About the Author
Hello, I'm Lalo, a fighting game player from Lebanon/Germany, mostly known for playing Nina Williams. I have been playing her since I started with Tekken and have been trying to optimize her and help other players get started with her. I've been competing in Tekken for about 2 years now, mostly online, and I have a few offline results as well. Thanks for reading my guide! I hope it was helpful to help you improve and gain more knowledge about Nina in Tekken 8.
Introduction
Nina Williams is very well-rounded and has some of the best small Tekken in the game. She is a jack of all trades while excelling at range 0 poking. Her main game plan is to overwhelm and suffocate opponents at range 0 and search for counter hits while making reads. Though it is worth noting that she has various play styles thanks to her very diverse and complete move list, and most top-level Nina players pilot her quite differently.
She is 1 of 3 back-sway characters, which makes Korean back-dashing with her harder than with other characters. She also has a unique movement option known as Hayashida-step, which is evasive. Her main plus frames come from ss1 canceling, running 1+2 and db3. SS1 canceling requires execution to be able to utilize as many of the plus frames as possible, even though it is +10 on block. In reality, with a good cancel, it is more like +5 to +7 and takes some practice to be able to execute the unique input. She also notably has her iconic butterfly loops, which are not really needed in this game, thanks to strong aerial tail spins, though they are still there to provide more combo routes, and most of her launchers' max damage routes still involve them.
She also has setups involving her unbreakable betrayer throw from back sway (qcb, B+1+3). She has very strong wall pressure since the opponent cannot backdash out of range of her ss1, which makes dealing with ss1 a lot harder for them, since from this move, Nina has ways to punish a lot of options the defender has.
Top 10 Moves
Her best move and her main way to start her pressure with plus frames. From ss1, you can hold forward and be +10, where you have access to all your qcf and while standing moves, or you can choose to hold back and go into backsway, which can be canceled by a sidestep and gives her access to her whole move list. A perfect cancel is about +6 on block, and since she cancels into a sidestep, you can also loop her sidestep moves. Best options from ss1: ss1~qcf1+2, ss1~qcf1, ss1~qcf3, ss1~qcf2, ss1~df1,2, ss1~db3, ss1~ss1m, i14~15, -10 oB, +3 oH
The iconic Williams sisters df1. A 13-frame mid with a high extension that jails on block. Nina has a lot she can do from this move. She can finish the string with 4 (high) to go for a CH launch or 1+2 (mid) to go for a wall splat or knockdown and catch people ducking, but this is risky though, as it is -14 oB. It is worth noting that these extensions can be heavily delayed. She can also go into her qcf from df1,2 (0 on block, df1,2~ws4 is a common option) and also SS cancel after df12 (if you know your opponent will respect the extensions, you can go into ss1 for plus frames and pressure or ss4 for a low counterhit launcher)m, h, i13~14, -5 oB, +2 oH
A 12-frame homing high high high string where the first 2 hits jail, the 3rd hit is also delayable, and on CH leaves Nina at +14 for a guaranteed f3+4, 1 heat engager. If the first hit counter hits, then you can CH confirm the whole string, which will also wall splat for huge damage. She can also cancel the last hit into SS by holding up or down while inputting the whole string. This is more of a mind game since there are ways the opponent can option-select the last hit extension and the SS cancel.h, h, h, i12, -9 oB, +9g oH, +14c oCH
10f high high jailing jab string with a 4 extension (high) that counter hit launches and a 1+2 extension (mid) that wall splats and knocks down on hit/counterhit. Nina can’t go into her qcf from 1,2, but she can go into SS similarly to df1,2, though the frames are better on 1,2 SS cancel. It is worth noting that the 4 extension here is completely uninterruptible on immediate timing; the only way they can counter it is by ducking. Also, if 1,2 hits, then SS cancel is +11, which makes her SS1 uninterruptible.h, h, i10, -3 oB, +8 oH
A standard 15f safe mid launcher. It doesn’t launch crouching, doesn’t have any high crushing, and doesn’t have much tracking. It has the least range out of any df2 in the game. That being said it is still absolutely an amazing move to have.m, i15~16, -7 oB, +34a (+24) oH
