********************************************************************** * O * * _ ____ _ _ ____ __ * * | | / /| | | | | | / /| | / \ * * |_|/_/ |_| |_| |_|/_/ |_| /_/\_\ * * * * _ _ O _ _ O _ ___ ___ ____ * * \ \_/\_/ / _ | | | | _ /_\ | V | / /__ * * \ / | | | | | | | | /|_|\ | |\_/| | /_// / * * \_/\_/ |_| |_| |_| |_| /_/ \_\ |_| |_| __/_/ * * * ********************************************************************** The definitive Nina Williams FAQ Version 1.05 By: Markus Kaufmann Date: 06/03/1998 Disclaimer: This FAQ can be distributed in any form, period. However, Any organi- zations wishing to distribute this FAQ for profit should contact the author at: tekken@starnetinc.com. For the most recent version of this FAQ go to: http://pwp.starnetinc.com/tekken/ © copyright 1997/98 Markus Kaufmann. I have decided to put this FAQ together, since I still haven't found a truly complete NINA FAQ yet. This FAQ is based on my own experiences as well as the work of other Tekken enthusiasts (see the credits section). Changes in this version include the removal of the VS characters section and the addition of a VS Human strategy section, as well as more juggles and some more info in the general strategy section. Nina is one of the few characters in Tekken 3 who matches up well against all of the other characters. Her greatest strenght is her di- versity of moves, holds, combinations, and juggles. I think that Nina is probably the only character that does not have any weaknesses, but she is definitely not the easiest character to learn. To begin tapping into Nina's potential you must work on mastering two things: the art of side-stepping and the half-circle/quarter-circle joystick movements I think that average players should be able to learn enough of Nina's moves to be quite effective with her ... but to become truly effective will take some time. BACKGROUND: In the last tournament Nina was ordered to assassinate Kazuya, but an untimely quarrel with her sister Anna prevented it. Shortly there- after 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. Nina General Info: - 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). ********************************************************************** _ | |\ | |\ |_ \/ | | \| |/ |_ /\ ********************************************************************** 1. Move Notation 2. Moves list (incl. Tenstrings) 3. Grapples (Multi-Parts and Timings!!) 4. Reversals + Reversal Counters 5. General Strategy 6. VS Human Strategy 7. Stuns & Juggles 8. EVIL NINA 9. Winning Stances 10. Credits ********************************************************************** 1. Move Notation ********************************************************************** 1 ----- Left Punch Button 2 ----- Right Punch Button 3 ----- Left Kick Button 4 ----- 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 ----- Move + Hold Joystick Forward B ----- Move + Hold Joystick Back D ----- Move + Hold Joystick Down U ----- Move + Hold Joystick Up DF ---- Move + Hold Joystick Diagonally Down/Forward DB ---- Move + Hold Joystick Diagonally Down/Back UF ---- Move + Hold Joystick Diagonally Up/Forward UB ---- Move + Hold Joystick Diagonally Up/Back n ----- Return Joystick To Neutral Position QCT --- equals d,df,f joystick movement QBT --- equals d,db,b joystick movement HCT --- equals b,db,d,df,f joystick movement HCB --- equals f,df,d,db,b joystick movement (WS) -- While Standing (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 (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 ********************************************************************** 2. Moves List ********************************************************************** A. General Moves f,f Dash Forwards b,b Dash Backwards b,b,b,n Backflip u~ub Backflip u,n Axis Shifting Sidestep d,n Axis Shifting