___ __ __ ___ __ ___ / | / / / / / | / / / | / /| | / / / / / /| | / / / /| | / / | | / / / / / / | | / / / /_| | / / | |/ / / / / / | |/ / / ___ | /_/ |___/ /_/ /_/ |___/ /_/ |_| _ ___ __ __ __ __ __ ___ ___ ___ _____ | | / | / / / / / / / / / / / | / | / | / ___/ | | / /| | / / / / / / / / / / / /| | / /| | / /| | / /__ | | / / | | / / / / / / / / / / / /_| | / / | |/ / | | |__ | | |/ / | |/ / / / / /__ / /__ / / / ___ | / / |___/ | | ___/ / |___/ |___/ /_/ /____/ /____/ /_/ /_/ |_|/_/ |_| /____/ Don't Call Me A Slut!!!: The Nina Williams FAQ Version .99 By: The Faceless Master Date: Sunday, June 29th, 1997 Disclaimer: This FAQ can be distributed in any form as long as it is distributed WHOLE, UNcut, UNedited, and with this legal statement intact, etc. This FAQ is currently not for sale. Any persons/organizations wishing to distribute this FAQ for monetary profit should contact me at: faceless_master@hotmail.com. copyright 1997 The Faceless Master. Introduction: The Latest Version of this FAQ can always be found at: http://www.geocities.com/TimesSquare/Arcade/9936/nina1.txt This FAQ is nearing completion, but will never truly be complete until all of the Time Release Characters have been added. I am adding Time Release Character Strategy as the characters release and i get significant play time against and with them. I. BACKGROUND II. MOVE CONVENTIONS III. BASIC & SPECIAL MOVES LIST IV. THROWS & THROW COUNTERS V. TENSTRINGS VI. REVERSALS, & REVERSAL COUNTERS VII. MOVES STRATEGY VIII. VS CHARACTER STRATEGY IX. STUN & JUGGLE COMBOS X. WINNING STANCES XI. CREDITS XII. NOTE! I. BACKGROUND i. Background Story In the last tournament Nina was ordered to assassinate Kazuya, but an untimely quarrel with her sister Anna prevented it. Shortly thereafter both sisters were captured by Kazuya's corps and were used as guinea pigs in Boskonovitch's "Cold Sleep No. 2" experiment. They did not wake for 15 years. Heihachi's private corps , the "Tekken Forces" went to the burial site and excavated the "God of Fight". This unearthing unleashed the "God of Fight's" spirit which awakened Nina's resting soul. Now controlled by the "God of Fight" Nina acts robotically with the command to assassinate Jin Kazama. ii. Background Facts • Catch copy: Silent Assassin • Country of origin: Ireland • Fighting Style: Assassination Martial Arts based on Bone Martial Arts & Aikido. • Age: 22 • Height: 161cm • Weight: 49kg • Blood type: A • Occupation: To assassinate Jin Kazama (under the control of the "God of Fight"). • Hobby: Retracing memories • Likes: Not remembered (maybe tea with milk). • Dislikes: Not remembered (perhaps Anna). II. MOVE CONVENTIONS 1 ----- Tap Left Punch Button 2 ----- Tap Right Punch Button 3 ----- Tap Left Kick Button 4 ----- Tap Right Kick Button f ----- Tap Joystick Forward b ----- Tap Joystick Back d ----- Tap Joystick Down u ----- Tap Joystick Up df ---- Tap Joystick Diagonally Down/Forward db ---- Tap Joystick Diagonally Down/Back uf ---- Tap Joystick Diagonally Up/Forward ub ---- Tap Joystick Diagonally Up/Back F ----- Hold Joystick Forward B ----- Hold Joystick Back D ----- Hold Joystick Down U ----- Hold Joystick Up DF ---- Hold Joystick Diagonally Down/Forward DB ---- Hold Joystick Diagonally Down/Back UF ---- Hold Joystick Diagonally Up/Forward UB ---- Hold Joystick Diagonally Up/Back N ----- Let Joystick Go To Neutral Position # ----- While Getting Up From A Crouch $ ----- Sidestep(u,N or d,N) [] ---- Optional + ----- At The Same Time ~ ----- Tap Immediately After _ ----- Or (Alternate Method) : ----- 1/4 Second Pause Between Button Presses In TENstrings {} ---- Throw Counter In Curly Brackets H ----- Hits High (Duck to avoid) M ----- Hits in the Middle (Leave N Hold B to block) L ----- Hits Low (Jump to avoid) G ----- Hits Low and Grounded opponents (Jump to avoid) P ----- Hits Grounded opponents only (Get