home
ninanina
Edit

nina Tekken 8 Season 3 Guide

Written by
Contributors : and Koifish
Last updated Apr 04, 2026, Game version 3.01

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.

Strengths

  • Rushdown and Lockdown: Nina has the tools to stay in her opponent's face and lock them down with buttons like sidestep 1
  • Nina is super well-rounded and specializes in poking/small Tekken
  • She has a full throw game and the ability to delete gray health from them
  • Amazing combo game and wall carry
  • Very strong heat options and chip damage from buttons like H.f3+4, 2, H.b1+2, etc.

Weaknesses

  • Characters with 14f launchers can be difficult to deal with, since she has a lot of moves that are -14 on block
  • Very demanding in execution: Nina requires a lot of practice and cannot simply be picked up immediately. Stuff like perfect korean backdash, ss1 cancels, Hayashida step, and her high damage combos need a lot of time to master and are necessary to get better with her
  • Characters with strong keepout: Nina excels at range 0, so she has trouble against characters that can create space and keep her out easily
  • She requires you to make a lot of reads and condition your opponent to block, since pressure from a lot of her buttons can be challenged/interrupted

Heat System

  • Nina has a very good heat game, mainly because she gains access to her amplified guns. Buttons like f3+4,2, b1+2, 1,2,1, 1+2, df1,2,1,1+2, ws1,1+2 and b3+4, 1+2 become a nightmare to deal with. She gains stronger punishment because of her db1+2 and her f3+4,1 heatdash, and ws1, 1+2 damage and wallsplat range. Having the constant threat of doing 100+ damage from a heat gun wallsplat conditions your opponent to block, which allows you to rush them down and slowly chip them away.
  • The fact that Nina has multiple options to delete gray health makes her heat and chip damage even better.(chain throws,df2+4, b1+2 , FC df+2)
  • Nina's heatsmash is fast, high crushes, floor breaks, giving a full combo and fully tracks to her weakside!

Top 10 Moves

ss1

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~ss1
m, i14~15, -10 oB, +3 oH

df1,2

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

b2,2,2

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

1,2

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

df2

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

F3+4

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

db3

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

f,f,f+1+2 | qcf+1+2

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

qcf1

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

qcf2

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 oki
M, i16~17, -8 oB, +32a (+17) oH

Punishers

Standing
10f 1,4 | 1,2 (You usually use 1,4 for 10f punishes; however, it's only +1 on hit. 1,2 does less damage but is more plus on hit and can be canceled into sidestep to start her pressure)
11f db1+2 (11f High mid heatengager that wallsplats.One of the best punishers and should be your go-to punish if you want to heat engager.)
12f b1,4 (High damage and long range 12f punish, and it's +7 on hit. It is your go-to punish if you don't want to heat engager)
14f f3+4,1 (Mid mid heat engager that wallsplats and has a lot of range. It does more damage than db1+2)
14f b3+4,1+2 (This is her most damaging punish. It is twitch confirmable, and it gets amplified in heat and wallsplats from very far away. You go for this punish if you are already in heat or near a wall)
15f df2 (safe df2 normal hit launcher. However, it does not launch crouching opponents!)
15f b1+4 (Long-range normal hit launcher. Does more damage than df2, but it's -15 on block!)
18f db3+4 (Long range mid and leads into very high damaging combos. Used to punish stuff like Law WS 2 and Kazuya db1+2)
Crouching
11f Ws4 (Classic Ws 4 punish. +7 on hit, but it does have an extension "ws4,3,1+2", and that is all guaranteed on counterhit (can be used, for example, to interrupt Kazuya 1,2,4,3)
13f Ws1,1+2 (mid high (doesn't jail) that wallsplats.It gets amplified in heat, which causes it to do way more damage and wallsplat from further away)
14f FC df2 (New season 3 addition. It deletes gray health and gives her a bit of oki. Use it if there aren't any walls around and you're not in heat)
15f Ws2 (classic 15f normal hit launcher. -13 on block)
18f ws3+4 (Her most damaging and longest range punish. Usually used to punish hellsweeps or if a low whiffs after backdash ducking. Launch punishable on block)
Whiff punishers
ss2 (Her fastest launcher, 13f mid that can be done from sidestep. It also adds a bit of evasion so you can use it either as a read on a linear move or to confirm a whiff punish after sidestepping. -14 on block )
db1+2 | b1,4 (Her fast go-to whiff punishers, used on moves that have really good recovery. Db1+2 if you want to heat engager, and b1,4 for more range)
df2 | b1+4 (Her 15f normal hit launchers. B1+4 has more range and launches crouching; however, it is launch punishable, so use it if it's guaranteed to hit. Use df2 if you want to stay safe and you are in range)
db3+4 (18f long range mid. Use it to whiff punish big moves and at ranges where b1+4 wouldn't reach)