Sidestep D Duck Completely u Hop U Jump QCT Crouch Dash QCB Ducking Dodge f,f,f Run(RN) (RN)B Stop Running (RN)1+2 Flying Cross Chop (RN)3 Bone Cutter (Achilles Leglock on Counter) (RN)4 Slide 1 Left Punch 2 Right Punch 3 Heel Kick 4 Boot to the Head df+1 Uppercut df+2 Lifting Uppercut df+3 Side Kick df+4 Front Kick u+2_uf+2 Quick Pounce (On Floored Opponent) U+2 Hard Pounce (On Floored Opponent) 1+2+3+4 Powerup Charge [Powers Up All Moves For A Few Seconds and] [all hits scored count as counter-hits. ] B. Ground Recovery ~1_~2_~3_~4 Immediate Recovery (After Knockdown) 1 Roll Sideways 2 Quick Recovery 3 Low Sweep 4 Side Kick (hits medium) D+1 Roll Over D+(3_4) Ankle Kick U Get up quickly F Roll Forwards F,f+1+2 Forward Rolling Lunge B Roll Backwards B,b+3+4 Roll Backwards, Handspring Up B,f+1+2 Roll Backwards, Forward Lunge [*Note* Many of these moves can be chained together. ] [ I.E: 1,B,3 = roll sideways, roll back, sweep ] C. Nina's (Anna's) Moves f,f+1 Throat Cutter f,f+2 Panther Claw b+1 Killing Blade b+2,2 Double Slap db+2 Forearm Chop (stuns on counterhit) F+1+2 Delayed Blonde Bomb f,f+1+2 Blonde Bomb (f~f+3)_(D,df~f+3) Bad Habit (stuns on counterhit) (f,f+4)_(d,df,f+4) Flipping Heel Drop (hits Grounded Opponent) D,df+4 Wipe the Floor db+4 Falling Ankle Kick (d,db+3)_(db+3+4) Lifting Back Kick db+4,3 Divine Cannon Combo (u/f_u_u/b)+3 Flash Heel Kick uf+4,3,4 Can Opener d+3+4 Foot Stomp (Only Hits Grounded Opponent) (b,db,d,df+2)_(df~2) Backhand Swipe $+1+2 Spiral Explosion (aka Twirling Blonde Bomb) $+2 Liftshot (aka. Sidestepping Palm Uppercut) $+b+1 Sidestepping Killing Blade $+1 Snakeshot $+4 Heel Slicer $+db+2 Sidestepping Forearm Chop (stuns on counter) f,f~f+3 Bone Cutter (Crab Claw Waistlock On Counter) [*Note* See the multi-part section for the Crab Claw Multi finishes ] [*NOTE* ALL of Nina's Combos Starting with 1 can be started with df+1] [ or (WS)+1 when starting the combo with df+1 or (WS)+1, the 1st] [ attack hits medium ] 1,2,f+1+2 2 Punches, Blonde Bomb HHH 1,2,1,2,f+1+2 4 Punches, Blonde Bomb HHH 1,(u/f_u_u/b)+3 High Punch, Flash Heel Kick HH 1,2,(u/f_u_u/b)+3 2 Punches, Flash Heel Kick HHH 1,2,3 2 Punches, High Kick HHH 1,2,4 2 Punches, Roundhouse HHH 1,2,d+3,4 2 Punches, Low Kick, High Kick HHLH 1,2,d+3,2 2 Punches, Low Kick, Juggling Uppercut HHLM 1,2,1,4 3 Punches, Low Kick HHHL (d_D)+1,N+4 Low Punch, Mid Kick LM 2,3 Punch, High Kick HH 2,d+3,2 Punch, Low Kick, Juggling Uppercut HLM 2,d+3,d+4 Punch, 2 Low Kicks HLL 2,d+3,4 Punch, Low Kick, High Kick HLH 2,4 Punch, High Kick HH (d_D)+2,4 Low Punch, High Kick HH 3,4 High Kick, Roundhouse HH 3,3,2 2 Kicks, Juggling Uppercut HLM 3,3,4 2 Kicks, High Kick HLH 3,3,D+4 High Kick, 2 Low Kicks HLL d+3,2 Low Kick, Juggling Uppercut LM d+3,N+4 Low Kick, High Kick LH d+3,D+4 2 Low Kicks LL df+3,4 Mid Kick, Roundhouse MH df+3,2,3 Mid Kick, Punch, Mid Kick MHM df+3,2,4 Mid Kick, Punch, Roundhouse MHH df+3,2,d+3,4 Mid Kick, Punch, Sweep, Mid Kick MHLH df+3,2,d+3,2 Mid Kick, Punch, Sweep, Juggl Uppercut MHLM df+3,2,d+3,d+4 Mid Kick, Punch, Sweep, Low Kick MHLH df+3,2,(u/f_u_u/b)+3 Mid Kick, Punch, Flash Heel Kick MHH df+3,2,1,4 Mid Kick, 2 Punches, Low Kick MHHL df+3,3,3,3 3 Rapid Mid Kicks, Low Kick MMML df+3,3,3,4 3 Rapid Mid Kicks, Roundhouse MMMH df+3,3,3,1,2,1+2 3 Rapid Mid Kicks, 2 Punches, B. Bomb MMMHHM df+3~1~2~f+1+2 Mid Kick, 2 Punches, Blonde Bomb MHHM d+4~1 Low Kick, Spinchop LH 4,3,4 2 Kicks, High Kick HLH 4,3,2 2 Kicks, Juggling Uppercut HLM 4,3,D+4 High Kick, 2 Low Kicks HLL D. Unblockables db+1+2 Hunting Swan (tap u,u to cancel) d,df,f,db+2+3 Evil Mist (stuns only, no damage) E. Tenstrings 1212:3:3:2::1:2:4 HHHHHLMHHH df+1212:3:3:2::1:2:4 MHHHHLMHHH (WS)+1212:3:3:2::1:2:4 MHHHHLMHHH 1212:3:3:2::1:4:3 HHHHHLMHLM df+1212:3:3:2::1:4:3 MHHHHLMHLM (WS)+1212:3:3:2::1:4:3 MHHHHLMHLM 