So I've been told there are a lot of Nina's at the top. I was just having a little fun in the 1100 rating today, playing with the new cards and a "nuke" deck for Yoshimitsu, when I ran into two low 1300 Nina fights. I lost both of them, one was pretty close, if only the new cards had a little more juice then I would've been able to tie one of them (lol). Both 1300 Nina fights were back to back and both had very similar decks. I went to the Nina collection and scrolled through, looking for the cards I saw and multiplying them by 3 if they weren't unique. T
his is what I came up with:
The Deck
Nina |
- 3x Blonde Bomb: 10 Damage, Punch, After the attack: This card appears: +20 HP
- 3x Catapult Kick: 10 Damage, Kick, After the attack: This card hits: +1 card
- 3x Flashing Escape: 40 Damage, Kick, After the attack: Opp Focus: Card discarded
- 3x Spin Low Kick to Right Upper: 10 Damage, Punch, After the attack: Strike: +1 card & +4 HP
- 1x Jab to Mid Kick: 25 Damage, Kick, After the attack: This card appears: 4th card discarded & +1 card
- 1x Assault Bomb: 25 Damage, Punch, After the attack: Opp Strike: +1 card & +5 HP
- 1x Crab Hold: 30 Damage, Kick, After the attack: This card appears: +2 cards
- Power Card: Nina - I: 255 HP, First turn: -100 HP
This deck has extremely high draw speed, and an average damage of 19.33 per card. Generally the 10 damage cards are for healing and card drawing purposes but after a while they also rack up some big damage.
Strategy
Focus to 3 cards, and strike. The reason being because Jab to Mid Kick appearing on the 4th position is a waste, as well as Crab Hold (you will be at "6" cards). Throw some guesses here and there for Flashing Escape. Don't let a 3rd position Flashing Escape go to waste. Block when enemy has 5 cards. Doesn't seem like there is much to this deck, but I could be wrong. If you've cycled through Crab Hold and Jab to Mid Kick, you can focus past 3 cards until you start the new cycle (revert to counting cards if you have no idea what I am talking about.Conclusion
As a Yoshimitsu player, I don't feel there is a reliable answer to this deck. It just keeps healing and dishing out damage and drawing and healing. Magatama and Kimon Matagi cannot keep up with it, and when luck runs out, those 2 cards will just appear at different ends of 2 cycles (separated by 26 cards) and you will eventually bleed out. Reminds me of Xiao Yu, except Xiao Yu's heal is terrible and Xiao Yu's average damage per card is under 11. Currently, I am trying cards such as Iwatsubute, Poison Breath, and Mumyo Juji Ken to attempt to rush my opponents. Fun, but not very successful (lol).Please leave a comment, or if you are that 1300 Nina player, let me know if the deck is off =].
I think that deck Is missing an important card, 3x Right Backhand Body Blow that's essential for a good Nina Deck to buff your cards.
ReplyDeleteHi Sincerity,
DeleteRight Backhand Body Blow does not fit well in this deck. I have a punch deck in mind that requires Right Backhand Body Blow.
Also with all that Paul population imo, the 170HP Power Card that discards one of the opponent cards Is important. The 255HP Power Card Is better suited for Overheal Nina Decks.
ReplyDeleteI feel the 170 HP Power Card is more of a situational Power Card. If Tekken Card Tournament implement my suggestion to select your deck after knowing the matchup, then players can select the best Power Card for their matchup.
DeleteWell yeah true, but until they implement that It can take a long time, for now I prefer the 170HP one tested both out and to benefit from the 255HP one you need a lot more Heal cards.
DeleteYea. Nina is obviously the most broken due to rediculous card draw and healing. I have probably never beaten an all rare Nina deck. Its not even worth fighting vs. a proper nina build.
ReplyDeleteIt's hard in general to beat a Money rare deck with a SR Card, not only If Its a Nina ^^.