Combos

df2
uf4 uf3 df32~db2 ff df32~b4 tornado db2 qcf2
Ws2
uf3 df32~ss1~db2 ff df32~b4 tornado qcf43 1+2
CH 4,4
d41 df32~db2 ff db3+4 tornado db2 1+4
CH f3
same combo as ws3 or qcf 1 qcf1 df32~db2 ff df32~b4 tornado ss1~qcf2
Low parry | CH FC df+4
qcf1 qcf1 df32~db2 ff df32~db2 ff 1+4.If it's too hard skip one qcf1
CH qcf3
d2 uf3 df32~db2 ff df32~b4 .Combo ender of your choice
CH f2,1,3
ss1~db2 ff df32~db2 ff 1+4
heatdash combos
same combo as f3 counterhit
ub1
d22 ss1~db2 ff df32~db2 ff qcf43 1+2

Beginner Combos

df2
uf4 uf3 df32 b3+4 3 tornado qcf43 1+2
ws2
uf3 df32~ws1 df32~b4 db2 qcf2
CH qcf3
d41 df32 b3+4 3 tornado qcf43 1+2
A combo you should be trying to learn
uf3 df32~ss1~db2 ff df32~b4 tornado db2 ff 1+4
Instant tornado easy combo
qcf1 df32~ws1 df32~b4

Combo Enders

Carry
ss1~qcf2
Floor break
db2 ff 1+4
Wall break
qcf43 1+2

Wall Combos

Normal
ss1~df1 d3+4.If you don't want to do ss1 u can replace it with 2
df32~qcf2 gives a flipover and is a decent mix of damage and oki
ss1~df121+2
With tornado
b3+4 3 tornado then ss1 ~12 1+2

Small Combos

FC DF4
ss (up) d3+4
ss (up) qcf2
ff3
ws3+4
CH ss1+2
Run in db43 can give a full combo. If it's too hard, do qcf2 or d3+4
b3,4
f3+4,1
ff2
qcf1+2
qcf2
b1+2
ff3
(b3+4), 3
d3+4
qcf2
CH (b2,2), 2
f3+4,1
CH (d4),1
db1+2

Notable Moves

db2

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

ss2

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 move
m, i13~14, -14 oB, +33a (+23) oH

ss4

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

F1+2

17f mid powercrush that wallsplats and can be done from crouching.-14 on block
m, i17, -14 oB, +11a (+2) oH

F2,1

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 fishing
h, 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)

f4,2

mid high natural heat engager that can be hit-confirmed and also canceled into a sidestep. It wallplats and also heatdash launches
m, h, i21~22, -9 oB, +13c oH

b1+2

-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 damage
m,m, i16 i8~10, -4 oB, +5a oH

qcf3

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 block
L, i19~28, -20~-11 oB, +0c~+9c oH, +21a oCH

4,4

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

db1+2

11f wall-splatting heat engager. Mainly used as a punish and a panic heatdash
h,m, i11 i18, -14 oB, +10a (+1) oH

d2

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 rounds
L, i20, -12 oB, +0 oH, +5 oCH

uf2,1

18f mid mid normal hit launcher that is twitch confirmable. -13 on block and can crush jabs sometimes
m, m, i18, -13 oB, +49a (+40) oH

b3,4

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

f3

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 it
h,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 heat
m, sm,sm, i19, -9 oB, +16a (+16) oH

