___ __ __ ___ __ ___ / | / / / / / | / / / | / /| | / / / / / /| | / / / /| | / / | | / / / / / / | | / / / /_| | / / | |/ / / / / / | |/ / / ___ | /_/ |___/ /_/ /_/ |___/ /_/ |_| _ ___ __ __ __ __ __ ___ ___ ___ _____ | | / | / / / / / / / / / / / | / | / | / ___/ | | / /| | / / / / / / / / / / / /| | / /| | / /| | / /__ | | / / | | / / / / / / / / / / / /_| | / / | |/ / | | |__ | | |/ / | |/ / / / / /__ / /__ / / / ___ | / / |___/ | | ___/ / |___/ |___/ /_/ /____/ /____/ /_/ /_/ |_|/_/ |_| /____/ Don't Call Me A Slut!: The Nina Williams FAQ Version .64 By: The Faceless Master Date: Sunday, May 25th, 1997 Disclaimer: This FAQ can be distributed in any form as long as it is distributed whole, uncut, unedited, etc. This FAQ is not for sale. Any organizations wishing to distribute this FAQ for 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 should be done with all of the FAQ (excluding Time Release Character Strategy) by Fri. May 30. 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 (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 d,n Axis Shifting Sidestep d Feint Ducking D Duck Completely u Low Jump U High Jump ub Backflip d,df,f Crouch Dash d,db,b Ducking Dodge u+2_uf+2 Quick Pounce (On Floored Opponent) U+2 Hard Pounce (On Floored Opponent) f,f,f Run(RN) |-->(RN)B Stop Running |-->(RN)1+2 Flying Cross Chop |-->(RN)3 Bone Cutter(Achilles Leglock on Counterhit) `-->(RN)4 Sliding Leg Sweep df+1 Uppercut df+2 Lifting Uppercut df+3 Side Kick df+4 Front Kick 1+2+3+4 3 Powerup Charge(Powers Up All Moves For A Few Seconds) ii. Ground Moves ~1_~2_~3_~4 Immediate Recovery (Just Before Landing) 3 Get Up And Sweep 4 Get Up And Side Kick D+1 Roll Over 2 Quick Recovery 1 Roll Sideways D+(3_4) Ankle Kick 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 iii. Special Moves b+1 Killing Blade b+2,2 Double Slap f,f+1 Hard Slap f,f+2 Panther Claw f,f+3 Bad Habit (stuns on counterhit) db+2 Forearm Chop (stuns on counterhit) $+1+2 Sidestepping Blonde Bomb $+2 Sidestepping Palm Uppercut $+b+1 Sidestepping Killing Blade $+1 Quick Slap $+4 Spinning Sweep $+db+2 Sidestepping Forearm Chop (stuns on counterhit) F+1+2 Delayed Blonde Bomb f,f+1+2 Blonde Bomb f,f+4 Flipping Heel Drop (also hits Grounded Opponent) D,df+4 Sliding Circular Sweep db+4 Falling Ankle Kick (d,db+3)_(db+3+4) Divine Cannon db+4,3 Heaven's Cannon Combo (u/f_u_u/b)+3 Flash Heel Kick uf+4,3,4 The Can Opener d+3+4 Foot Stomp (Only Hits Grounded Opponent) df~2 Step In, Upward Slap f,f,f+3 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] 1,2,f+1+2 2 Punches, Blonde Bomb 1,2,1,2,f+1+2 4 Punches, Blonde Bomb 1,(u/f_u_u/b)+3 High Punch, Flash Heel Kick 1,2,(u/f_u_u/b)+3 2 Punches, Flash Heel Kick 1,2,3 2 Punches, High Kick 1,2,4 2 Punches, Roundhouse 1,2,d+3,4 2 Punches, Low Kick, High Kick 1,2,d+3,2 2 Punches, Low Kick, Juggling Uppercut 1,2,1,4 3 Punches, Low Kick (d_D)+1,N+4 Low Punch, Mid Kick 2,3 Punch, High Kick 2,d+3,2 Punch, Low Kick, Juggling Uppercut 2,d+3,d+4 Punch, 2 Low Kicks 2,d+3,4 Punch, Low Kick, High Kick 2,4 Punch, High Kick (d_D)+2,4 Low Punch, High Kick 3,4 High Kick, Roundhouse 3,3,2 2 Kicks, Juggling Uppercut 3,3,4 2 Kicks, High Kick 3,3,D+4 High Kick, 2 Low Kicks d+3,2 Low Kick, Juggling Uppercut d+3,N+4 Low Kick, High Kick d+3,D+4 2 Low Kicks df+3,4 Mid Kick, Roundhouse df+3,2,3 Mid Kick, Punch, Mid Kick df+3,2,4 Mid