1212::4:3::4:2:4:3 HHHHHLLMLH d/f+1212::4:3::4:2:4:3 MHHHHLLMLH (WS)+1212::4:3::4:2:4:3 MHHHHLLMLH ********************************************************************** 3. Grapples (Multi-Parts and Timings!!) ********************************************************************** A. Standard 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 Elbow Smash {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 B. Wrist Lock Chain Throws QCT+1+2 Chin Bash, Wrist Lock(WL) {2} (WL)3,4,3,1+2 Rolling Arm Bar {1+2} (WL)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 Octopus Special {1+2} (WL)1,3,2,1 Standing Reverse Arm Lock(SRAL) {1} (SRAL)3,1,4,1+2,1+2 Rev. Double Arm Lock {1+2} (SRAL)2,1,3,4,1+2 Falling Reverse Arm Lock {1} C. Betrayer Chain Throws QCB+1+4 Betrayer(BE) (BE)1,3,2,1 Standing Reverse Arm Lock(SRAL) {1} (SRAL)3,1,4,1+2,1+2 Rev. Double Arm Lock {1+2} (SRAL)2,1,3,4,1+2 Falling Reverse Arm Lock {1} (BE)2,1,1+2,1+2+3 Twisting Arm Lock(TAL) {2} (TAL)1,2,4,3,1+2+3 Octopus Special {1+2} (TAL)1,3+4,1,2,1+2 Falling Neck Snap {1} D. Crab Claw Waistlock Chain Throws QCT+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} E. Multi-Throw timings 2+4121::213 -- Lifting Toss + Elbow + Arm lock #1 2+41212:213 -- Lifting Toss + Elbow + Arm lock #2 -> this is the way I time it :) QCT+1+23431+2 -- Wrist Lock + Rolling Arm Bar QCT+1+223422::13+4121+2 -- Wrist Lock + Knee Bash + Falling Neck Snap QCT+1+223422::12431+2+3 -- Wrist Lock + Knee Bash + Octopus Special QCT+1+21321::3141+21+2 -- Wrist Lock + Rev. Arm Lock + Dbl. Arm Lock QCT+1+21321::21341+2 -- Wrist Lock + Rev. Arm Lock + Falling Lock QCB+1+4~1321::3141+21+2 -- Betrayer + Rev. Arm Lock + Dbl. Arm Lock QCB+1+4~1321::21341+2 -- Betrayer + Rev. Arm Lock + Falling Lock QCB+1+4~211+21+2+3::12431+2+3 -- " + Arm Lock + Octopus Special QCT+3+4~3+4341+2 -- Crab Claw + Rolling Arm Bar QCT+3+4~3+4421+2::3142+4 -- Crab Claw + Leglock + Rev. Leglock QCT+3+4~3+4421+2::132+43+41+2 -- Crab Claw + Leglock + Double Leglock [*NOTE* When trying for Nina's Betrayer and Crab Claw Multi-Throws, ] [ you basically have to assume that the initial grab will connect] [ and immediately code in the next button sequence. You have to ] [ be VERY fast for the first string, the second is much easier ] [ I only manage to pull them off about 1 of 5 tries :o( ] ********************************************************************** 4. Reversals + Reversal Counters ********************************************************************** A. Reversals & Counters b+1+3_b+2+4 High + Medium Reversal d+1+3_d+2+4 Low Kick Counter 2+4 Tackle Counter (as tackle hits) d+1+2 Tackle Reversal (as you're going to the floor) d+1_d+2 Tackle Punch Counter ( before punch connects) B. Reversal Counters F+1+3 - Rev. Counter (Start of Opponent Countering Your 1 or 3 Move) F+2+4 - Rev. Counter (Start of Opponent Countering Your 2 or 4 Move) C. Throw Counters * General - Left Throw (1+3) - 1 Right Throw (2+4) - 2 * Eddy - Spiraling Hip Toss (HCT,f+1+2) - 1+2 * Hwoarang- Jawbreaker (f,F+2) - 2 Boot to the Head (QCB+3) - 1 Trip Takedown (d,DB+1+3) - 1+2 * Jin - Striking Shiho-Nage (df+2+3) - 2 Stone Head (f,f+1+2) - 1+2 (QCB+1+2) - 1 * King - DDT (db,db+1+2) - 1+2 Tombstone Piledriver (db,f+1+2) - 2 Coconut Crush (df+2+3) - 2 Giant Swing (f,HCT+1) - 1 Figure 4 Leglock (db+1+2) - 3+4 Irish Whip (b+1+2) - 1+2 Spinning Ground Smash (Irish Whip, 3+4) - 3+4 Quick Slam (Irish Whip, 2+4) - 2 Spin & Let Go (Irish Whip, 1+3) - 1 Turn Around & Let Go (Irish Whip, 1+2) - 1+2 Jaguar Driver (d,df,f+1) - 3+4 Jumping Powerbomb (Jag. Drvr, 1+2,u,d,n,3+4) - d+3+4 Standing Achilles Hold (f,n,d,df+2+3) - 2 Scorpion Death Lock (SACH, 1+2,3,1,1+3) - 2 STF (SACH, 1,2,3,1+2) - 1 Indian Death Lock (SACH, 1+2,1,3,1+2,4) - 1+2 Single Arm Hyperextension (f,n,d,df+1+4) - 1+2 Double Arm