- So with 6P, the startup is an i11 which is one of the faster characters, which character are you playing by any chance? some characters have answers to certain moves than others.
- It's pretty good moderate range, better than most for sure, but I'd say it's pretty decent. Let me know which character are you using to be sure of your issues.
- Well, some of it is rather unsafe, but she does have delayable attacks from the movekit and good recovery. From what I've encountered playing against Nico, as well as other big notable players playing against the character / using her, she has a huge number of moves that have strong quick recovery that catches people. Let me give an example, Rig has a move that's -12 on block, but the recovery is "
16", that means that the moment you block it you'd have to
immediately throw it as soon as it connects on block, there's almost no window time. Most cases, people prefer not to throw it because they don't want to take the risk which would make sense, especially playing on the net. Nico has a bit of this, on top of attacks that get free cancelled on block that usually become unrecognizable due to recovery alone (not every move, but she does have a bit of that). When she does 6P you expected the follow up 6PP right? but she stopped only at 6P and Nico did a i7 forward throw towards you because you thought she'd continue with 6PP (this type of situation is what I meant). It's one of those cases where you'd have to instantly recognize on when to attack. Fuzzying from those type of situations is a pretty ok option because the last thing you need is getting CH or blocking too much and knowing when to attack back from free cancelled situations on block.
- The throw got nerfed in the recent patch I hear but she does have one guaranteed follow up. The lighting bolt launcher she has is super slow, but it will land if you try to hold around middle time (I've seen cases where people break hold and the launcher still lands because they break held on that middle time). Ironically you can disrespect the launcher by holding on
fastest state before it lands and able to block or step it afterwards.
- Is it that heel drop slide by any chance?
6P is a mid so just hold or step it. Her range isn't really the best so you can play at a distance, and her strings are safe and delayable but you can step/hold most of her charges and you can duck some of her safe strikes. If you're having your wake up kicks be beat out it's best not to use them, just tech up and hold 236K or step or block 6H+K since its punishable.
There's a setup from Nico that leaves her plus when you tech up from it (unless the opponent knows he is plus from it, some people didn't know they were plus and end up blocking afterwards due to recovery) especially the heel drop slide she does which might be one of the moves that's beating out his wake up kick options. It crushes low on the first few frames, and leaves her squatting when it becomes active which can go under certain mids (not all mids).
But yeah some of what KasumiLover mentioned, with adding that when it comes to the wake up attack options, wait just a few seconds so that the mid kick and low kick wake up follow up will connect as the move from Nico is no longer active if they keep abusing it.