DeleteThis deck is supposed to be run on the SR power card. You're gonna barely overheal much (the heals is does the same job as what parry and protection does in other decks), so the extra card does help a lot.
ReplyDeleteAs a Yoshi, you should want to deck in one single Perilous Spirit into your deck, if possible. Together with Sakanobori and Tobi, you can wait it out until it is best for you to strike yourself.
This decks plays rather predictably. It's a focus breaker deck and should be treated as such. Never focus if you know they're gonna strike (for example, having SLKTRU in play). Flashing escape mix-ups will drive you nuts though.
Hi Kai,
DeleteI think the power card doesn't really matter. I suppose the SR card would be best. Thanks for that!
I have tried many decks with Yoshimitsu, including the one you've suggested, but I find that deck is not very successful, as the base damage from Sakanobori, Perilous Spirit, and Tobi Ushikawa are quite weak and the Nina out heals the damage. I have had a couple successes with a deck I will soon publish, but that deck is very weak against Kazuya's and Xiao Yu's.
I have a hard time making a deck that is strong or well rounded against all characters but I am still working on it. I hope the new conceal in a week will facilitate this.
Can't really say Flashing Escape mixups don't bug me, But I have had my share of Oni Kick Stomps landing, so I am happy =]
Kai, I tried to register on the tekkencards forum but It says my IP got banned even If I never was there I just found that site. Can you maybe create a Account for me?
DeleteSincerity: That's our anti-spam filters at work. You're finally able to have an account there right?
DeleteKing of Iron Fist: This deck list is getting more popular now. Luckily, Yoshi is rather well adapt to turtle against it. Thanks to Shisetsu Genma control strategy. I must say, adding Perilous Spirit will help tons too but an optional choice. As a bonus, PS works great against Xiaoyu as well (another one of those harder matchups).
You'll have to be lucky still not to get smacked around by 30+25+40.
King of Iron fist,
ReplyDeleteWhat do you mean with "The new conceal"?
The game designers revamped Yoshimitsu's Conceal effects. Unfortunately it requires an App update and they need Apple to verify the content of the new update (ensure it isn't some kind of virus). This takes approximately 2 weeks. So in maybe a week or 2, there will be an app update that will modify Yoshimitsu's Conceal.
DeleteHow exactly will It be modified, what will change?
DeleteWhich of these Cards would you upgrade to Rare first (with only having uncommon cards)
ReplyDelete- Flashing Escape
- Blonde Bomb
- Spin Low Kick to Right Upper
- Jab to Mid Kick
- Catapult Kick
- Assault Bomb
I'm thinking about upgrading Blonde Bomb 1. as that's my main heal but Flashing Escape Is also great as It improves the Damage by 15 and Its Uncommon version only has 25 Damage. Or maybe also Spin Low Kick to Right Upper to add a healing effect, as the Uncommon version doesn't heal.
Also could you give me any suggestion what I could take in place of Crab Hold (As I can't afford that yet). I'm thinking about Deadly Hunter (Rare) for extra damage or Spiral Explosion, Jumping Flip, Binding Whip to draw more.
Or should I maybe upgrade nothing yet and directly save up for 320k to buy Crab Hold?
ReplyDeleteI would upgrade in this order:
DeleteJab to Mid Kick
Flashing Escape
Blonde Bomb
Right Low Kick to Right Upper
Catapult Kick
Assault Bomb
Jab to Mid Kick from Silver to Gold is a huge difference, that 3rd card discard is changed to 4th card discard which is just awesome.
Between Flashing Escape and Blonde Bomb, the choice is yours, do you want more damage, or more sustainability.
For the last 3 cards, Right Low Kick to Right Upper, Catapult Kick, Assault Bomb, any order really. I would upgrade Assault Bomb last because it is a unique card and if you upgrade it before the other 2, maybe in those Card Rewards at the end of the match, you will get an Assault Bomb and you'll feel cheated.