Hyperextension (SAH, 1+2,1+2) - 1 Reverse DDT (SAH, 1+2,4,2+4) - 2 Chicken Wing Face Lock (SAH, 2,1,1+2+3) - 1+2 Dragon Sleeper (SAH, CWFL, 2,1,3,1+2+3,1+2+3) - 1 Rolling Death Cradle (SAH,CWFL, 1+3,3+4,2+4,1+2,1+2+3)- 2 Left Reverse Arm Clutch (df~1+3) - 1+3 Right Reverse Arm Clutch (df~2+4) - 2+4 Back Drop (Left RAC, 2,2,1+2) - ?? Back Drop (Right RAC, 2,2,1+2) - ?? German Suplex (Left RAC, BD, 3+4,1+2) - 3+4 German Suplex (Right RAC, BD, 3+4,1+2) - 1+3 Powerbomb (RFN, CB, 1,2,3+4) - 1+3 Manhattan Drop (3+4,1+2,ALL) - 2+4 Giant Swing (Left RAC, BD, GX, PB, 2,1,3,4) - 2+4 Giant Swing (Right RAC, BD, GX, PB, 2,1,3,4) - 1+2 Giant Swing (RFN, CB, PB, 2,1,3,4) - 2+4 Giant Swing (RFN, CB, MD, SF, 2,1,3,4) - 1+3 Split Powerbomb (RAC, BD, GX, PB, 3,1,2,3+4,ALL) - 2+4 Split Powerbomb (RFN, CB, PB, 3,1,2,3+4,ALL) - 1+3 Split Powerbomb (RFN, CB, MD, SF, 3,1,2,3+4,ALL) - 2+4 * Law - Chastisement Punch (df+1+2) - 1+2 Dragon Knee (f~f+3+4) - 1+2 Body Slam (F+2+3) - 1+2 * Lei - Thai Trip (f,f+1+2) - 1+2 Trip & Elbow (uf+1+2) - 1+2 Neck Shake Throw (Dragon Stance, 1) - 1 * Nina - Elbow Smash (df,df+1) - 1+2 Chin Bash (QCT,1+2) - 2 Standing Reverse Arm Lock (CB, 1,3,2,1) - 1 Rear Gatelatch Falconwing Squeeze (SRAL, ...) - 1+2 Falling Reverse Arm Lock (SRAL, ...) - 1 Knee Bash -> Neck Snap (CB, 2,3,4,2,2) - 2 Octopus Special (CB, NS, ...) - 1+2 Falling Neck Snap (CB, NS, ...) - 1 Crab Claw (QCT+3+4) - 1 Rolling Arm Bar (CC, ...) - 1+2 Achilles Tendon Lock (CC, ...) - 2 Knee Cross Lock (CC, ATL, ...) - 1 Rolling Achilles Tendon Lock (CC, ATL, ...) - 1+2 Twisting Shoulder Break (2,1,1+2,1+2+3) - 2 * Paul - Striking Shiho-Nage (df+1+2) - 1+2 Shoulder Ram (f,f+1+2) - 1+2 * Xiaoyu - Human Hurdle (f+2~1) - 1+2 Over-Shoulder Throw (QCB+2) - 2 * Yoshimitsu - Skydiver (QCB+1+2) - 1+2 ********************************************************************** 5. General Strategy ********************************************************************** A. Varying Combos Nina has many different 2,3,4, and 5-part combos. Learn them all, and use them without mercy. Nina's greatest strength is her vast arsenal of moves and her ability to mix them up. Here are the combos that I find most useful: 1,2,f+1+2 2 Punches, Blonde Bomb HHM 1,2,1,2,f+1+2 4 Punches, Blonde Bomb HHHHM 1,2,d+3,2 2 Punches, Low Kick, Juggling Uppercut HHLM 1,2,1,4 3 Punches, Low Kick HHHL (d_D)+1,N+4 Low Punch, Mid Kick LM 2,d+3,2 Punch, Low Kick, Juggling Uppercut HLM 2,d+3,d+4 Punch, 2 Low Kicks HLL (d_D)+2,4 Low Punch, High Kick HH 3,3,2 2 Kicks, Juggling Uppercut HLM 3,3,D+4 High Kick, 2 Low Kicks HLL d+3,2 Low Kick, Juggling Uppercut LM d+3,D+4 2 Low Kicks LL df+3,2,3 Mid Kick, Punch, Mid Kick MHM df+3,2,d+3,2 Mid Kick, Punch, Sweep, Juggl Uppercut MHLM df+3,2,d+3,d+4 Mid Kick, Punch, Sweep, Low Kick MHLH df+3,2,1,4 Mid Kick, 2 Punches, Low Kick MHHL df+3,3,3,3 3 Rapid Mid Kicks, Low Kick MMML df+3,3,3,4 3 Rapid Mid Kicks, Roundhouse MMMH df+3,3,3,1,2,1+2 3 Rapid Mid Kicks, 2 Punches, B. Bomb MMMHHM df+3~1~2~f+1+2 Mid Kick, 2 Punches, Blonde Bomb MHHM 4,3,2 2 Kicks, Juggling Uppercut HLM 4,3,D+4 High Kick, 2 Low Kicks HLL As you can see all of these combos vary their levels. By mixing up different combos you should be able to juggle most people quite often , since they'll have to guess whether to block high or low. B. Sidestepping (u,n)_(d,n) Nina has many side-stepping moves, more than any other character in the game so far. Side-stepping is one of the biggest improvements in Tekken 3, and it is vital that you learn how to effectively side- step during the match. Use the side-step anytime your opponent is rush ing at you with a linear attack (i.e a combo or tenstring that doesn't track well - Laws punch rush, etc.). When you successfully side-step you have several options: 1. You can side-step, pause and go for a