Up or Roll to avoid) (ls) -- Left Side Throw (Done On Opponent's Left Side) (rs) -- Right Side Throw (Done On Opponent's Right Side) (bk) -- Back Throw (Done At Opponent's Back) (XX) -- Do Move In Brackets Before Move Listed After Brackets This Is Used Primarily For Multiparts III. BASIC & SPECIAL MOVES LIST i. General Moves f,f Dash Forwards b,b Dash Backwards b,b,b,n Backflip (At A Distance) u,n Axis Shifting Sidestep (Away From Screen) d,n Axis Shifting Sidestep (Towards Screen) d Feint Ducking D Duck Completely u Low Jump U High Jump u~ub Backflip d,df,f Crouch Dash d,db,b Ducking Dodge u+2_uf+2 P Quick Pounce (On Floored Opponent) U+2 G Hard Pounce (On Floored Opponent) f,f,f Run(RN) |-->(RN)B Stop Running |-->(RN)1+2 M Flying Cross Chop |-->(RN)3 H Bone Cutter(Achilles Leglock on Counterhit) `-->(RN)4 G Sliding Leg Sweep df+1 M Uppercut df+2 M Lifting Uppercut df+3 M Side Kick df+4 M Front Kick 1+2+3+4 Power Charge(Powers Up All Moves For A Few Seconds) ii. Ground Moves ~1_~2_~3_~4 Immediate Recovery (Just Before Landing) 3 G Get Up And Sweep 4 M Get Up And Side Kick D+1 Roll Over 2 Quick Recovery 1 Roll Sideways D+(3_4) L Ankle Kick F Roll Forwards F,f+1+2 M Forward Rolling Lunge B Roll Backwards B,b+3+4 Roll Backwards, Handspring Up B,f+1+2 M Roll Backwards, Forward Lunge iii. Special Moves b+1 M Killing Blade b+2,2 HH Double Slap f,f+1 H Hard Slap f,f+2 H Panther Claw f,f+3 M Bad Habit (stuns on counterhit) D,df,f+3 M Crouching Bad Habit (stuns on counterhit) db+2 M Forearm Chop (stuns on counterhit) $+1+2 M Twirling Blonde Bomb $+2 H Sidestepping Palm Uppercut $+b+1 M Sidestepping Killing Blade $+1 H Quick Slap $+4 G Moving Sweep $+db+2 M Sidestepping Forearm Chop (stuns on counterhit) F+1+2 M Delayed Blonde Bomb f,f+1+2 M Blonde Bomb f,f+4 MP Flipping Heel Drop (also hits Grounded Opponent) d,df,f+4 MP Crouching Heel Drop (also hits Grounded Opponent) D,df+4 G Spinning Sweep db+4 G Falling Ankle Kick (d,db+3)_(db+3+4)H Lifting Back Kick db+4,3 GH Divine Cannon Combo (u/f_u_u/b)+3 H Flash Heel Kick uf+4,3,4 HGH The Can Opener d+3+4 P Foot Stomp (Only Hits Grounded Opponent) b,db,d,df+2 H Step In, Upward Slap f,f,f+3 H Bone Cutter (Crab Claw Waistlock On Counter) [*NOTE* Following 2 moves done if Bone Cutter connects as a Counter] |-->(TL)3,1,4,2+4 Reverse Achilles Leglock {1} `-->(TL)1,3,2+4,3+4,1+2 Rolling Double Achilles Leglock {1+2} [*NOTE* Preceeding 2 moves done if Bone Cutter connects as a Counter] [*NOTE* ALL of Nina's Combos Starting with 1 can be started with df+1 or #+1] 1,2,f+1+2 HHM 2 Punches, Blonde Bomb 1,2,1,2,f+1+2 HHHHM 4 Punches, Blonde Bomb 1,u/f+3 HHH High Punch, Hunting Flash Heel Kick 1,u+3 HHH High Punch, Lifting Flash Heel Kick 1,u/b+3 HHH HighPunch, Fading Flash Heel Kick 1,2,u/f+3 HHH 2 Punches, Hunting Flash Heel Kick 1,2,u +3 HHH 2 Punches, Lifting Flash Heel Kick 1,2,u/b+3 HHH 2 Punches, Fading Flash Heel Kick 1,2,3 HHH 2 Punches, High Kick 1,2,4 HHH 2 Punches, Roundhouse 1,2,d+3,4 HHGH 2 Punches, Low Kick, High Kick 1,2,d+3,2 HHGM 2 Punches, Low Kick, Juggling Uppercut 1,2,1,4 HHHG 3 Punches, Low Kick (d_D)+1,N+4 LM Low Punch, Mid Kick 2,3 HH Punch, High Kick 2,d+3,2 HGM Punch, Low Kick, Juggling Uppercut 2,d+3,d+4 HGL Punch, 2 Low Kicks 2,d+3,4 HLH Punch, Low Kick, High Kick 2,4 HH Punch, High Kick (d_D)+2,4 LM Low Punch, High Kick 3,4 HH High Kick, Roundhouse 3,3,2 HGM 2 Kicks, Juggling Uppercut 3,3,4 HGH 2 Kicks, High Kick 3,3,D+4 HGL High Kick, 2 Low Kicks d+3,2 GM Low Kick, Juggling Uppercut d+3,N+4 GH Low Kick, High Kick d+3,D+4 GL 2 Low Kicks df+3,4 MH Mid Kick, Roundhouse df+3,2,$ MH Mid Kick, Punch, Sidestep [*NOTE* Nina can Sidestep after the df+3,2 is executed in the df+3,2 combos] df+3,2,3 MHM Mid Kick, Punch, Mid Kick df+3,2,4 MHH Mid Kick, Punch, Roundhouse df+3,2,d+3,4 MHGH Mid Kick, Punch, Sweep, High Kick df+3,2,d+3,2 MHGM Mid Kick, Punch, Sweep, Juggling