There is really no replacement for Crab Hold, but I know your situation and I can just suggest other Unique Cards. Personally, I feel Ivory Cutter (10 Damage, Kick, Before the attack: Focus: Opp K cards -10 Hit) would be nice or (Twisted Mind (20 Damage, Kick, After the attack: Opp Focus Break: +20 HP).
SR cards are nice to have but it is a "long" time to be saving up to get them. I would get the SR card last. Alternatively, you could save up 320k and buy the Crab Hold when you see it in the store, from what I've heard, it is quite a rare card, as I am typing, there is none in stock.
Thank's for your reply, I didn't know that there's no Crab Hold in the Stock imo as I can't really afford It anyway. Okay then I wont wait and save up 320k (I'm at 10k would take me very long anyway)I will upgrade Jab to mid Kick and then Maybe 1 Flashing Escape, 1 Blonde Bomb until I got 3 of both and after the last ones you wrote above.
DeleteWhich of the 2 (Ivory Cutter, Twisted Mind) would you recommend me personally? (It's Uncommon Version)
DeleteI would recommend Ivory Cutter. Since these cards are substitutes for your inevitable Crab Hold, Ivory Cutter seems to have more utility in the future than Twisted Mind.
DeleteI would also recommend not buying either (lol). Buying one of them will be 20k that you could have spent on Crab Hold. I understand it is just a substitute till you get Enough for Crab Hold, but I would just throw in some bronze card from the Bonus Reward Card, but that is just me =]
Im not planning to save up for Crab Hold anyway, I'll upgrade Jab to mid Kick to rare, and then Flashing Escape/Blonde Bomb as I think that's more important first.
ReplyDeleteIf you would be in my Situation wich of these two would you upgrade to rare first? (After Jab to mid kick)
ReplyDelete- Blonde Bomb
- Flashing Escape
The Uncommon version of Blonde bomb gives 10 Heal while the Rare Version gives 20, as that's my only heal I'm currently thinking about upgrading that first.
On the other hand the Uncommon Version of Flashing Escape got 25 Damage while the Rare Version got 40 Damage, and as that's my main source of damage I can't really decide for which to go.
May I know your personal thoughts?
I would upgrade Blonde Bomb first because I can see that as being a common card other Nina Decks. You may end up changing your mind before upgrading to Gold Flashing Escape and when that happens, you'll be happy that you upgraded Blonde Bomb before Flashing Escape.
DeleteOkay thanks for your suggestion, do you mean that I should upgrade all 3 Blonde Bombs to rare and after upgrade Flashing Escape?
DeleteI just bought a Ultra Pack and got Evil Mist out of It, would you recommend to sell It for the gold and then upgrade a card to rare or keep It until I can get Crab Hold?
ReplyDeleteKeep it until till you have enough for a Crab Hold, or until you have your entire gold deck and enough for a Crab Hold. Selling SR cards for a character you play may lead to regret.
DeleteWhy Is It so important to upgrade Jab to mid Kick to rare? It reduces the damage by 3 and only moves from one position to another.
ReplyDeleteBecause, you have 8 cards in your deck that draw other cards,
Delete3x Catapult Kick
3x Spin Low Kick to Right Upper
1x Assault Bomb
1x Crab Hold
Chances are you will have scenarios where you are holding 3 of these cards. If you receive 3 cards from card abilities, (from striking or from striking and then drawing a crab hold), if any of them is a Jab to Mid Kick Uncommon, it will discard the 3rd card (which is currently a 'something') and draw another card, so you end up with jab to mid kick doing absolutely nothing. If it is rare, it will discard a 4th card, (which is a nothing) and draw another card, so jab to mid kick will produce a card.
Having the rare version means focusing to 3 cards and striking will guarantee that Jab to Mid Kick will always have its ability be useful. If you have the Uncommon version, and you focus to 3 cards (or higher) and strike, if Jab to Mid Kick appears in position 3, 4, or 5, it's ability will be useless.