side or back-throw 2. You can side-step and use one of Nina's side-step moves - the Palm Uppercut ($+2) [floats on counter], the Twirling Blond Bomb ($+1+2) 3. You can side-step and start a combo/tenstring of your choice C. Killing Blade (b+1) This move pretty much falls under the same category as Nina's side stepping moves. The Killing Blade will have Nina do a small side-step and then deliver an open-handed strike to your opponents' mid-stection It stuns on a counterhit, and sets up a lot of juggling opportunities. Also a cool way to finish the round is with the killing blade followed by the foot stomp. (i.e. b+1,d+3+4) The only drawback to this move is that it only hits high. It is fairly effective though as a double- side-step move. If you side-step to your left and then do a Killing Blade, Nina will side-step twice, which will often land you behind the other character. D. TENstrings Get into the habit of starting Nina's Tenstrings with the df+1 or (WS)+1 (this makes the 1st hit connect at medium height). If your opponent knows how to counter, stay away from the 121243... tenstring. It is easily countered at the first kick. If your opponent does not know how to counter, use the 121243... tenstring instead of the other two. This tenstring is very difficult to block, since it finishes with a LMLM. E. The Divine Cannon (db+4,3) Use The Divine Cannon frequently against opponents who are prone to rush you with high attacks (Law, Jin, Nina, etc.). If the first kick connects as a counter-hit, the second is guaranteed to float your opponent. The Divine Cannon is also great for okizeme (see EVIL NINA section). F. The Can Opener (uf+4,3,4) The Can Opener is useful in several situations. First it should be used anytime your opponent is charging towards you, looking to score with a side-kick (f,f~f+3). Second, it is very useful to close the gap between you and your opponent. One thing to watch out for, though. It can easily be side-stepped and leaves you wide open for a side or back-throw. Don't always finish the whole string either. [uf+4] will juggle if it hits, and can be followed up by some decent finishers. G. The Blonde Bomb (f,f+1+2) or (f+1+2) or (WS+1+2) This move is kind of like Pauls deathfist, just not as powerful :( It is a great all-around attack move and should be used often. The Blonde Bomb has decent range, but if you miss, it also has a long re- covery time. So make sure that you hit your opponent, because even if they block it, they will be pushed back far enough to not be able to counter-hit. This move should be done any time your opponent is caught after recovering from a move. Also don't forget that you can incorpo- rate the Blonde Bomb into Nina's combos. Here are (I think) all of the ways you can do a Blonde Bomb: a. (f,f+1+2)_(f+1+2)_(WS+1+2) b. QCB,N+1+2 c. QCF,f+1+2 d. 2,f+1+2 e. (1_df+1),2,f+1+2 f. df+3~1~2~f+1+2 g. (1_df+1),2,1,2,f+1+2 H. The Spinning Sweep (D,df+4) This is a great move to use at random during the match. Use it to duck incoming high attacks and on grounded opponents. One thing to watch out for is this moves surprisingly limited range & its recovery time. Also when playing Eddy this move will sometimes miss, because he is always dodging from side to side. Most people are not aware that Nina has this move, which will work greatly to your advantage. THE #1 okizeme move. I. The "new" Multi-Parts The biggest thing you have to remember about these multi-parts is that you have to be VERY fast in entering the first sequence after the initial grab. They are very useful to go under your opponents' high attacks, and it can grab out of many moves like Jin's 112/122 punch combos. Also, Nina's sway (QCB) auto-blocks low attacks and ducks high attacks. I've been using this move a lot more as of late, since it not only starts some of