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    Nina by MXavier

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    Nina Williams
    Catch copy - silent assassin
    Nationality - Ireland
    Fighting style - assassinating martial arts based on Bone Martial Arts
    Age - 22
    Height - 161cm
    Weight - 49kg
    Blood type - A (but changed while cold sleeping)
    Occupation - assassinating Kazama (under control)
    Hobby - retracing memories
    Likes - not remembered (maybe tea with milk)
    Dislikes - not remembered (maybe Anna)
    2+4                 Izori
       2+4,1,2,1        Izori hijiotoshi
          2,1,3         Izori hijiotoshi waki gatame
    1+3                     Shihounage
    d/f,d/f+A           Kakaekomihijiuchi
    F+1+3               Kubikarinage
    d,d/f,f,1+2         Shouaku
       3,4,3,1+2        Kubikarijuji gatame   (counterattack)1+2
       1,3,2,1          Tachigyakuwaki gatame (counterattack)1+3
          3,1,4,1+2,1+2 Urakannukitakahajime  (counterattack)1+2
          2,1,3,4,1+2   Sutegyakuwaki gatame
       2,3,4,2,2        Udehishigihara gatame
          1,3+4,1,2,1+2 Kubihinerikao gatame  (counterattack)2+4
    d,d/f,f,3+4             Kanibasami
       3+4,3,4,1+2          Zentenudejuji gatame
       3+4,4,2,1+2          Achilles' tendon gatame
          3,1,4,2+4         Hizajuji gatame
          1,3,2+4,3+4,1+2   Kaiten Achilles' tendon gatame
    after f,f,f,3 (close range) 3,1,4,2+4 Tobitsuki Achilles' tendon
    Special Techniques
    b+2,2                Twin slap
    f,f+3                Bad habit
    f,f+2                      Panther's claw
    d/f+2                      slap you crazy
    d/f+4                Wipe the Floor
    u/f+4,3,4            Can Opener
    d/f+3,1,2,f+1+2      Low Kick -> 2x Punches -> Blonde Bomb
    d/b+2                side stab (stun opponent as counter)
    d/b+4,3              Low Kick -> Air Blast Kick
    d/b+3+4              Air Blast Kick
    d+3+4                Ground Stomp
    f,f,1+2 or F+1+2     Soushouha
    f,f+4                Neil(?) kick
    u/f+4,3,4            Hunting kick combo
    f,f,f+3              Bone cutter
    d,d/b+3              Divine cannon
    d/b+4                Slicer
    d/b+4,3              Divine cannon combo
    (d/f) 1,2,4          Triple smashes
    (d/f) 1,2,D+3,4      Jail crash
    (d/f) 1,2,D+3,2      Cemetery crash
    (d/f) 1,2,1,2,F+1+2  Rengeki soushouha
    (d/f) 1,2,1,4        Spark combo
    D+3,4                Leg break combo
    3,4                  Left high & right high kicks
    d/f+3,3,3,4          Rapid kick combo
    d/f+3,3,3,1,2,F+1+2  Rapid combo & soushouha
    d/f+3,3,3,3          Rapid combo & left low kick
    d/f+3,1,2            Flush combo
    d/f+3,1,2,F+1+2      Assault combo
    Attacks with Axis Shifting
    b+1                Killing blade
    Unguardable Attack
    d/b+1+2            Hunting swan (u,u to cancel)
    b+1+3 or b+2+4
    Ten Hit
    You can start certain juggles with the uppercut d/f+1
    d/b+4,3, 1, d/b+4,3
    Divine cannon combo, left punch, divine cannon combo
    d/b+4,3, u/f+3, d/b+4,3
    Divine cannon combo, kick, divine cannon combo
    The timing is pretty narrow for the u/f+3 kick because
    if you let your opponent to touch the ground before your
    last divine cannon combo, he might be able to get away
    with it. Please read my strategy guide.