Uppercut df+3,2,d+3,d+4 MHGL Mid Kick, Punch, Sweep, Low Kick df+3,2,u/f+3 MHH Mid Kick, Punch, Hunting Flash Heel Kick df+3,2,u+3 MHH Mid Kick, Punch, Lifting Flash Heel Kick df+3,2,u/b+3 MHH Mid Kick, Punch, Fading Flash Heel Kick df+3,2,1,4 MHHG Mid Kick, 2 Punches, Low Kick df+3,3,3,3 MHHG 3 Rapid Side Kicks, Low Kick df+3,3,3,4 MHHH 3 Rapid Side Kicks, Roundhouse df+3,3,3,1,2,1+2 MHHHHM 3 Rapid Side Kicks, 2 Punches, Blonde Bomb df+3,1,2,f+1+2 MHHM Mid Kick, 2 Punches, Blonde Bomb uf,N,d+3,2 LM Low Kick, Juggling Uppercut uf,N,d+3,3 LM Low Kick, Mid Kick uf,N,d+3,4 LH Low Kick, High Kick d+4,1 LH Low Kick, Spinchop d+4,1,$ L Low Kick, Spin, Sidestep 4,3,4 HGH High Kick, Low Kick, High Kick 4,3,2 HGM High Kick, Low Kick, Juggling Uppercut 4,3,D+4 HGL High Kick, 2 Low Kicks iv. Unblockables db+1+2 H Hunting Swan (tap u,u to cancel) d,df,f,db+2+3 M Evil Mist (stuns) IV. THROWS & THROW COUNTERS i. Normal Throws 1+3 Arm Turn {1} 2+4 Lifting Toss(LT) {2} `-->(LT)1,2,1 Falling Elbowlock(FE) `-->(FE)2,1,3 Arm Lock uf+1+2 Overhead Toss {1+2} df,df+1 Embracing Elbow Strike {1+2} (ls)1+3_2+4 Hammer Throw (rs)1+3_2+4 Triangle Hold (bk)1+3_2+4 Overhead Three Limb Break ii. Wrist Lock Chain Throws d,df,f+1+2 Face Smack, Wrist Lock(FS) {2} |-->(FS)3,4,3,1+2 Rolling Arm Bar {1+2} |-->(FS)2,3,4,2,2 Knee Bash, Neck Snap(NS) {2} | |-->(NS)1,3+4,1,2,1+2 Falling Neck Snap {1} | `-->(NS)1,2,4,3,1+2+3 Triangular Bone Breaker {1+2} `-->(FS)1,3,2,1 Standing Reverse Arm Lock(RL) {1} |-->(RL)3,1,4,1+2,1+2 Rev. Double Arm Lock {1+2} `-->(RL)2,1,3,4,1+2 Falling Reverse Arm Lock {1} iii. Knee Bash Chain Throws d,db,b+1+4 Knee Bash(KB) |-->(KB)1,3,2,1 Standing Reverse Arm Lock(RL) {1} | |-->(RL)3,1,4,1+2,1+2 Rev. Double Arm Lock {1+2} | `-->(RL)2,1,3,4,1+2 Falling Reverse Arm Lock {1} |-->(KB)2,3,4,2,2 Knee Bash, Neck Snap(NS) {2} | `-->(NS)1,2,4,3,1+2+3 Triangular Bone Breaker {1+2} `-->(KB)2,1,1+2,1+2+3 Twisting Arm Lock(TA) {2} `-->(TA)1,2,4,3,1+2+3 Triangular Bone Breaker {1+2} iv. Crab Claw Waistlock Chain Throws d,df,f+3+4 Crab Claw Waistlock(CC) {1} |-->(CC)3+4,3,4,1+2 Rolling Arm Bar {1+2} `-->(CC)3+4,4,2,1+2 Achilles Leglock(TL) {2} |-->(TL)3,1,4,2+4 Reverse Achilles Leglock {1} `-->(TL)1,3,2+4,3+4,1+2 Rolling Double Achilles Leglock {1+2} v. Normal Throw Escapes 1 1+3 Throw Escape (Start of Opponent's 1+3 Throw) 2 2+4 Throw Escape (Start of Opponent's 2+4 Throw) vi. Help Guide To do Nina's Chain Throws, you must be Accurate and Fast. The CPU does not tolerate mistakes. Know how fast each link in the Chain Throw is and complete the next sequence before the current part is executed on the screen. The Crab Claw Waistlock especially allows a short window of opportunity for you to execute the button presses. You should be done with the Rolling Arm Bar or Achilles Leglock button presses by the time Nina touches her opponent. V. TENSTRINGS i. Tenstring #1 1212:3:3:2::1:2:4 HHHHHLHHHH Tenstring #1 df+1212:3:3:2::1:2:4 MHHHHLHHHH Tenstring #1 #+1212:3:3:2::1:2:4 MHHHHLHHHH Tenstring #1 1212:3:3:2::1:4:3 HHHHHLHHGM Tenstring #2 df+1212:3:3:2::1:4:3 MHHHHLHHGM Tenstring #2 #+1212:3:3:2::1:4:3 MHHHHLHHGM Tenstring #2 1212::4:3::4:2:4:3 HHHHHLHHHH Tenstring #3 df+1212::4:3::4:2:4:3 MHHHHLMHGM Tenstring #3 #+1212::4:3::4:2:4:3 MHHHHLMHGM Tenstring #3 ii. Tenstring Information Each ':' indicates a 1/5 second break in the timing of the Tenstring. VI. REVERSALS, ESCAPES & REVERSAL COUNTERS i. Reversals & Counters b+1+3_b+2+4 High Attack & Middle Attack Reversal d+1+3_d+2+4 Low Kick Counter 2+4 Tackle Counter (as tackle hits) d+1+2 Tackle Reversal (as you hit the floor) d+1_d+2 Tackle Punch Counter ( before punch connects) ii. Reversal Counters f+1+3 - Reversal Counter (Start of Opponent Countering Your 1 or 3 Move) f+2+4 - Reversal Counter (Start of Opponent Countering Your 2 or 4 Move) iii. Reversal Help The Reversals are done as to intercept