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Tekken 8 — Characters

Nina Williams – Frame Data

Nina is a well-rounded jack-of-all-trades with some of the best small Tekken in the game, excelling at range 0 poking. She overwhelms opponents with pressure, hunts counter hits, and makes reads, while her diverse move list supports a wide range of play styles.

195 Moves

Normal Moves

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FC Stance

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OTG Stance

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H. Stance

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R. Stance

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SS Stance

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ABK Stance

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BHS Stance

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BTR Stance

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CHD Stance

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HHD Stance

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NTM Stance

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STB Stance

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TSS Stance

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Fighter Profile
Rushdown Pressure Expert
Offense
9
Defense
9
Execution
9

Weak to: Step Right

Overview

Relentless close pressure, throws and Heat chip; maintaining range and execution is crucial.

Heat System

Nina's heat game is very strong because she gains amplified guns on several moves, turning buttons like f3+4,2 and b1+2 into nightmares. The constant threat of a 100+ damage heat gun wallsplat conditions opponents to block, letting her rush down and chip away; her heatsmash is fast, high crushes, floor breaks, gives a full combo, and fully tracks her weakside.

Strengths

Rushdown and lockdown: Nina has the tools to stay in her opponent's face and lock them down with SS1.Well-rounded small Tekken: she specializes in poking and has some of the best small Tekken in the game.Throw game: full throw game with the ability to delete gray health from chain throws.Combo game and wall carry: amazing combo game and wall carry.Heat pressure: very strong heat options and chip damage from moves like heat f3+4,2 and heat b1+2.Hayashida step: with Hayashida step Nina can be very mobile and difficult to hit

Weaknesses & Counterplay

14f launcher vulnerability: she has many moves that are -14 on block, so characters with 14f launchers can punish her.Execution-heavy: perfect Korean backdash, SS1 cancels, Hayashida step, and high-damage combos require dedicated practice.Struggles vs keepout: she excels at range 0, so characters that create space and keep her out could give her trouble.Read-dependent pressure: many of her buttons can be challenged or interrupted, so she must condition the opponent to block.
Game Plan
Suffocate at range 0: overwhelm opponents with pokes and small Tekken.Hunt counter hits: keep making reads and condition the opponent to block before committing.Use plus frames: SS1 cancels, running 1+2, and db3 give you the advantage to keep pressure on.Evade with Hayashida step: cancel qcb into sidestep to slip attacks and whiff punish with df2.Delete gray health: use chain throws and heat chip damage to erase recoverable health.
Stances
Crouch Dash — enter: Enter manually with qcf or by holding forward after moves like df1,2, 1+4, 3+4, or SS1. — Holding forward gives qcf moves; releasing gives while-standing moves. Best options include ws4, qcf1, qcf1+2, and qcf3. It also grants access to chain throws that delete gray health and the floor-breaking throw df,df1.Backsway — enter: Perform qcb; it can be looped and canceled into a sidestep for the Hayashida step. — Autoblocks lows and evades moves, letting you whiff punish with df2 or punish a blocked low with while-standing buttons. Also gives access to the unbreakable chain throw qcb 1+3, best used in oki situations like after a 1,2,1+2 wall combo.