 4 stuns on block (knocks down on hit - have to check that again). You can also do d+3 after, but it isn't safe.
f+4,4 and f+3,3 (new strings) stun on block. Both do the same thing, and they knock down on hit. A f+4 extension would be 3+4, 3+4 - after f+3+4, Nina does a fly kick then a flip. Great combo ender. Though the latter 3+4 can be teched.
u+4 is a new anti low heelkick - can be useful after 1+4 to beat low jabbers. Can also be used after d,D/F+4.
u/f+1 is a new anti low slap. Can be used like u+4 - may be more useful, as it leaves them FC on hit and garners you good advantage.
Crush system wise, Nina can take full advantage of this.
d,D/F+2 should go under highs. ss+2 does go under highs, but d/f+3 strings, d+1,4 as well as d+4 go under highs. Depending on how you play, you can use any one of those - as well as d,D/F+4. And remember, you can still use FC b+1 to crush highs - on CH, this gives you enough advantage to net a free 1,2. It may be about +10 on CH. Maybe more - unless they tweaked it. Need to check that still. d+3, 2 will easily crush lows too...lots of variety!
As for anti lows, u+4, u/b_u_u/f+3, b,f+1, u/f+1, u/f+3+4 and any good mids make quite a statement. CH status for u/f+1 and u/f+3 is desired - and maybe u/f+3+4 (normal hit) too.
I think that due to this new system, Nina will play how she was designed to and enable the player to exersize strategies they couldn't in past games. More evasion, mixups, juggle potential and anti-highs and lows mean that Nina will very much be a contender in this installment.
d+3,2 is great, it also looks save and the new animation on most of nina's mini strings is cool.
Ivory on opp's back to DC isn't guar anymore. (at least not in that vid~).
and looks like d+4,1~ss and other srtings that can be ss cancelled now cancelled to normal SS if i'm right?
T5 Nina plays more like T3 Nina, imo; only that she doesn't have the command low parry. heh
Seen as the movement is more or less akin to T3/TTT's style, defensive and offensive movements are a lot better, though hayashida stepping is a lot slower.
With the changes to 1+4, that means that she cannot just rely on that move anymore, as well as the hayashida, so the player will have to use more of the moves she has available to keep the opponent at bay, a la T3.
ss cancellable strings are better. I used to use ss cancels from T3 loads (moreso from d+4,1), but now they have more uses as you can hit all ranges in more ways.
ss+1, ss+2 and ss+4 can all be used after a sidestep now and they are all good. ss+2 and ss+4 will go under highs, and ss+1 will beat crouchers. That and you cancel back to neutral and use normal moves; so you can use d/f+1,2, d+1, WTF etc.
ss+4 should be used a bit more; but not too often - the delay on ss moves has always been great, so it may come in handy. CH ss+4, as you know by readying my opening post, allows you to combo from it now. So that just levels up her ss game - probably one of the strongest ss games in Tekken, if not the strongest.
You can still play T4 style Nina, but I don't think that it will be as effective. I felt quite at home using her T3 style knowing now that I can backdash, jump back and space properly.
Oh yeah, another difference would be that Nina's throw game is much better - back to standard Tekken style. So you don't have to be scared knowing that all you have to do is press 2 to escape most of her throws (and the odd 1+2).
d/b+3+4 DC was always punishable on block. Nothing has changed there.
d,d/b+3 DC however is safe(r).
d/b+4,3 was never safe in any game it's been in either, but d/b+4 is an anti-high, so it's use has greatened now as the chances for CH are higher than they were before.
ss+4 is better because it it juggles on CH. Which is a great reward for using the move, as well as it being a blatant anti-high. With the threat of ss+2 and ss+4, ss+4 should become a move that you should employ in your game every now and then because you want your opponent to guess between the two.
2+4, iirc leaves her back turned. 1+3 leaves you a bit away from the opponent and u/f+1+2 has no special escape. d/f,d/f+1 I can't quite remember, but I think that there is no special break - if there is, i'd assume that id leave her BT. One of the two. In any case, no; she isn't at a great disadvantage after a throw.
It was too late before I could try out 2+4~d; heh if anything, that should be a command grab like d/f+d/f+1, do more damage and be a 1 escape throw. Just have to wait and see. [/wishful thinking] ;)
As far as new launchers are concerned, f,f+1 is a nice addition, but seen as it is high, I don't think it should be something that you should use instead of d,d/b+3. Didn't have enough time to test out any other new launchers - though CH ss+4 was probably one of the best things I witnessed while playing the game.
Oh yeah, you can still mash multis. I don't think you can mash escape though.