her coolest multiparts, but it can also be chained into any of her WS moves and TENstrings. J. The "old" Multi-Parts The "old" Multiparts (those starting with the QCT movement) are a great part of Nina's arsenal, but are difficult to pull of in head-to- head combat (especially against expert players). A great time to pull out a multi-part is after your opponent is recovering from a big move, such as Pauls falling-leaf combo. Don't forget that Nina now has other moves after the QCT motion, such as the bad habit and the falling heel drop and her stun-breath. Use these in combination with the multi- parts to thoroughly confuse your opponent. K. Bad Habit (f~f+3)_(QCT+3) This move has surprising range and can be used as part of the QCT arsenal to confuse your opponent. It also looks great when you can connect with it as a counter-hit ;) It will stun on a counter-hit, and setup some great juggling opportunities. L. Evil Mist (d,df,f,DB+2+3) (unblockable) Yet another great part of the QCT confusion scheme. This move does no damage in itself, but it will stun your opponent and set up some great juggles. This is the perfect way to start a juggle. Alternate between the Evil Mist, Multiparts, the Bad Habit, and simply doing the d,df,f motion and tapping "2" to do an uppercut. M. Bone Cutter (f,f~f+3) This is a good all-purpose move and should be used anytime you are charging towards your opponent. If you conter-hit you will get the Crab Claw Waist Lock, which you can then follow up with the multi-part ending of your choice. N. Elbow Smash (df,df+1) Try this move once per round. It does tremendous damage (45-50%) and is not easily escaped. Since it is a 'special throw', the grab animation is faster than a standard throw. This allows you to make the Elbow Smash part of your attack strings. For example if you manage to hit you opponent with a df+1,2 attack, buffer in the df,df+1 after the second punch. 9 out of 10 times you will land the throw... ********************************************************************** 6. VS Human Strategy ********************************************************************** A. Custom Strings (aka Poking) Nina probably has more custom strings than any other character in Tekken-3. Short of Anna in the Playstation version of the game, Nina has the best up-close/in-your-face game in Tekken. Combine that with her great juggles and it makes for a lethal combination. What's poking you say? Essentially it is a way of stringing various quick moves to- gether to form a non-stop attack, making it difficult for any opponent to interrupt you. The idea is to keep them on the defensive and to set them up for the big finish. Sometimes it's as simple as mixing up two or three moves, other times you may want to repeat a particular string throughout the match, only to change it at the end of the round. Here are some of the strings that I use: - d+4~1,d+1~n+4,repeat - d+4~1,df+1~2,df~df+1 - df+3~2~1,d+4~1,df+1~2,df~df+1 - df+3~2~1,d+4~1,df+1~2~f+1+2 - df+3~2~d+3,uf+1+2 - df+3~2~d+3~(FC),df+4 - d+4~1,d+1,uf+1+2 - d+4~1,d+3~d+4 - df+3~1,1,df+1~2~f+1+2 - d+4~1,QCB,N+1+2 - d+4~1,QCB+1+4... As you can see, most of my strings aren't designed to juggle the other player, rather I prefer to use a lot of mid hits, and to mix up Nina's two 'non-standard' throws (df+1+2 & df~df+1). One of Nina's greatest assets is that if the first hit of her df+3... series hits, the next two hits are pretty much guaranteed. B. The side-stepping game IMO Nina probably has the best side-stepping game in Tekken-3. Her side-step may not be as big as Ogre-1's, but it is not that far off. If I'm playing a good match, I side-step a lot to try to either evade incoming attacks, or just to keep my opponent off balance. The more your opponent attacks you, the more effective your side-stepping