Stances

qcf/crouch dash

Nina doesn't have stances, but she does have a crouch dash, which she can do manually or enter from moves like df1,2, 1+4, 3+4, and ss1 by holding forward. If you keep holding forward during the crouch dash, you will get qcf moves, and if u release, you will get while standing moves. Best moves from it are ws4, qcf1, qcf1+2, and qcf3. She also gets access to her chain throws from it, which deletes gray health. Qcf 1+3 and qcf 2+4 and her floor breaking throw df,df1

qcb/backsway

qcb is evasive and auto blocks lows. She can also loop it and do her Hayashida step by canceling it into a sidestep and repeating the sequence. Use qcb to evade moves and whiff punish them after with df2. She also gets access to a new move qcb 1+3, which is an unbreakable chain throw; however, it has short range, so use it in oki situations, for example, after 1,2, 1+2 wall combo. If backsway auto blocks a low, you can use your normal while standing buttons to punish it

Panic Moves

d4,1

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 counterhit
l, h, i12, +0 oB, +6 oH, +11 oCH

uf3

14f mid that wallsplats and low crushes.-10 on block
m, i14, -10 oB, +21a (+11) oH

ub1

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

d3,4,3

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 launched
L, h, m, i16, -7 oB, +22a oH

ss2

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 block
m, i13~14, -14 oB, +33a (+23) oH

Frame Traps

db3 | wr1+2 f3+4, 2 | df1,2
ss4 | CH d4,1 df2
ff2~f qcf2
d2~f ws4 | on counterhit ws 4,3,1+2
df1 (on hit +5) df2 | f3+4,2
H.b1+2 ws4 | ws4,3,1+2

Knowledge Checks

d3,4,3 | d3,2

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 wallsplat
L, h, m, i16, -7 oB, +22a oH

d2,2

low mid that's only -12.The second part is a counterhit launcher. Very useful to end rounds
L, M, i20, -12 oB, +17a (+0) oH, +71a (+55) oCH

uf4,3,4

high low high, that can also be canceled into sidestep. Good to knowledge check against low level opponents
h, L, h, i18, -6 oB, +5 oH

ss4 frames on hit

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 it

df3,2

Plus 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 trap
m, h, i14, +1 oB, +5 oH, +12 oCH

ss1

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 Nina
m, i14~15, -10 oB, +3 oH

f3

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 much
h,h, i14~15 i10~11, +3~+4 oB, +24a (+15) oH, +54a oCH

Defensive tips

Crouchjab/challenging her pressure

After moves like df1,2, crouch jab beats every option except the mid extension, which is -14. So I recommend using crouchjab a lot against her, and if your character has a 10f counterhit button, it's a good way to check her after df12

look out for FC DF4

Whenever you use a move that puts Nina in crouching or if she enters manually be ready to block her FCDF4 wipe the floor

Don't mash on ss1

ss1 does have some interruptable options like ss1~qcf1+2,ss1~db3 or a ss1 loop but it is not worth the risk since she has access to so many counterhit launchers and is way too plus (+10).It is better to just backdash after ss1 on block so that she cannot loop it.On hit ss1 is +27 so don't try anything

Keepout

As mentioned earlier, Nina excels at range 0, so it's important to space her out and use keepout buttons that don't let her go in easily. In neutral, look out for her slide qcf3, and also f4,2 is a common neutral button used by Nina players

Which way to step

In general, you want to step Nina to your right. However, when she is in heat, she has her heat smash, which is almost homing to the right, and her qcf2 heatdash launcher, which tracks right as well. The simplest way to step her if she has no heat is to the right, and if she has heat, to the left

Defensive Move Handling

d4,1

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 / 11f
l, h, i12, +0 oB, +6 oH, +11 oCH

ub1

Her evasive mid launcher. It is launch punishable -16
m, i20~21, -16 oB, +20a oH

b2,2,2

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 hit
h, h, h, i12, -9 oB, +9g oH, +14c oCH

2,3

Nina's fastest option.10f counterhit that goes into her chain throw. -13
h, m, i10, -13 oB, +0d oH

4,4

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 guarded
h, h, i11, -7 oB, +4 oH

qcf3

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 -15
L, i19~28, -20~-11 oB, +0c~+9c oH, +21a oCH

f2,1,3

f2,1 on its own is -13; however, Nina has a safe high follow-up and -15 mid follow-up
h, m, M, i13, -15~-13 oB, +27a oH

db4,3 | d3,4,3

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 hit
L, m, i16~17, -13 oB, +71a (+55) oH

F1+2

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 it
m, i17, -14 oB, +11a (+2) oH

ss2

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 block
m, i13~14, -14 oB, +33a (+23) oH

External Resources