At the moment I'm thinking about Upgrading 2 Blonde Bombs and 2 Flashing Escape or 3 Blonde Bombs and Jab to mid Kick to rare. Still couldn't really find a good reason to upgrade Jab before Blonde Bomb/Flashing Escape.
ReplyDeleteThe choice is yours. If you find that your Jab to Mid Kick is always procing usefully, then you can upgrade Blonde Bomb or Flashing Escape. With an uncommon version, focusing past 2 cards runs the risk that Jab to Mid Kick's ability is useless. If you have 3 Catapult Kick/Spin Low Kick to Right Uppers in hand, and their abilities go off, your Jab to Mid Kick may become useless. I find having a combination of 3 Catapult Kick/Spin Low Kick to Right Upper is quite common amongst Nina's I face.
DeleteOkay and then how about changing 2 Catapult Kick for Shut Up and Backhand Combo, for all these decks based on lock cards like Gates of hell, Trout Sweep, Kimon Matagi, Evil Mist, etc? Right now my answer to these decks Is only Evil mist but when I change It to Crab Hold in the future I wont have any chance against these lock decks. Also Shut Up Is a good heal making the opponent think twice before focussing.
ReplyDeleteDo you think I would loose to much drawing potential replacing 2 or 1 Catapult kicks?
Gates of Hell Lock is not very strong. Nina should be able to heal plenty per turn and dish out damage to overcome a Lock Kazuya. Since Nina is never at 0 cards, the Kazuya is pressured to block all the time. You can keep Evil Mist in to see how it works when you battle it but from what I've seen, Crab Hold is the way to go. If Lock Kazuya decks were so strong, I would've ran into 1300 Kazuya's not Ninas. The Nina's got there by defeating Kazuya Lock decks.
DeleteKimon Matagi requires the opponent to be at above 75 HP. Again, Nina should be able to match the healing and do some damage as well. I have personally lost to Nina's who would just focus to 5 and strike whilst I turtle with Kimon Matagi.
Trout Sweep decks hit for high and deal a lot of damage. Most Trout Sweep decks will contain 3 of them. Shut Up card will increase your heals, but you won't be speedy anymore which is the highlight of this deck. When the panda has their trout sweep game up and running, Shut Up is useless.
Backhand combo will just make the Panda stay under 5 cards, or strike you for all 5 so you won't get the ability off.
Catapult Kick is for getting cards out so you are constantly a threat. You should be able to throw in some guesses here and there to prevent Panda from having a Trout Sweep in Hand or at least close to position 1.
Thanks a lot for your detailed explanation, I got your point I think I'll keep the 3 Catapult Kicks In even If Backhand Combo and Shut Up could give me more healing as you said I wouldn't be that fast anymore. I'm still not sure If I should upgrade 2 Blonde Bombs and 2 Flashing Escape for a balanced situation to gold or 3 Blonde Bombs and Jab to mid kick, are you talking from experience that's often the case that Jab to mid kick appears in position 3,4,5?
DeleteActually I think that Flashing Escape appears more often than Jab to mid kick as I have 3 of them and Jab Is Unique, so I can't really decide.
I decided to upgrade 2 Blonbe Bombs, 2 Flashing Escape and Jab to mid Kick to rare to have a balance between these cards. I have to admit that I really like the fact that I dont loose my 3rd card when Jab to mid kick appears.
ReplyDeleteI have some problems with Flashing Escape, when It's in position 3 I always strike but when It Is in position 1 or 2 when I strike they block and when I focus they focus aswell and I loose It. I'm really bad at guessing any tips for playing with this Deck or for Flashing Escape?
ReplyDeleteAlso I always loose against Parry/Heal Lilis there's nothing I can do as they always block all the damage I do with my low damage cards or they just heal for 35 HP and more after, any suggestions how to beat her?
Regarding your troubles with flashing escape, I cannot help you (lol). In position 1 or 2, the success of Flashing Escape luck and I suppose you aren't feeling it. Alternatively, what you can do is, look at your own cards, if you strike, are you guaranteed a card next turn due to the effects of your other cards? If so, your opponent will probably play block. That may not always work but that's what I would do against a Nina.