A 14f mid knee that has 2 extensions, F+3+4,1 is a mid heat engage that’s -14 oB and parryable, and f+3+4,2 is mid guns that are safe on block and amplified in heat, guaranteed if the f3+4 CHs, and can be armoured through. This move is amazing since it is a 14-frame mid knee, which makes it unparryable. It also has very good tracking at +4 or higher and can be used as a 14f punish. F3+4, 1 also wall splats. The extensions can be slightly delayed, but there is no real use for this delay at all.m, i14, -6 oB, +1 oH, +6 oCH
Nina's main standing low poke. A 20f low that is +4 on hit and -13 oB. On counter hit knocks down for a guaranteed ff3 (or qcf2, depending on if they are at the wall or not). It is also worth noting that it hits grounded as well.L, i20, -13 oB, +4c oH, +13a oCH
Nina's main running move. A +4 oB heat engage mid that deals some chip damage. It is extremely linear and can be floated since it leaves her airborne during the startup. That being said, what makes this move amazing is the fact that, as of season 2, qcf1+2 was added. This allows Nina to keep her + frames if she thinks you won’t mash into her qcf – mainly from ss1. A lot of people don’t challenge ss1 since it is her highest + frame move and has A LOT of options she can use to stop people wanting to challenge it. Now, qcf1+2 allows her to input ss1 → f1+2 and keep the pressure on people not wanting to challenge ss1. It also acts as a heat dash launcher.m, i20~21, +4 oB, +12a (+3) oH
A 14f +1 oB high that CH launches and does some chip damage. Very good for fishing for counter hits since it has a decent amount of range.h, i14~16, +1~+3 oB, +3~+5 oH, +47a (+37) oCH
Safe wallsplatting mid heat engager (launches in heat) that tracks to her weakside! It also has good range, so it can be used in neutral. This move also hits grounded and fully flips them, which gives Nina really good okiM, i16~17, -8 oB, +32a (+17) oH
Combos
df2uf4 uf3 df32~db2 ff df32~b4 tornado db2 qcf2
Ws2uf3 df32~ss1~db2 ff df32~b4 tornado qcf43 1+2
CH 4,4d41 df32~db2 ff db3+4 tornado db2 1+4
CH f3same combo as ws3 or qcf 1 qcf1 df32~db2 ff df32~b4 tornado ss1~qcf2
Low parry | CH FC df+4qcf1 qcf1 df32~db2 ff df32~db2 ff 1+4.If it's too hard skip one qcf1
CH qcf3d2 uf3 df32~db2 ff df32~b4 .Combo ender of your choice
heatdash combossame combo as f3 counterhit
ub1 d22 ss1~db2 ff df32~db2 ff qcf43 1+2
Notable Moves
Long range counterhit launching homing mid that's only -5 on block. However, it is really slow, starting at 24f. It is also her main combo tool m, i24~25, -5 oB, +8 oH, +61a oCH
A mid launcher she can use from side step. -14 oB. It is a great panic tool to have. It can also be used to confirm a whiff punish after sidestepping any movem, i13~14, -14 oB, +33a (+23) oH
A 20f low that is +6 on hit and -14 oB, it also has a high extension, which jails if the low hits them and leaves her -7 and deals some chip damage. If the first hit CHs, then the string CH launches – though it is not confirmable. Good to use from 1,2~ss or df1,2~ss since it high-crushes. Also good to use for oki as it hits grounded.L, i20, -14 oB, +6c oH
17f mid powercrush that wallsplats and can be done from crouching.-14 on block m, i17, -14 oB, +11a (+2) oH
A fast counterhit launcher (13f) with a safe high extension and a -15 mid extension. It is hit confirmable but not easy at all (it is definitely worth practicing). F2 also has good range. It can be used both in neutral and up close for counterhit fishingh, m, i13, -13 oB, -6s oH
Also known as wipe the floor. It is a 20f knockdown low that gives her a guaranteed follow-up and counterhit launches. Most damaging option is ss (up) OTG. d3+4)mid high natural heat engager that can be hit-confirmed and also canceled into a sidestep. It wallplats and also heatdash launchesm, h, i21~22, -9 oB, +13c oH
-4 mid that gives Nina a guaranteed follow-up on hit (ff3) and deletes gray health. In heat, it gets amplified and becomes +2 on block, wallsplats, and does much more damage/chip damagem,m, i16 i8~10, -4 oB, +5a oH
Long range 20f counterhit slide (fully high crushes). It is launch punishable on block and 0 on hit, but it's still a great counterhit tool and can be done after her ss1, df1,2, etc. If spaced out fully, it can become safer on blockL, i19~28, -20~-11 oB, +0c~+9c oH, +21a oCH
11f high high counterhit launcher that doesn't jail. It is her main way to interrupt moves like charged moves and guard breaks, and it's her fastest counterhit launcher. It can be launched on block and isn't hit confirmable h, h, i11, -7 oB, +4 oH
11f wall-splatting heat engager. Mainly used as a punish and a panic heatdashh,m, i11 i18, -14 oB, +10a (+1) oH
20f high crushing low that is -12 on block 0 on hit and go into qcf at +2. It has a counterhit launching follow-up d2,2 that is also only -12. Great to end roundsL, i20, -12 oB, +0 oH, +5 oCH
