Nina

Tekken 8

Nina

Nina Williams

142 moves · frame data from wavu.wiki

Also in Tekken, Tekken 2, Tekken 3, Tekken Tag Tournament, Tekken 4, Tekken 5, Tekken 6, Tekken Tag Tournament 2, Tekken 7

Throws 12

  • Arm Grab Flip

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -6
    hit
    -2

    Homing • Throw break 1 or 2 • Opponent recovers FUFA

  • Over the Back Toss

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    +0
    hit
    +0d

    Homing • Throw break 1 or 2 • Side switch • Nina recovers BT

  • Shoulder Through Buster

    Front 25 break 2
    block
    +0
    hit
    -5d

    Unbreakable • Side switch

  • Shoulder Through Arm Breaker

    Front 5
    DuringShoulderThroughBuster
  • Kneebar

    Left 40 break 1
    or
    block
    -3
    hit
    +1d

    Removes Recoverable Health • Throw break 1 • Can side switch on hit

  • Hammer Throw

    Right 38 break 2
    or
    block
    -3
    hit
    +1d

    Throw break 2

  • Leaping Triangle Hold

    Back 60
    or
    hit
    +3d

    Removes Recoverable Health • Unbreakable • Can side switch on hit

  • Elbow to Arm Grab Flip

    Front 37 break 1
    start
    i11
    block
    -2
    hit
    +1d

    Throw break 1

  • Reverse Neck Breaker

    Front 37 break 2
    start
    i11
    block
    -2
    hit
    +1d

    Removes Recoverable Health • Throw break 2 • Side switch on hit

  • Jumping Flip

    Front 40 break 1+2
    start
    i12
    block
    +0
    hit
    +29a (-32)
  • Elbow Smash

    Front 43 break 1+2
    start
    i12
    block
    -6
    hit
    -2d

    Floor Break • Throw break 1+2

  • Attack Reversal

    Parry 25
    Synchrowiththeopponent'sattack or

Backhand Slap Combo 12

  • Backhand Slap

    Front 15 break 2
    start
    i13
    block
    -2
    hit
    +0

    Throw break 2 • Alternate input: qcf+2+4

  • Seoi Gyaku Juji-gatame

    Front 20 break 1+2
    DuringBackhandSlap
  • Stomach Lock

    Front 15 break 2
    DuringBackhandSlap
  • Neck Crusher

    Front 15 break 1
    DuringStomachLock
  • Leg Stretch Arm Lock

    Front 20 break 2
    DuringStomachLock
  • Betrayer

    Front 15
  • Twisted Nightmare

    Front 10 break 2
    DuringBetrayer
  • Neck Crusher

    Front 15 break 1
    DuringTwistedNightmare
  • Leg Stretch Arm Lock

    Front 25 break 2
    DuringTwistedNightmare
  • Arm Break

    Front 8 break 1
    DuringBetrayerorBackhandSlap
  • Double Arm Break

    Front 15 break 1
    DuringArmBreak
  • Falling Arm Break

    Front 15 break 2
    DuringArmBreak

Crab Hold Combo 5

  • Crab Hold

    Front 15 break 1
    start
    i13
    block
    -2
    hit
    +1d

    Throw break 1 • Alternate input: qcf+1+3

  • Commando Arm Lock

    Front 25 break 1
    DuringCrabHold
  • Heel Hold

    Front 8 break 2
    DuringCrabHold
  • Kneebar

    Front 20 break 1
    DuringHeelHold
  • Double Heel Hold

    Front 25 break 2
    DuringHeelHold

Attacks 103

  • Death by Degrees

    M 55
    DuringRage
    start
    i20
    block
    -18
    hit
    +0d

    Rage Art • Removes Recoverable Health • Reversal Break • Damage increases with lower health, maximum 82 • Freezes match timer on activation and on hit • Restores recoverable health on hit • Transition to attack throw on hit • Consumes Rage

