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    Nina by MKaufmann

    Version: 1.05 | Updated: 06/03/98 | Search Guide | Bookmark Guide

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    The definitive Nina Williams FAQ Version 1.05
      By:  Markus Kaufmann 
    Date:  06/03/1998
     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: 
    For the most recent version of this FAQ go to:
     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
        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.
        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
    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):
    - after any uppercut starter:
    - after the Backhand Swipe (b,db,d,df+2)
    - after Bad Habit stun (f~f+3)
    - after Killing Blade stun (b+1)
    - after Forearm Chop stun (db+2)
    - after Evil Mist stun (QCT~db+2+3)
    f~db+3+4 ... into Divine Cannon juggles
    - 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)
    - after Rev. Double Arm Lock multi-part (QCT+1+2,1321,3141+21+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+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
         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...

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