game will become. Let's look at what Nina can do off her side-steps: a.) SS+1+2 b.) SS+4 c.) SS+2 d.) SS+1 e.) SS(left),b+1 f.) SS,N+(any throw) g.) SS,N~db+3+4 h.) d+4~1~SS,N~db+3+4 i.) d+4~1~SS,N+(any throw) If you can get the SS,N~db+3+4 down, you'll be in great shape, since you'll be able to mix up SS grabs with the Heaven Cannon. C. Vary your game Don't get caught up in the same patterns over and over again, cuz good opponents will learn them and figure out a way to beat them. If you notice that a lot of your stuff is getting blocked, then change your style/method of attack. Let's say your poke isn't really getting to them (unlikely as that may be with Nina), start throwing in more grabs, or fight them straight up with lots of side-steps, etc. Nina is fairly versatile and makes for a extremely good turtle as well. If the other player is blocking everything you are throwing at them ... relax ... take a load off ... let them do the attacking for a while. As soon as they leave themselves open ... stick it to'em. D. Power-up (Chi Charge) If your opponent likes to wait for you to attack (and is a couple of character lenghts away), do the Chi Charge to power up. Any hit you manage to connect while you are charged will count as a major-counter. If you manage to charge up you should probably go for either the Divine Cannon (db+4,3) which will juggle guaranteed, or the Bone Cutter (f,f~f+3), which will start her Waistlock multi-parts. This will keep your opponents guessing. E. Multi-Parts By all means use Nina's multi-parts, but use them sparingly. If you're going to use the multi-parts, make sure that you vary which one you are going to end the series with, otherwise people will start to break out of them, and you'll eat some damage. I have noticed that the better the competition is, the more effective her QCB series becomes. Remember that there are several things you can do off her QCB sway: a.) QCB~1_2_3_4 Hitting a single button while Nina is still in her sway animation will result in a 'standing' attack - ie. left jab, right jab... b.) QCB,n+1_2_3_4 If you wait until the very end of Nina's sway ,n+1+2 animation, she will execute a WS move, incl. her blonde bomb (WS+1+2) c.) QCB+1+4 Multi-Part starter What makes the QCB so effective is that it automatically blocks any low attacks, and ducks high attacks. This is a great move to throw out after a d+4~1. For example you could try d+4~1,QCB,n+1~2,df~df+1. ********************************************************************** 7. Stuns & Juggles ********************************************************************** A. How To Juggle Start with with one of the juggle combos. The last hit should get your opponent into the air (aka: a float). Then do a juggling combo to keep your opponent in the air. You can also precede the juggling combo with a Stun move. B. Stun / Stagger Moves d,df,f,db+2+3 Evil Mist (stuns) (-UNBLOCKABLE-) (f~f+3)_(QCT+3) Bad Habit (stuns on counterhit) b+1 Killing Blade (stuns on counterhit) $+b+1 Sidestepping Killing Blade (stuns on counter) db+2 Forearm Chop (stuns on counterhit) $+db+2 Sidestepping Forearm Chop (stuns on counter) 4 Right Kick (staggers on counter) d+1+3_d+2+4 Low Kick parry (staggers) NOT low punch parry [*Note* Let me know (tekken@starnetinc.com)if I missed any Stun Moves] C. Juggle Combo Opener (** = full combo guaranteed after stun) 1. b,db,d,df+2 (d,df+2 on PSX) Backhand Swipe ** 2. (WS)+2 Juggling Uppercut ** 3. df+2 Juggling Uppercut ** 4. QCT+2 Crouching in Juggling Uppercut ** 5. $+2 Sidestepping Palm Uppercut ** 6. (d,db+3)_(db+3+4) Lifting Back Kick ** 7. db+4,3 Divine Cannon Combo ** 8. d+3,2 Low Kick, Juggling Uppercut ** 9. 3,3,2 High Kick, Low Kick, Juggling Uppercut 10. 2,d+3,2 Punch, Low Kick, Juggling Uppercut 11. 1,2,d+3,2 2 Punches, Low Kick, Juggling Uppercut 12. 