the opponents moves. The Reversals will make Nina catch and Reverse high and mid attacks which involve full or near full extension of the hands and feet. Shoulder tackles, headbutts, elbows, knees and several other moves cannot be reversed. Reversal counters are usually done when you expect to be reversed, like when you are doing a tenstring and you know that your opponent reverses or tries to reverse at a certain point. VII. MOVES STRATEGY i. Tenstrings Each of Nina's TENstrings can be started in 3 ways. The '1' opener gives the least damage but is the quickest. This (1) opener is best used to attack an opponent who just missed a move with a quick recovery time. It is also used well after an opponent's missed throw attempt. The 'df+1' opener gives slightly more damage but takes a moment of hesitation. It can be used in the same ways as the '1' opener, as long as you anticipate the opponent's mistake. The '#+1' opener gives the most damage, but is done out of a ducking stance. This (#+1) opener is best used to interrupt opponents TENstrings after ducking an opponent's high attack. This can also be used after ducking an opponent's Throw attempt, especially if the Throw attempt was a Multipart Throw attempt. ii. The Can Opener Use The Can Opener (uf+4,3,4) at least twice in a match. It can be used to directly attack the opponent or done as to miss the 1st hit and connect with the 2nd and 3rd hits. I strongly advise you that this move is one of Nina's best moves, and should be used in *EVERY* match. Many people *STILL* do not know how to block this move. Use this move in an unpredictable manner and you can almost guarantee you will hit your opponent. If you are ever reversed when doing this move, be ready to do a reversal counter the next time you try it on that opponent. iii. The Divine Cannon Use The Divine Cannon (db+4,3) to go under most high attacks. There are many Juggle possibilities after the Divine Cannon. To attack an opponent who unsucesfully attempted a move, use The Lifting Back Kick (db+3+4)_(d,db+3) instead to be sure of the juggle, as The Divine Cannon is only guaranteed if done as a Counter. A good time to use the Divine Cannon is just as your floored opponent begins to get up. This guarantees both hits and a chance to juggle. iv. The Blonde Bomb Use The Blonde Bomb (f,f+1+2) to attack your opponent when your opponent is defending or ducking. The Blonde Bomb can also be used to attack after your opponent does a move with a medium recovery time. You can also use the Blonde Bomb to attack an opponent who is dashing back or forwards. The Blonde Bomb is one of Nina's most powerful single moves. v. The Spinning Sweep The Spinning Sweep (D,df+4) is a great move to use on grounded opponents, or after a succesful juggle. The greatest application is to go under your opponent's high attacks and take them down. You can even do a low kick (D+4) and then do the sweep on a grounded opponent for an extra hit. This move is great on Lei & Eddy, but watch when you use it. There is a moderate recovery time if you miss. vi. The "d,df,f+ " Multiparts Use the Multiparts when your opponent does a move with a long recovery time. You can also use the multiparts in a match when you see your opponent leave an opening. Make sure to alternate between the Multiparts if your opponent knows how to break. Always be ready to Reverse high and mid attacks and Counter low ones after a missed multipart. Sometimes you can just use the crouching forward motion and do an uppercut instead by tapping 2 as you are rising. The most important thing to remember is not to do the Multiparts simply because you can or want to, do them when there is an opening. vii. The "d,db,d+1+4 " Multiparts These Multiparts are a great way to go under high attacks that your opponent does. Once the move is timed properly it can grab out of many moves including