nina

nina

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Written by MadCow

Heat Engagers

Heat moves

Homing moves

External Resources

Key moves

CommandDescription
1,2
df+1,2Her go to mid poke. 13 frame startup and the opponent can not duck the second hit if the first is blocked. It has several extensions like df+1,2,4, df+1,2,1,1+2 and df+1,2,1+2. She can go into her crouch dash by holding forward, or you can go directly into side step by pressing up or down.
ss 1Nina signature move. Massive pluss frames on hit or block if you hold forward to go into crouch dash
db+3Good low. +4 on hit
df+2Safe mid i15 launcher.
d+2A low that goes under highs. Its neutaral on hit, so you can keep you offensive going.
uf+1Safe mid that launches crouchers.
ss 4A low that gives a big advantage on hit. You can also follow up with ss 4,2. The second hit can not be ducked if the first one hits
1+4A chunky mid. It has good tracking. Is safe on block.
f+4A new pressure tool in tekken 8. You can go directly into sidestep which gives you an advantage on block. if it hits, you can follow up with f+4,2 which is a heat engager.
d,df+4Nina's sweep. This guarantees a ws.3+4 or crouch cancel to qcf+2 if you are fast. But be careful, some players can block this move on reaction
f,f,f+1+2A mid with good damage and is a heat engager. On block, it does chip damage and gives a frame advantage. Good follow-ups are b+2,2,2 or df+1,2

Standing punishers

StartupCommandSecondaryDescription
10F1,21,4
11Fdb+1+2
12Fb+1,4b+2,2
13Fd/f+1,2
14Ff+3
15Fd/f+2b+1+4

While standing punishers

StartupCommandSecondaryDescription
10Ffc+1
11Fws+4
13Fws+1,1+2
15Fws+2

Whiff punishers

CommandSecondaryDescription

Combos

ComboStarter
uf+4 uf+3 df+3,2 b+3+4,4 T! ws+1 qcf+4,3,1+2df+2
uf+3 df+3,2 f+2,1,3 T! qcf+4,3,1+2ws+2

Small combos

ComboStarter
ws+3+4d,df+4
f,f+1+2ch db+3

Combo enders

TypeCombo
WALL CARRY
WALL BREAK
FLOOR BREAK
DAMAGERAGE ART

Wall combos

TypeSubTypeCombo
GENERALeveryone

Tornado moves

Balcony Break moves

Power Crush