4,3,2 High Kick, Low Kick, Juggling Uppercut 13. db+1+2 Hunting Swan (unblockable) 14. QCT+1+2,1321,3141+21+2 Rev. Double Arm Lock multi-part [*NOTE* Tell me (tekken@starnetinc.com) of any missed Juggle Openers] iv. Juggling Combos - after Divine Cannon (db+4,3): d+4~1,d+4~1,f~f+3 d+4~1,b+2~2 d+4~1,df+3,1,2,f+1+2 1_2,db+4~3 1,1,2,1,2,f+1+2 1,1,2,1,2,4 1,2,1,2,f+1+2 1,2,1,2,4 1,2,d+4~1,f~f+3 1,2,db+4,3 1,1,B+2~2 df3,2,1,4 df3,2,1,d+3,2 f~f+2,df+4~1,df+3~1~2~f+1+2 f~f+2,df+4~1,f~f+3 df+3,3,3,1,2,1+2 df+3,3,3,1,2,d/b+4 uf+3,d+4~1,d+4~1,f~f+3 uf+3,d+4~1,f~f+3 uf+3,d+4~1,df+3~1~2~f+1+2 uf+3,d+4~1,d/b+4 uf+3,1,d+4~1,1,2,f+1+2 uf+3,d+3,2,d/b+4 uf+3,d+4~1,f~f+3 uf+4,d+4~1,f~f+3 uf+4,d+4~1,d+4~1 uf+4,d+4~1,df+3~1~2~f+1+2 uf+4,d+4~1,d+3,4,f~f+3 uf+4,df+3~2~3 uf+4,df+3~2~4 uf+4,df+3~2~1~4 uf+4,d+4~1,df+1~2~f+1+2 uf+4,1,2,d+3,4,f~f+3 uf+4,1,2,d+3,4 uf+4,db+4,3,db+4 - after any uppercut starter: d+4~1,d+4~1,f~f+3 d+4~1,b+2~2 d+4~1,df+3,1,2,f+1+2 1_2,db+4~3 1,1,2,1,2,f+1+2 1,1,2,1,2,4 1,2,1,2,f+1+2 1,2,1,2,4 1,2,d+4~1,f~f+3 1,2,db+4,3 1,1,B+2~2 df+3,2,1,4 df+3,2,1,d+3,2 df+3,2,3 df+3,2,4 df+3,1,2,f+1+2 - after the Backhand Swipe (b,db,d,df+2) d+4~1,df+3,1,2,FC~df+4 1,d+4~1,f~f+3 - after Bad Habit stun (f~f+3) d+4~1,df+3~1~2~f+1+2 d+4~1,d+4~1,f~f+3 d+4~1,f~f+3 db+4,3 - after Killing Blade stun (b+1) d+4~1,df+3~1~2~f+1+2 d+4~1,f~f+3 - after Forearm Chop stun (db+2) df~df+1 uf+1+2 df+3,2,3 df+3,2,4 f+1+2 - after Evil Mist stun (QCT~db+2+3) f~db+3+4 ... into Divine Cannon juggles df+3~2~3 df+3~2~4 - after Right Kick stagger (4) f~f~db+3+4 ... into Divine Cannon juggles - after Low Kick parry (d+1+3_d+2+4) db+3+4 ... into Divine Cannon juggles - after Hunting Swan unblockable (db+1+2) d+4~1,f~f+3 d+4~1,df+3~1~2~f+1+2 - after Rev. Double Arm Lock multi-part (QCT+1+2,1321,3141+21+2) d+4~1,f~f+3 d+4~1,df+3~1~2~f+1+2 [*NOTE* Tell me(tekken@starnetinc.com)any missed Juggle Combo Openers] ********************************************************************** 8. Evil Nina (custom combos/tactix to really piss off your opponent) ********************************************************************** A. Custom combos d+4~1~$ d+4~1~$,b+1 d+4~1~$,(1+3)_(2+4) 2,D+3,D+4,D,df+4 4,3,d+4,D,df+4 2,D+3,D+4,(WS)+4 4,3,d+4,(WS)+4 $,n,(1+3)_(2+4) d+3,2,d+3,2... Infinite combo, if opponent keeps trying to get up db+4,3,db+4,3... Infinite combo, if opponent keeps trying to get up - If your opponent always gets up with a high kick, move in close and reverse it! - If your opponent does the quick recovery to get up, use your Spiral Explosion quickly to put him/her back on the ground. - Change your fighting style. I.e Lots of punches in one round, kicks in the next, side-steps in the next, grabs in the next, etc. - Here's one I'm still working on: Instead of reversing or breaking an opponents TENstring, SIDE-STEP out of it and get a free back- throw. I should have some side-step break points soon... B. Okizeme If played right, Nina can be the queen of okizeme. Here's what you do. 1. Knock down your opponent (preferably w/ your fav. juggle:) 2. Crouch (D) 3. As soon as they show ANY movement do the Spinning Sweep 4a. Continue with items 2+3 4b. Many times your opponent will try to get up right after the sweep. If they do, use the divine cannon to float them again ********************************************************************** 9. 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 ********************************************************************** 10. Creditz ********************************************************************** CatLord for his informative FAQ. SurfBard for his FAQ Thanx to Namco for Nina's Official Background Story & Information. Namco's Website:--> http://www.namco.com Thanx to Ben Cureton for his FAQs All of the people I have played and continue to play...