the Mishimas 112 & 122 punch combos, Yoshi's 333 Kick Combo & Laws 434 Kick Combo. There are many other moves and combos that these Multiparts evade well against. You can also use the multiparts in a cool but strange way. Walk up to your opponent, just inside hitting range and use the move. This doesn't really work reliably, but it was worth mentioning because it is very unpredictable if done sparingly. viii. Sidestepping Palm Uppercut The Sidestepping Palm Uppercut ($+2) is a valuable new tool in Nina's arsenal. Use this move defensively to hit opponents into the air whan they attack. Attack with it by moving into range then initiating it. After a succesful hit, go for the juggle if possible, or a Blonde Bomb or Divine Cannon Combo if the move isn't on a counterhit. ix. Twirling Blonde Bomb Use the Twirling Blonde Bomb ($+1+2) to counter oncoming attacks by your opponent. You'll most likely end up connecting as a MC. You can even dash up to your opponent and pull the Twirling Blonde Bomb off out of nowhere. Oftentimes your opponent will be MC'd out of trying to hit you first. x. Killing Blade The Killing Blade (b+1) should not be used more than twice per round. The main reason is because a succesful hit with the Killing Blade should result in a Juggle that promptly removes more than 50% of your opponent's energy. The Killing Blade Stuns on a counterhit, so use it to counterhit some of the many slow kicks and punches. A prime example is Yoshimitsu's 3,4 string where he does a roundhouse, pauses then does a quick standing side kick. Do the Killing Blade right after you block the roundhouse, then Juggle him. xi. Bone Cutter (Crab Claw Waistlock On Counter) The Bone Cutter is a great move to use when you are far away from your opponent. Run towards them and if they try to attack too early do the Bone Cutter to connect with the Crab Claw Waistlock, then finish the multipart. This takes between 70% and 85% of their energy. Do not overuse this move, and alternate between it and the Leg Slide (while running+4) and a third posssibility, just plain stop running. The move can also effectively be done from a few steps away to catch opponents about to do unblockables, like Paul, Yoshimitsu and Forest. Just run up quickly and Bone Cutter them. xi. Bad Habit (stuns on counterhit) The Bad Habit (f,f+3) is a great move to use on attackers who are a few character spaces away and/or are ducking. This move also stuns on counterhit, so be prepared to pull out your best juggle. This move is also good as an ender for juggles. A third application for this move is hitting Ling, Lei and Eddy when they are close to the ground. And, expect to Juggle them if you hit them on a counter. xii. Evil Mist (stuns) (unblockable) The Evil Mist (d,df,f,DB+2+3) is a great way to attack players who fear Nina's Multiparts. The Evil Mist itself does no damage, but it is unblockable and it stuns. This is the perfect way to start a juggle. Alternate between the Evil Mist, the Multiparts, the Bad Habit, and simply doing the d,df,f motion and tapping "2" to do an uppercut. xiii. Falling Back Ankle Kick The Falling Back Ankle Kick(db+4) is part of the Divine Cannon Combo. This move on it's own, however is very useful. You can use the ankle kick to hit people low during high attack rushes. Then alternate between a high kick(4) or low kick(3) recovery. After a Low Kick, you can use the d+4,1 or d+3,2 to lift your opponent up for a juggle. The Juggles section has a few of these. VIII. VS CHARACTER STRATEGY i. Against Paul Phoenix The main thing with Paul, as always is to watch out for the Pheonix Smasher (Deathfist). Reverse Paul anytime he tries to Deathfist or Super Deathfist you from the edge of the range of the move. If Paul does his one of his TENstring, you can reverse the 4th hit. that's whatever comes after the first kick (ex: [1231432432] reverse