  • Left Right Combo

    HH 15
    start
    i10
    block
    -3
    hit
    +8

    Jail from 1st attack with 8f delay • Enter SS +0 +11 t15 r9 with D_U

  • Biting Snake

    HHHL 33
  • Left Right to Spider Knee

    HHMT 40
  • Bermuda Triangle

    HHH 37
    start
    i22
    block
    -6
    hit
    +20a (+11)
    ch
    +49a

    Balcony Break • Combo from 2nd CH with 8f delay • Interrupt with i2 from 1st block • Input can be delayed 10f

  • Double Explosion 1

    HHM 37
    start
    i23
    block
    -14
    hit
    +17a (+8)
    ch
    +36d (+28)

    Balcony Break • Combo from 2nd CH with 7f delay • Input can be delayed 10f • Interrupt with i3 from 2nd block • Recovers 6F faster on hit (r28 t71)

  • Double Explosion 2

    HHHHM 49
  • PK Combo to Assassin's Blade

    HHM 43
    start
    i25~26
    block
    -11
    hit
    +15g
    ch
    +67a (+47a)

    Balcony Break • Interrupt with i1 from 2nd block

  • Right Left Combo

    HH 16
  • Biting Snake (Short)

    HHL 28
  • Right Jab to Spider Knee

    HMT 25
    start
    i18
    block
    -13
    hit
    +0d

    Knee • Combo from 1st CH with 7f delay • Input can be delayed 12f • Move cannot be interrupted • Transition to Triple Slaps throw automatically on standing front hit • Throw is unbreakable, rest of the chain throw is breakable

  • Jab Roundhouse

    HH 32
  • Double Explosion (Short)

    HM 32
  • Flash Kicks

    HHHH 44
    start
    i24
    block
    -6
    hit
    +20a (+11)

    Balcony Break • Combo from 3rd CH with 6f delay • Interrupt with i4 from 1st block • Input can be delayed 10f

  • Left High Kick to Spiral Explosion

    HM 36
    start
    i19
    block
    -9
    hit
    +36a

    Balcony Break • Side roll takes 34 frames, effective startup i53 • Interrupt with i33 from 1st block • Whiffs vs SS, SW from 1st normal hit (whiffs vs delayed SS/SW from 1st block) • 6 chip damage on block • Cancel to r38 FC with D

  • Head Ringer

    HH 34
    start
    i22
    block
    -6
    hit
    +20a (+11)

    Balcony Break • Combo from 1st hit with 8f delay • Interrupt with i2 from 1st block • Input can be delayed 10f

  • Right High Kick to Left Roll

    H 15
  • Right High Kick to Spiral Explosion

    HM 37
    start
    i19
    block
    -9
    hit
    +3
    ch
    +37a

    Balcony Break • Side roll takes 35 frames, effective startup i54 • Interrupt with i34 from 1st block • Interrupt with i23 from 1st hit • Whiffs vs SW from 1st normal hit (whiffs vs delayed SS/SW from 1st block) • 6 chip damage on block • Cancel to r38 FC with D

  • Easy Prey Kick Combo

    HM 35
    start
    i29~30
    block
    -2c
    hit
    +5c
    ch
    +21a

    Spike • Interrupt with i13 from 1st block • Whiffs vs SSR from 1st block

  • High Kick to Deadly Hunter

    HHL 56
    start
    i30~31
    block
    -12
    hit
    +4c
    ch
    +46a

    Balcony break on airborne hit • Combo from 2nd CH • Interrupt with i5 from 2nd block

  • High Kick to Deadly Assault

    HHMM 65
    start
    i35~39 i43~49
    block
    -6~+0
    hit
    +20a

    Spike • Combo from 2nd CH • Interrupt with i10 from 2nd block • Whiffs vs delayed SWL from 2nd block (Must perform SSL->SWL)

  • Ray Hands

    MM 19
    start
    i16~17
    block
    -3
    hit
    +8

    Homing

  • Fatal Blow

    M 20
    start
    i18~19
    block
    -10
    hit
    +11g

    Balcony Break • Homing • Enter CD -6 +15g t34 r15 with F

  • Ivory Cutter

    MM 24
    start
    i15~16 i13~14
    block
    -5
    hit
    +4c
    ch
    +6c