    Last updated:  13/03/97
    By Mario Xavier (mxavier@netcomuk.co.uk)
    Nina's Strategy Guide
    Included here is a basic strategy guide for Nina. First, you should
    know some
    of the basic moves of Nina such as:
    - u/f+4,3,4
    - 1,2,D+3,2
    - d/f+3,2,1,F+1+2
    - d/b+4,3
    With these, you could be more or less unpredictable. It is also a good
    idea to know the Ten Hit Combos of Nina just to confuse your
    opponent even more. However, you have to avoid attacking too much
    especially if your opponent is backing away all the time because your
    attacks generally cause only low damages and if you press your
    opponent too much and if he is backing away from you, occasionally
    there might be a gap in your short punches/kicks and your opponent
    which then generate a chance for him to attack you with huge
    damage moves.
    Your basic tactic should be based around the move d/b+4,3 which
    juggles your opponent (in a counter or if he is not block high) and you
    can carry out the juggle as follows:
    d/b+4,3, 1, d/b+4,3
    Divine cannon combo, left punch, divine cannon combo
    d/b+4,3, u/f+3, d/b+4,3
    Divine cannon combo, kick, divine cannon combo
    The timing is pretty narrow for the u/f+3 kick and if the last divine
    cannon combo does not connect because your opponent row
    sideways quickly (occurs if you let your opponent to touch the ground
    before you execute the last part of the combo). If this is the case, try
    not to do the last two kicks and wait for your opponent to row
    sideways first. Then connect with d/b+4,3 if you think that your
    opponent will block high or F+1+2 if block low - normally they will
    block low since they are too scare of your juggle kick! However, you
    have to be careful against characters with reversals as they could
    reverse your juggle kick if - that is if they dare to take the risk!
    If your opponent is now too scare of you that he is more or less idle
    (waiting for you to attack), you could try to do your multi-parts. If your
    opponent attacks you like crazy, you could either backup a bit and do
    the d/b+4,3 kicks or reverse their attack. Below are some of the
    characters that I would like to go into some more details.
    Against Lei
    If the Lei you are playing against is lying down most of the time, he
    will be in trouble. Try to do the d/b+4,3 kicks all the time and you
    should be fine. If he is lying down but is a bit far away from you, you
    could try the Neil kick f,f+3. Against a lying down Lei, you should have
    a good chance to win.
    Against Hwoarang
    Since Hwoarang will normally attack you with high kicks and if your
    opponent try to scare you off by pressing onto you with kicks combos,
    you might actually be able to find a chance to juggle him. However,
    beware of the Hunting Hawk kicks u/f+4,3,4 when you are doing the
    d/b+4,3. Please do not run towards him if you do not know how to
    block his combos.
    Against Paul
    Paul is a dangerous character and it is a good idea that you don't use
    Nina against him. If you insisted, there is actually not much I could tell
    you but to use the old tactics. However, remember that if Paul is
    moving backwards, he is looking for a chance to use the HUGE
    damage Power Punch (I hate it!) and if he is moving forward, he
    normally will go for the sweep and elbow combo D+4,2. Then he will
    either do a low punch when you are on the ground or wait until you try
    to get up and do the sweep and elbow combo again, and again. He
    will also try to do the three kicks combo when he is running towards
    you. My suggestion to you is to wait until he start running towards
    you, do the d/b+4,3 combo and if you are on the ground, do not try to
    get up immediately so that you could avoid the sweep. Do not initiate
    a forward attack if the Paul you are playing against is good and
    backing away most of the time. His Power Punch can cause 70%
    damage in a major counter and he will definitely run towards you once
    he got you with the punch - that is, you should be dead by then...
    Against Eddy
    Eddy is such a cheap character! He will generally initiate moves with a
    lot of  low attacks. So beside using our old tactic, also try the d/f+2
    slapping moving which can get him when he is executing low hits
    combos. If he is doing his combo far away from you, try also the Neil
    Kick. If he move towards you especially when he is doing his combos,
    try out the sweep - while crouching D/F+4.
    Last updated:  13/03/97
    By Mario Xavier (mxavier@netcomuk.co.uk)

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