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T E K K E N   3 -   N I N A   T I P S

In the past, Nina has always been a powerhouse. For Tekken 3, things have not changed. The addition of new mixups, pokes, and juggles make her even more effective. Her rushes and offensive prowess are balanced by the best attack reversals in the game. In short, Nina hasn't lost a step.

Slicer to Divine Cannon

The Slicer (d+3) is great since the first hit connects low. This can be used to counter high rushes, and you can immediately bust out the Divine Cannon (d+3,4) to juggle them into the air for combos. If the first hit is blocked, just remain on the ground. From here you can roll over and try to lull them into sweep distance, then go for a small combo (3 or 4, 4, d+4,2, d+4,2,f,f+4).

Parries and Attack Reversals

Nina has the best attack reversals (b+1+3 or b+2+4) in the game, although they are prone to Attack Reversal Reversals. Nina can reverse many of Yoshimitsu's sword attacks, as well as King's Unblockable rushes. Her attack reversals have great priority and do a good percentage of damage. Her low parry sets up a quick Divine Cannon for a long juggle.

Power Moves

Nina's main power move is the Blonde Bomb (f,f+1+2). On a counterhit, it will send the opponent sprawling, setting up an unblockable shoulder charge. It takes off a substantial amount of damage as well. Nina's main combo finisher is the Bad Habit (f,f+3) which delivers a painful kick to... well... it hits "below mid." It's fast enough to be used at the tail end of combos.

Rushes and Pokes

Nina has a ton of different mixups and pokes to confuse the opponent with. Each short string is very quick, and unless you know them, they are very difficult to block. To hit the grounded opponent, she has a forwards flip (f,f+4). If she misses completely, she will take a small amount of damage. If it connects or is blocked, she takes no damage. Also very useful is the sweep (D,df+4) which hits the grounded opponent easily since she is so low off the ground.


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