    Spike • Transition to CD with F (-2/+7c/+10c) • Second hit is +7c on CH if the first hit whiffs

  • Ki Charge

  • Swallowtail

    HMM 44
    start
    i27~29
    block
    -15~-13
    hit
    +27a

    Tornado • Aerial combo from 1st CH with 2f delay (+63a (+47)) • Interrupt with i5 from 1st block • Input can be delayed 19f • Move can be delayed 18f

  • Mimosa Combo

    HMH 46
    start
    i25~27
    block
    -3~-1
    hit
    +23a (+14)
    ch
    +40a

    Balcony Break • Aerial combo from 1st CH with 4f delay (+24a (+17)) • Interrupt with i3 from 1st block • Input can be delayed 19f • Move can be delayed 18f

  • Siren's Kiss

    HH 30
    start
    i14~15 i10~11
    block
    +3~+4
    hit
    +24a (+15)
    ch
    +54a

    Balcony Break • Does not jail • 2nd hit is homing

  • Sweeper Combo

    HHM 41
  • Double Whip

    HH 31
  • Blonde Bomb

    M 24
    start
    i17
    block
    -14
    hit
    +11a (+2)

    Balcony Break • Frame advantage is -8 if an attack is absorbed • Deals chip damage if an attack is absorbed

  • Impact Palm Bomb

    MM 34
    start
    i27
    block
    -14
    hit
    +10a (+1)

    Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Combo from 1st hit with 4F delay • Move can be delayed by 3F • Input can be delayed by 4F • Interrupt with i4 from 1st block

  • Quick Kiss Shot

    M 36
    onhitorblock
  • Uppercut to Jab

    MH 20
    start
    i16
    block
    -5
    hit
    +2

    Jail from 1st block • Combo from 1st hit • Enter SS -1 +6 +13 with D_U • Enter CD +0 +7 +14 with F • Links to 1 jab extensions

  • Silent Uppercut

    M 12
    start
    i15~16
    block
    -7
    hit
    +34a (+24)

    +4s on hit against crouching opponent • Does not launch crouching opponent

  • Assault Bomb

    MHHM 51
  • Creeping Snake

    MHHL 637
    start
    i23
    block
    -13
    hit
    -2

    Combo from 3rd CH with 2f delay • Interrupt with i4 from 3rd block • -2c vs crouching opponents • Move can be delayed by 11f

  • Creeping Snake to Geyser Cannon

    MHM 46
    start
    i19~20
    block
    -17
    hit
    +36a (+26)

    Tornado • Combo from 2nd CH with 10f delay • Interrupt with i8 from 2nd block

  • Creeping Snake to Right High Kick

    MHH 47
    start
    i22
    block
    -6
    hit
    +20a (+11)
    ch
    +49a

    Balcony Break • Combo from 2nd CH with 8f delay • Interrupt with i2 from 2nd block • Move can be delayed by 9f

  • Creeping Snake to Left Low Uppercut

    MHLM 45
  • Creeping Snake to Easy Prey

    MHLHM 73
  • Bisection Combo

    MM 27
    start
    i28
    block
    -10
    hit
    +2c

    Spike • Combo from 1st hit with 2f delay • Interrupt with i9 from 1st block • Whiffs vs SSR and SW from 1st block • Move can be delayed 10f

  • Left Middle to Right High Kick

    MH 33
  • Below the Belt Combo

    MMM 23
  • Low Jab to Mid Kick

    MM 15
    start
    i16~17
    block
    -11
    hit
    +0

    Combo from 1st CH • Jail from 1st block with ?F delay

  • Vertical Slitter

    LM 33
    start
    i28~29
    block
    -12
    hit
    +17a (+0)
    ch
    +71a (+55)