the 1 [123(1)432432] or with the other TENstring [1232121421] reverse the 2 [123(2)121421]. If you wait too long, you'll have to reverse him at the third 2 in the [12321(2)1421] TENstring or reverse him at either 2 in the [432432] part (the 7th or 10th hit) of the 1231432432 TENstring. Also be ready block low or use The Can Opener (uf+4,3,4) against Paul's Falling Leaf Combo (d+4,2). ii. Against Eddy Gordo Eddy is a tricky character at first. The key is to use several low attacks when he is spinning or recovering. If you are skilled at reversals watch for his spinning mid kicks. Reverse any one you feel fit to reverse. If you can do low kick counters, watch for his three spinning low kicks. Counter the third one, then juggle him with db+3+4,db+4,3 or d+3,2. When Eddy is on the ground, use the Spinning Sweep (D,df+4) or the Falling Ankle (db+4). If Eddy does the backflip that turns himself around right next to you, use the df+2 to Uppercut him and be prepared to juggle. iii. Against Lei Wulong Lei may like laying down, but just as in TEKKEN 2 Nina can play dead too. Use the Falling Ankle (db+4) to lie down. If you are close enough, you can hit him with that move. You can also use the f,f+4 move, but it now takes a little energy from you if you miss. I don't advise trying to use the Spinning Sweep (D,df+4) on a lying Lei, but if he's standing, sweep away. Reverse the backflips, and just about any move Lei tries. Remember, his spring Kick (3+4 while lying down) can be reversed. iv. Against Jin Kazama Watch out for the Uppercuts and the Hell Sweeps (uf+4,4,4,4). All of his TENstrings can be reversed, especially the NEW ones. Use the Divine Cannon Combo (db+4,3) to go under his patented 112 and 122 combos. Sidestep and Stun ($+db+2) him out of his rushing punches. When in doubt, use the Falling Ankle Kick to dodge his Unblockable. You also could use the db+4,3 to juggle him out of it or just be gutsy and reverse it. v. Against King Duck any Multigrab attempt and Juggle with a #+2. Reverse the Frankensteiner and the Ali Kicks. Know how to break out of King's Multigrabs. Reverse King's 1211334... TENstring at the first kick. Reverse King's 121123331(1_3) TENstring on the 9th hit. If King attempts a Jumping Sideswipe ($+3+4) reverse it, or duck then Juggle him with the Divine Cannon (db+4,3). When King has his back turned approach him with caution. Use the Flash Heel Kick (u_uf+3) to hit King out of his Moonsault. vi. Against Ling Xaioyu Ling players usually are in the Phoenix Stance for 1/3 of the match. During this time use the Divine Cannon on the ducking Ling. Watch out for Ling's rolling throw from the Phoenix Stance. Look out for the quick cokmbos too. When Ling does her first swinging up kick (where she turns her back) watch out for the second one or a qouck combo and be ready to reverse. Also look out for her Fireflower, this is one of her powerful moves, but it's also reversable. Watch for Ling's Unblockable too, it's relatively quick. vii. Against Yoshimitsu If you were ever good at reversals, you'll know now. Reverse anytime Yoshi swings his sword. Never let Yoshi finish his TENstrings. Reverse the 4422441111 at the second set of 4's. Use the Quick Punch/Kick Combo (#+1,4) during the 4th hit of Yoshi's 1214441111 and 1214222411 combos. Remember, only women can catch the sword, and Nina is the woman to be. Counter the 3,3,3 kicks on the second or third Kick and reverse the 4,3 or Juggle Yoshi after the 4. viii. Against Hwoarang Watch his kicks. Wait for the right moment and unleash one of your TENstrings. Reverse & Counter occasionally. Look out for the Hunting Hawk (uf+3,4,3). If you block it succesfully, do a TENstring or a Juggle. Watch out for Hwoarang's TENstrings. Try to use the Divine Cannon Combo (db+4,3) to go under Hwoarang's Kicks for an easy Juggle. Block the 1133 Combo Low for 3 hits and reverse