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.
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 mi24~25-5 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 movemi13~14-14 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.Li20-14 oB+6c oH
17f mid powercrush that wallsplats and can be done from crouching.-14 on block mi17-14 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, mi13-13 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, hi21~22-9 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,mi16 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 blockLi19~28-20~-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, hi11-7 oB+4 oH
11f wall-splatting heat engager. Mainly used as a punish and a panic heatdashh,mi11 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 roundsLi20-12 oB+0 oH+5 oCH
18f mid mid normal hit launcher that is twitch confirmable. -13 on block and can crush jabs sometimesm, mi18-13 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, hi18-8 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,hi14~15 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,smi19-9 oB+16a (+16) oH