18f mid mid normal hit launcher that is twitch confirmable. -13 on block and can crush jabs sometimesm, m, i18, -13 oB, +49a (+40) oH
Fully hit confirmable mid high and leaves Nina +14 on hit for a guaranteed f3+4,1 follow-up. First part is only -6 on block, and 2nd part is a very delayable counterhit launcher m, h, i18, -8 oB, +14c oH, +45a oCH
14f high high counterhit launcher that's +3 on block and has great tracking. It doesn't jail, so don't use it too much cause it can be punished really hard if your opponent is ready for ith,h, i14~15 i10~11, +3~+4 oB, +24a (+15) oH, +54a oCH
Safe mid counterhit launcher (if u don't finish the string). If you finish the string, it wallsplats and does a good amount of chip damage. Amplified in heatm, sm,sm, i19, -9 oB, +16a (+16) oH
Panic Moves
High crushing 12f low high that is natural on counterhit. It can be ducked and launched. You can cancel it into a sidestep. Also twitch confirmable on counterhitl, h, i12, +0 oB, +6 oH, +11 oCH
14f mid that wallsplats and low crushes.-10 on blockm, i14, -10 oB, +21a (+11) oH
Evasive mid normal hit launcher that is launch punishable on block.Can be picked up with d2,2 or d4,1.m, i20~21, -16 oB, +20a oH
low high mid, that is natural on counterhit and gives her a qcf2 guaranteed follow-up. It high-crushes and is safe, but the second hit can be ducked and launchedL, h, m, i16, -7 oB, +22a oH
ss2 is usually a whiff punisher, but it can be used as a panic button since it has evasion, and it's a normal hit launcher that is not launch punishable on blockm, i13~14, -14 oB, +33a (+23) oH
Knowledge Checks
low, high, mid, that's safe and all-natural on counterhit, and gives a qcf2 guaranteed follow-up. There is also d3,2, low mid that's +11, so it gives her a guaranteed db1+2 heat engager wallsplatL, h, m, i16, -7 oB, +22a oH
low mid that's only -12.The second part is a counterhit launcher. Very useful to end roundsL, M, i20, -12 oB, +17a (+0) oH, +71a (+55) oCH
high low high, that can also be canceled into sidestep. Good to knowledge check against low level opponentsh, L, h, i18, -6 oB, +5 oH
A lot of people don't know that ss4 is +6 on hit, so you can do a df2 after as a frame trap. A lot of people will fall for itPlus on block mid high that's hit confirmable. If it gets blocked, you can hold back to do a backsway and be more plus and use while standing 2 as a frame trapm, h, i14, +1 oB, +5 oH, +12 oCH
Your best move, and a lot of people don't know the frames of it. So you use it a lot to get counterhit launchers on anyone who tries to mash. ss1~qcf1 works a lot on people who aren't very experienced against Ninam, i14~15, -10 oB, +3 oH
14f high high counterhit launcher that is +3 on block and has great tracking. The highs don't jail, so it can be ducked on block, but it's not easy, so it can be used as a knowledge check, and you will most likely not be punished for it unless you use it too muchh,h, i14~15 i10~11, +3~+4 oB, +24a (+15) oH, +54a oCH
Defensive Move Handling
This move is super important to punish cause she can spam and get away with a lot if you don't. Since she can cancel it into a sidestep, you have to do your 15f while standing launcher really fast, or use your 13f / 11fl, h, i12, +0 oB, +6 oH, +11 oCH
Her evasive mid launcher. It is launch punishable -16m, i20~21, -16 oB, +20a oH
The last hit is a non-jailing high that can be canceled into a sidestep; however, if you do a fuzzy duck into your punish, you can always punish it if she goes for the last hith, h, h, i12, -9 oB, +9g oH, +14c oCH
Nina's fastest option.10f counterhit that goes into her chain throw. -13h, m, i10, -13 oB, +0d oH
In season 3, Nina has a magic 4 launcher. But the 2nd hit is a non-jailing high, so duck it and launch. Nina also has 4,3; however, the mid extension can be fuzzy guardedh, h, i11, -7 oB, +4 oH
This move can be up to -20; however, if fully spaced out, the negative frames will be reduced, and it won't be launch punishable anymore. So use a punish based on the distance (but mostly it will be higher than -15L, i19~28, -20~-11 oB, +0c~+9c oH, +21a oCH
f2,1 on its own is -13; however, Nina has a safe high follow-up and -15 mid follow-uph, m, M, i13, -15~-13 oB, +27a oH
high crush counterhit options. Db43 is -12 on block, and d343 is low, high, mid, so duck and launch the 2nd hit or parry the last hitL, m, i16~17, -13 oB, +71a (+55) oH
Nina has an amazing 17f powercrush that has long range and can be done from crouching and her crouchdash. -14 on block. Some characters can launch itm, i17, -14 oB, +11a (+2) oH
ss2 is her fastest launcher and can be used both offensively and defensively as a quick evasive button to punish a linear move (like crouch jab).-14 on blockm, i13~14, -14 oB, +33a (+23) oH