    Tornado • Balcony Break • Combo from 1st CH • Interrupt with i8 from 1st block

  • Left Spin Low Kick to Right Upper

    LM 28
    start
    i25~27
    block
    -11~-9
    hit
    +12~+14

    Combo from 1st CH • Interrupt with i5 from 1st block

  • Easy Prey

    LHM 44
    start
    i29~30
    block
    -7
    hit
    +22a

    Balcony Break • Spike • Combo from 2nd hit • Combo from 1st CH • Interrupt with i5 from 2nd block

  • Right Low Kick to Back Spin Chop

    LH 16
    start
    i24
    block
    +0
    hit
    +6
    ch
    +11

    Combo from 1st CH with 6f delay • Interrupt with i4 from 1st block • Input can be delayed 9f • Cancel to SS with D_U (-13/-2) • * Cannot block up to i21 on block?

  • Right Backhand Body Blow

    M 20
    start
    i24~25
    block
    -5
    hit
    +8
    ch
    +61a

    Strong Aerial Tailspin • Homing • Crumple stun +11F on CH

  • Stiletto Heel

    L 17
    start
    i20
    block
    -13
    hit
    +4c
    ch
    +13a
  • Slicer

    L 5
    start
    i16~17
    block
    -9a
    hit
    +2
  • Geyser Cannon Combo

    LM 26
    start
    i27~28
    block
    -13
    hit
    +71a (+55)

    Tornado • Combo from 1st CH with 1f delay • Interrupt with i8 from 1st block • Whiffs vs SSR, SWR from 1st block

  • Reverberation Palm Bomb

    MM 27
    start
    i11 i18
    block
    -14
    hit
    +10a (+1)

    Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Jail from 1st attack

  • Geyser Cannon

    M 21
    start
    i18~19
    block
    -17
    hit
    +36a (+26)

    Tornado

  • Throat Slasher to Glass Jaw

    HM 32
    start
    i28~29
    block
    -12
    hit
    +7
    ch
    +71a (+55)

    Tornado • Combo from 1st hit with 1f delay • Interrupt with i9 from 1st block • Whiffs vs SSR from 1st block • Can hit grounded when off-axis

  • Backhand Combo

    HHH 44
    start
    i25~26
    block
    -9
    hit
    +9g
    ch
    +14c

    Balcony Break • Combo from 1st CH • Combo from 2nd CH with 5f delay • Interrupt with i5 from 2nd block • Cancel to SS -10 +1 with D_U • * If Nina uses a SS attack after the cancel, interrupt with i22 on block, i11 on hit • * Cannot block i25 moves on block or i14 on hit • Input can be delayed 13f

  • Stinger Heel Kick Combo

    MH 27
    start
    i20~21
    block
    -8
    hit
    +14c
    ch
    +45a

    Combo from 1st hit with 16f delay • Interrupt with i2 from 1st block • Move can be delayed by 10F • Input can be delayed by 17F

  • Spear Kick

    H 15
    start
    i14
    block
    -9
    hit
    +9
    ch
    +15
  • Shockwave Palm

    MM 25
    start
    i16 i8~10
    block
    -4
    hit
    +5a

    Removes Recoverable Health • Balcony break on airborne hit • Combo from 1st hit only if the second hit connects on i8 • 2nd hit available only as combo from 1st • If the second hit connects on i9~10, frame advantage on hit will be -16 • Powered up in heat

  • Out of Sight to Assassin Somersault Kick

    HM 36
    start
    i28~29
    block
    -15~-14
    hit
    +27a

    Tornado • Interrupt with i1 from 1st block

  • Out of Sight to Kiss Shot

    HHHH 34
    start
    i28 i5 i5
    block
    -5
    hit
    +8c

    Balcony Break • Weapon • Combo from 1st hit with 8F delay • Interrupt with i1 from 1st block • 12 chip damage on block • Powered up in heat • Move can be delayed by 7F • Input can be delayed by 8F • Forces tech backroll on hit

  • Reverse Ivory Cutter

    MM 18
    start
    i15 i13~14
    block
    -15
    hit
    +34a (+24)