the High Kick. His Unblockable can be countered. ix. Against Forrest Law Watch out for his Low Attacks. They lead into the Flip Kick, which in turn leads into another low attack & Flip Kick. Anytime Law starts to Flip Kick get ready to Reverse. Use The Divine Cannon Combo (db+4,3) to go under Law's rushing punches. Reverse or db+4,3 Law's Kick Combos. Use the Blonde Bomb (Double Palm) when Law lands from a Flip Kick far away from you, or use the d+3,2 when Law lands close. Use the Twirling Blonde Bomb or the Sidestepping Palm Uppercut to Counterattack Law's Punch and Side Kick Combos. All of Law's TENstrings can be Reversed at the 4th or 10th hit. x. Against Nina Williams (Mirror Match) First, you should remember to pull out the Can Opener at a random time. Wait for the other Nina to do the Divine Cannon first then retaliate. Reverse all the TENstrings at the 5th hit (the first kick). Use the Blonde Bomb and Bad Habit to pressure the other Nina. Nina's tenstrings beginning with 1212332 can be reversed at the 7th hit (and other places). Nina's 1212434243 tenstring can be reversed at the 5th hit (and other places). And remember....."Don't Call Her A Slut!!!". xi. Against Kuma Kuma is really slow but really strong. Watch for his power punches and reverse. Reverse any and all of his Low Punching combos. Watch his sneaky machine gun punches. Stand and block or Sidestep the Rolling Bear. Don't get hit by his Fart Move. Watch the out for the Terrible Claw Unblockable too, it's relatively speedy. Be careful using sidestepping moves because his Cross Cut Saw (f,f+1+2) connects easily. Take advantage of your quick combos. xii. Against Julia Chang The main thing to watch for with Julia is the patented Sweep, Uppercut (d+3,1). The Uppercut can be reversed. Julia also has several fast moves. Watch out for her relatively speedy unblockable (f+1+4). Try Sidesteping to Julia's Left (towards the hand she does it with) then doing a sidethrow or juggle. Many of Julia's Kicks can be easily reversed. Watch out for Julia's Spinning sidestep into the Kick Combo, and reverse the first or third kick. Watch how you get up after a Julia throw. Reverse her TENstrings at the 5th hit (the first Kick). xiii. Against Gun Jack Gun Jack is slow but powerful. Watch for his power punches and reverse. Reverse any and all of his Low Punching combos including his d+2111 tenstring. Watch his sneaky machine gun punches. Run under his Flying Stomp unblockable and Back Throw him. Use sidestepping moves sparingly, because his Cross Cut Saw (f,f+1+2) will hit you easily. Don't get up into the Winding Punch, and never get hit by the Dark Greeting. xiii. Against Mokujin Figure out which character's moves Mokujin is using, and adjust accordingly. It should be easy in the first round because you see the character's pre-match animation. The easiest one to spot is Yoshimitsu, because Mokujin has a wooden sword. Some other characters are easy to spot, like Eddy, who will be doing the Genja(i think that's the spelling), or Forest who will be hopping back and forth, or Kuma who's Hands are just hanging down, but it gets harder from there. MORE TO COME IX. STUN & JUGGLE COMBOS i. How To Juggle Start with a Juggle Combo Opener. The last hit of the opener should hit your opponent into the air. Then do a Juggling Combo to keep your opponent in the air. Or start with a Stun move. Then do a Juggle Combo Opener and end with a Juggling Combo. ii. Stun Moves d,df,f,db+2+3 Evil Mist (stuns) (-UNBLOCKABLE-) f,f+3 Bad Habit (stuns on counterhit) D,df,f+3 Crouching Bad Habit (stuns on counterhit) b+1 Killing Blade (stuns on counterhit) $+b+1 Sidestepping Killing Blade (stuns on counterhit) db+2 Forearm Chop (stuns on counterhit) $+db+2 Sidestepping Forearm Chop (stuns on counterhit) [*NOTE* Mail me (faceless_master@hotmail.com) if I missed any Stun Moves] iii. Juggle Combo