DeleteAgainst Lili, you may need to force all 5 card Discards more often. With this deck, your deck should be much faster. Most of the time, Lili's cards will enhance the speed more so. I myself have trouble with Parry Lili as well, the only helpful thing I can say is: strike with 2 cards or under more often. If the Lili is the type that blocks till you have 0 cards/3+ cards, then you block twice with them, and then guessing time but this time, the stakes are higher.
Thank's for your help with Lili, Lili and Paul are the only characters I have most problems with imo. When I play against Paul If I try to focus break him I loose HP, If he strikes he gains cards/hp If I let him focus I loose. Dont really know how to play against him lost 3 times in a row.. Paul Is so popular atm.
ReplyDeleteGreat they made Spin low kick to right upper a copy of jumping flip now It only gives you a card If It is blocked.. Making draw Nina useless.
ReplyDeleteThey made spin low kick to right upper a improved Jumping flip. Now you don't draw cards when striking but only when the card got blocked (same effect as Jumping flip, seems like they're running out of ideas..) also the +4HP effect in addition only gets added in its Rare version.
ReplyDeleteHello King Iron Fist,
ReplyDeleteDo you think that Nina Is still playable? They made spin low kick to right upper a improved Jumping flip. Now you don't draw cards when striking but only when the card got blocked (same effect as Jumping flip, seems like they're running out of ideas..) also the +4HP effect in addition only gets added in its Rare version.
With what would you replace Spin low kick to right upper now?
Hi Sincerity,
DeleteI just had a quick skim through Nina's cards. To be honest, nothing can ever replace Spin Low Kick to Right Upper. It was an amazing card. So amazing, that they nerfed it. I think they will change Jumping Flip soon as it is an inferior version of Spin Low Kick to Right Upper. As of this moment, I would just leave the card as it is. I will let you know if I run into more Nina's or if i get any ideas of what to replace it with.
Giving jumping flip just 3 more DMG Is nothing compared to what they did with SLK they ruined a entire Nina decktype there's no point to keep using Flashing Escape anymore either. I don't know which cards to use on Nina now only viable options seem Over heal which is boring and depends on luck or Right backhand body blow which Is too predictable. They made Nina one of the weakest chars now.
DeleteIs this build still viable? Spin Low Kick to Right Upper was hit by the nerf bat so hard. Kazuya now beats Nina in terms of drawing.
ReplyDeleteHi Anonymous,
DeleteThis build has seriously gone down the crapper. I wouldn't touch Nina till the new cards come out. Something tells me the new cards will set her back into the competitive play. Right now, without Spin Low Kick to Right Upper, Nina is really weak. That card in combination with Catapult Kick, Crab Hold and Jab to Mid Kick made Nina an animal. Now she is tamed and very weak, lol.
Don't sell your cards just yet, Maybe the new cards will synergize very well with the nerfed cards.
Yeah, Nina got nerfed bad. But I now use the 170HP power card and a RBBB focused power card with SR Power Charge and Binding Whips instead of the quick draw/ heal strategy I used before the nerf. It sucks to rebuild the deck though, because I never pay to buy any gold.
DeleteI am using Nina since day 1 and this is the deck I am using now after the nerf.
ReplyDelete170HP Power Card (I switched from the Heal Card)
SR Card Power Charge (P) x1
RBBB (P) x 3 (essential in this deck)
Hell Bringer (P) x 3
Blond Bomb (P) x 2
Ray Hands(P) x 1
Assault Bomb (P) x 1
Backhand Combo (P) x 1
Binding Whip (P) x 2
Jab to Mid Kick (K) x 1
Notice that all cards other than Jab to Mid Kick are Punch cards.
This deck plays TOTALLY different then the pre-nerf quick drawing healing Nina.