Kick, Punch, Roundhouse df+3,2,d+3,4 Mid Kick, Punch, Sweep, Mid Kick df+3,2,d+3,2 Mid Kick, Punch, Sweep, Juggling Uppercut df+3,2,d+3,d+4 Mid Kick, Punch, Sweep, Low Kick df+3,2,(u/f_u_u/b)+3 Mid Kick, Punch, Flash Heel Kick df+3,2,1,4 Mid Kick, 2 Punches, Low Kick df+3,3,3,3 3 Rapid Mid Kicks, Low Kick df+3,3,3,4 3 Rapid Mid Kicks, Roundhouse df+3,3,3,1,2,1+2 3 Rapid Mid Kicks, 2 Punches, Blonde Bomb df+3,1,2,f+1+2 Mid Kick, 2 Punches, Blonde Bomb d+4,1 Low Kick, Spinchop 4,3,4 2 Kicks, High Kick 4,3,2 2 Kicks, Juggling Uppercut 4,3,D+4 High Kick, 2 Low Kicks 4,3,2 High Kick, Low Kick, Juggling Uppercut iv. Unblockables db+1+2 Hunting Swan d,df,f,db+2+3 Evil Mist 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. Palm Grab Chain Throws d,df,+1+2 Face Smack, Palm Grab(FS) {2} `-->(FS)3,4,3,1+2 Rolling Arm Bar `-->(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)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) V. TENSTRINGS i. Tenstring #1 1212:3:3:2::1:2:4 Tenstring #1 df+1212:3:3:2::1:2:4 Tenstring #1 #+1212:3:3:2::1:2:4 Tenstring #1 1212:3:3:2::1:4:3 Tenstring #2 df+1212:3:3:2::1:4:3 Tenstring #2 #+1212:3:3:2::1:4:3 Tenstring #2 1212::4:3::4:2:4:3 Tenstring #3 d/f+1212::4:3::4:2:4:3 Tenstring #3 #+121212::4:3::4:2:4:3 Tenstring #3 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) 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. iii. The Heaven's Cannon Use The Heaven's Cannon (db+4,3) to go under most high attacks. There are many Juggle possibilities after the Heaven's Cannon. To attack an opponent who unsucesfully attempted a move, use The Divine Cannon (db+3+4)_(d,db+3) instead to be sure of the juggle, as The Heaven's cannon is only guaranteed if done as a Counter. A good time to use the Heaven's 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. 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). 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 Heaven's 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 Heaven's 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 COMING SOON 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. 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 Heaven's Cannon Combo (db+4,3) to go under Hwoarang's Kicks for an easy Juggle. 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 Heaven's 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. x. Against Nina Williams (Mirror Match) COMING SOON xi. Against Kuma COMING SOON xii. Against Julia Chang COMING SOON 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 (on counterhit) f,f+3 Bad Habit db+2 Forearm Chop $+db+2 Sidestepping Forearm Chop [*NOTE* Mail me(faceless_master@hotmail.com)if I missed any Stun Moves] iii. Juggle Combo Opener #+2 Juggling Uppercut df+2 Juggling Uppercut (d,db+3)_(db+3+4) Divine Cannon db+4,3 Heaven's Cannon Combo d+3,2 Low Kick, Juggling Uppercut 3,3,2 High Kick, Low Kick, Juggling Uppercut 1,2,d+3,2 2 Punches, Low Kick, Juggling Uppercut [*NOTE* There are several more Juggle Combo Openers] iv. Juggling Combos d+4,1, d+4,1, f,f+3 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+3, d+4,1, f,f+3, f,f+1+2, f,f+4 [*NOTE* There are MANY more Juggle Combos than this] 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 Ricardo Jamin for the Against Paul & King Strategy, and being the first to give feedback. 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!