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Tekken Info
Who to use?
Nina Williams
Why Nina? Besides being the most beautiful piece of polygonal artwork, IMHO, Nina is a very versatile character. You can play her as a juggler... her d/b+3+4(divine cannon, 20 frames) is a pretty good class 2 juggle starter, as long as you hit it. =( You will probably never get this in in a battle against an expert, but expect to get it in the other 75% of the time. Also, since she has pretty good side stepping moves like SS+2 and SS+4, you can have her as a turtler or side stepper. Also, many of the Nina players I have seen nowadays tend to use her as a CH(that's counter hit) player, which is okay. Also chicken and chicken away. Heh... now on to the moves:
d+3, 2 (Low Kick, Uppercut)
Nina kicks low, then du'h... uses an uppercut. Pretty good short range move, good when doing up-down mix-ups... use sparingly, though, since the uppercut can be easily ducked, then somebody might use EWGF(Electric Wind God Fist) from a crouch dash and BOOM! You're gone.
d+4, 1 (Shin Kick, Jab)
Nina kicks low, then jabs. Awesome kickass move, can get your opponents off-guard. Watch out though, because the jab can be ducked... CD-->EGWF is lethal... Use this a lot in juggles and custom strings
SS+2 (Lift Shot)
Nina side steps, ducks down and then strikes short. Side step and then hit! What better than that? It is quick, it ducks first and if CH, it juggles and that's long enough for you to do the complimentary d+4, 1... Good!
SS+4 (Heel Slicer)
Nina side steps, then does a low, sweeping kick. Another sidestep move, this one comes out pretty slowly, and can be a waste of a move sometimes, but possible knockdown and anti-WGF(not EWGF, though) is a a great plus, and having great tracking helps a LOT! Believe me...
WS+3 (Spider Knee)
Nina rises shortly, then kicks in her knee. You can crouch forward... inch your way to your compettition and then suddenly, when getting up from the crouch... WS+3! That always proves to be a catchy thing. Since no one expects it, that is... You even can get it to hit with experts and stuff. Masters need respect, though, so try not to use it on them, if you don't want to provoke their wrath
d, d/f+4 (Wipe off the floor)
Nina gets down on all 4s, then pivots on her hand in a slow, sweeping motion. Dont' EVER use this move up-close... trust me, it does no good when you have SS+4 in your arsenal... do this at about 4 characters' body width and smack away! Very useful in Okizeme battles... just remember that it starts out and ends VERY slowly.
f, f+3 (Bad habbit)
Nina dashes a bit and then kicks ass... literally. What kind of Nina player doesn't use at least one bad habbit per match?(Lame pun, not meant literally) You know they stuff this in their pants as fast as they can... kick ass with this move... heh, but this is a poke... not meant for serious combo-ing...
d/b+3+4--> u/f+3--> d+4, 1(Juggle)
Bah... this is what you want to connect... the divine cannon to snap-hop kick to shin kick jab... a basic juggle, but I'm only going to teach you one... the rest is up to your imagination to do....
Julia Chang
Why Julia? Why I can use 2 words to sum up why... MAD AXES! Sure enough, this move(a throw) kicks all ass all over the place. Great for battling turtlers and then some. Also, her 4, 4, x combos are pretty good, too... her standing 1 is only 8 frames... Julia WILL kick... not very good with her okizeme game, but on that note she excels in having some of the greatest juggles in history... and of course... her mad axes!
1 (Standing left jab)
Julia jabs... REAL fast, like 8 frames fast. An awful lot of recognition for just one move, huh? Well, this is Julia's best poke, to say the least. You often won't see people finishing this into her 1~1, 1, and that means a LOT.
1~1, 1 (G-clef launcher)
Julia jabs, does a downward smash, then does an up-ward smash. Oftentimes masters and experts alike don't finish this and stop at either the 1~1 or just the 1. This is pretty useful and moderately strong, but the 3rd 1 bounces off when blocked and also leaves you wide open when whiffed.
QCB