I might even drop the 2 Blond Bombs for another high damage cards.
Nina does not HAVE to heal she has other strategies.
Ray Hands is kinda an odd addition
ReplyDeleteWhat do you think about "Shut Up: 18 Damage, Punch, After the attack: Dual Focus: +10 HP"
I am not really a Nina players, and to be honest, I haven't seen a Nina player since the nerf (lol). But when I do see them, it's a slaughter. If you haven't bought any cards yet, I would suggest waiting till the new cards.
I also like Crab Hold SR card for Nina, that card is just the best.
You're right. Ray Hands is just a remainder from the old deck and Crab Hold is probably the better card. I just like Power Charge because it is fun to use. Also, I am currently saving my gold until the next update. So, I kinda think the same way as you do :)
DeleteHi Richard,
DeletePower Charge IS fun. When the opposing Nina pulls one in position 4, I always get the same thought "What the f-", and I am sure the opposing Nina is just having a great time. Before the Spin Low Kick to Right Upper nerf, Power Charge happened to me 4 times in my life. Now, I never see Nina. I guess Power Charge is like Iwatsubute for Yoshimitsu, unreliable but extremely fun.
Good to know you are saving your gold till the next update. I know a lot of people who recklessly spend their gold, sell their cards and regret it when the balance update rolls out.
Thanks King of Iron Fist!
DeleteIn about 1 of every 4 or 5 fights, I pull the Power Charge in position 4.
Yeah, Nina was nerfed a lot, but after adapting to new strategies and probably some changes, I believe she will be back in game soon. I just enjoy playing her so much, I will never change Character.
Np Richard,
DeleteI think you will be happy to hear that new cards for Nina and Panda come out within 24 hours!
Yeah! And the new Nina cards are GOOD!! Just have to wait until some of them are in stock. Now I'm waiting until the update next month to see what gets nerfd and what gets buffed and then I'll start to shop for my new deck : )
DeleteWhat's your main Character KoIF?
That's good to hear Richard.
DeleteI play mainly Yoshimitsu, then Kazuya. At the moment I am enjoying my latest Yoshimitsu Deck.
Well, My Opinion has a Nina Player. Kick Cards makes Nina Powerful. But gas for My Deck... I base on Punch Cards. I have 12 P Cards and 3 K Cards. Why do I base on P Cards? Check this out... P Cards helps u Heal fast and gives you Powerful Hit Punch. Check out this Card to Build a Strong P Card Deck...
ReplyDeleteU need the following...
2 Blonde Bomb, 3 Shut Up, Jab to Mid Kick, Assault Bomb, Easy Prey, Seoi Gyaku Juji-gatame, Twisted Mind, 2 Binding whip, 2 Hell Bringer, Spear Kick.
NOTE; What makes your Punch Deck Power is having 2 Right Backhand Body Blow.
Dis Deck is a Good Start for beginners with no enough Golds for SR. But I prefer 170HP dan 255HP
ReplyDeletesir? do you think cutthroat, ray hands and bitting snake important? i put it in my deck each one card of them, because i still have 3 common blonde bomb
ReplyDelete3x PK Combo To deadly Scythe : KICK : 10 HIT , Focus K Cards +8 Hit
ReplyDeleteJab To Mid Kick (U) : Kick : 25 Hit , This Card Appears 4th Card Discarded,+1 Card
3x Ice Pick : Kick : 20 Hit, Focus +20 Prot
3x Blonde Bomb : Punch : 10 Hit , This Card Appears + 20 HP
Ivory Cutter (U) : Kick : 12 Hit , Focus Opp K cards - 12 Hit
2x Binding Whip : Punch : 25 Hit : Focus HP<71 , -8 HP + 1 Card
Crab Hold (SR) : Kick : 24 Hit : This Card Appears + 2 Cards
Twisted Mind (U) : Kick :20 Hit : Opp Focus Break , +20 HP
average damage : 16.73
focusing deck
what about this deck
Delete