Opener (¤-¤ = Not Guaranteed after a Stun) #+2 Juggling Uppercut df+2 Juggling Uppercut d,df,f+2 Crouching in Juggling Uppercut $+2 Sidestepping Palm Uppercut ¤-¤ b,db,d,df+2 Step In, Upward Slap (d,db+3)_(db+3+4) Lifting Back Kick db+4,3 Divine Cannon Combo d+3,2 Low Kick, Juggling Uppercut 3,3,2 High Kick, Low Kick, Juggling Uppercut ¤-¤ 2,d+3,2 Punch, Low Kick, Juggling Uppercut ¤-¤ 1,2,d+3,2 2 Punches, Low Kick, Juggling Uppercut ¤-¤ 4,3,2 High Kick, Low Kick, Juggling Uppercut ¤-¤ [*NOTE* Mail me(faceless_master@hotmail.com)any missed Juggle Combo Openers] iv. Juggling Combos d+4,1,d+4,1,f,f+3 1,db+4~3 1,1,2,1,2,f+1+2 1,1,2,1,2,4 uf+3,d+4,1,db+4 uf+3,1,d+4,1,1,2,f+1+2 uf+3,d+3,2,db+4 uf+3,d+4,1,f,f+3 3,3,3,1,2,db+4 b+2,2,d+4,1,f,f+4 1,1,B+2,2 1,2,1,2,1+2 1,2,1,2,4 1,2,d+4,1, f,f+3 uf+3,d+4,1, f,f+3 1,2,db+4,3 df+3,3,3,1,2,1+2 uf+4,db+4,3, db+4 uf+4,1,2 d+3,4 db+4,3,uf+4, db+4,3 b+4,4,d+4,1,f,f+3 uf+4,d+4,1,f,f+3,f,f+1+2,f,f+4 uf+3,d+4,1,f,f+3,f,f+1+2,f,f+4 uf+4,d+4,1,d+3,4,f,f+3 uf+4,1,2,d+3,4,f,f+3 uf+4,d+4,1,b+2,2,db+4 uf+4,d+4,1,f,d+3,4,db+4 [*NOTE* Mail me (faceless_master@hotmail.com) if you have any Juggle Combos] v. Ground Recovery Combo Theory (Falling Back Ankle Kick) Ground Recovery Combos are started from the reverse ground sweep. This is done by pressing 3 when you are lying face down. The easiest way to get into this position is by doing the Falling Back Ankle Kick (db+4) . You can also get into the position by holding D+1 while on the floor until Nina stops rolling. vi. Ground Recovery Combos (done after a reverse ground sweep) d+4,1,f,f+3 d+4,4,d+3,4,db+4(setup for another reverse ground sweep) d+4,1,b+2,2,db=4(setup for another reverse ground sweep) d+4,1,1,2,1+2 d+4,1,1,db+4,3 d+3,2,d+3,4,db+4(setup for another reverse ground sweep) d+3,2,1,db+4,3 d+3,2,d+3,2 [*NOTE* Mail me (faceless_master@hotmail.com) any Ground Recovery Combos] vii. Okizeme Okizeme is a term used to describe the playing style that you use to keep your opponent off their feet. There are many ways for Nina to do this, especially with the Divine Cannon Combo(db+4,3) and the Low Kick, Rising Uppercut Combo (d+3,2). Then there is the Low/Higk Kick Combo (d+3,4) the Blonde Bomb (f,f+1+2), the Flipping Heel Drop (f,f+4_d,df,f+4) and the Bad Habit (f,f+3_d,df,f+3). As the opponent starts to move, use one of those moves to attack them. The Flipping Heel Drop should only be used on opponents rolling backwards. X. WINNING STANCES To do the winning stance of your choice, you must *WIN* then hold the button number for the desired winning stance sometime before the replay ends. 1 --- Sexy Walk, Backhand Swipe, Laugh 2 --- Forward Cartwheel, Backhand Swipe 3 --- 360 Deg. Spin, Downward Slash 4 --- Backhand Swipe, Laugh XI. CREDITS I Love You Mom! Thanks For Bringing Me Into This World. Major Credit goes to CatLord for his informative FAQ. CatLord's FAQ:--> http://www.monmouth.com/~karin/t3moves.txt Credit also goes to SurfBard for his FAQ. SurfBard's FAQ:--> http://pw2.netcom.com/~surfbard/tek3faq.txt I got most of my moves from these two sources. Thanks to Namco for Nina's Official Background Story & Information. Namco's Website:--> http://www.namco.com Thanks to Ricardo Jamin for the Against Paul & King Strategy, and being the first to give feedback. Thanks to Sauer Kraut a.k.a. Markus a.k.a. The Nina FAQ Theif for the Twirling Blonde Bomb strategy and parts of the Against Forest (Gump?) Law, Gun Jack, Kuma and Nina (Mirror Match) sections. Thanks to Wolfgang Dorl for Various Juggles and several corrections Thanks to AL X and "The Juggler's Bible" for Various Juggles The Juggler's Bible FAQ£ `---> http://www.geocities.com/~twistedtekken/faqs/twisted1.txt Peace & Love to all the TEKKEN 3 players at PLAYLAND, especially the Eddy players who I get to Combo (juggle) the living crap out of.......... XII. NOTE! Remember: She's Not A Slut!!!