    Tornado

  • Power Charge

    ! 50
  • Left Backhand Body Blow

    M 15
    start
    i20~21
    block
    -16
    hit
    +20a

    Sidesteps to the left

  • Skull Splitter

    M 20
    start
    i26
    block
    -5
    hit
    +26a

    Spike

  • Binding Whip

    MM 20
    start
    i21
    block
    -13
    hit
    +49a (+40)

    Spike • Combo from 1st hit with 9f delay • Interrupt with i3 from 1st block • Move can be delayed 7f

  • Catapult Kick

    M 20
    or or
    start
    i14
    block
    -10
    hit
    +21a (+11)

    Balcony Break

  • Can Opener

    HLH 47
    start
    i20
    block
    -6
    hit
    +5

    Combo from 2nd hit • Move cannot be interrupted • Enter SS -5 +6 with D_U

  • Running Jump Kick

    MT 33
  • Leaping Axe Kick

    M 23
    or or
    start
    i18
    block
    -9
    hit
    -1
  • Sunset Strike

    H 20
    start
    i14
    block
    -4
    hit
    +32a (+24)

    Balcony Break • Cannot be buffered • Transition to +6, +42d CD with F • 4 chip damage on block

  • Bad Habit

    M 24
    start
    i15
    block
    -14
    hit
    +8
    ch
    +52a

    Cannot be buffered

  • Kneel Kick

    M 20
    start
    i28~32
    block
    -10~-6
    hit
    +9g~+13g
    ch
    +21a

    Spike • Tech roll to r32 FC on frames 29~34 • 5 recoverable self-damage on whiff without tech roll • Clean hit on block +16g~+20g, 30 damage • Opponent recovers crouching • Cannot be buffered

  • Bombshell Blast

    M 26
    start
    i23~24
    block
    -5
    hit
    +12a (+3)

    Balcony Break • Chip damage on block • Cannot be buffered

  • Wipe the Floor

    L 20
    start
    i20~24
    block
    -37
    hit
    +14a
    ch
    +55a (+39)

    Faster version of df+3+4

  • Ducking Step

    qcf
  • Hellbringer

    M 21
    qcf
  • Shut Up

    M 25
    qcf
  • Sideslip

    L 17
    qcf
  • Lapwing Kiss Shot

    MHHHH 47
    qcf
  • Evil Mist

    !
    qcf
  • Sway

    qcb
  • Ice Pick

    M 20
    qcb
  • Electric Ray

    MM 30
    start
    i32~35
    block
    -4~-1
    hit
    +17a

    Spike • Combo from 1st hit • Interrupt with i8 from 1st block • Whiffs vs SSR, SWR from 1st block • 6 chip damage on block

  • Stingray

    MM 31
    start
    i24~25
    block
    -13
    hit
    +34a (+19)

    Tornado • Combo from 1st hit • Move cannot be interrupted

  • Spiral Bombshell Blast

    M 30
    start
    i20~21
    block
    +4
    hit
    +12a (+3)

    Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • CDf+1+2: i22~23 • 9 chip damage on block

  • Diving Hornet

    MM 37
    WS
  • Fluttering Kiss Shot

    MHHH 35
    WS
  • Palm Uppercut

    M 15
    WS
  • Spider Knee

    MT 25
    WS
  • Toe Smash to Spiral Explosion

    MM 37
    WS
  • Flashing Escape

    MH 38
    WS
  • Haematopus Kiss Shot

    MHHHH 47
    WS
  • Low Jab Rising Kick

    MM 18
    FC
  • Snakeshot

    M 15
    SS
  • Double Shot

    MM 30
    SS
  • Lift Shot

    M 15
    SS
  • Heel Slicer

    L 14
    SS
  • Tranquilizer

    LH 36
    SS
  • Spiral Explosion

    M 22
    SS
  • Twist Jab

    H 15
    Backtoopponent,
  • Twisted Mind

    L 16
    Withopponentdown

During Heat 8

  • Heat Burst

    M 15
    WhenHeatactivationisavailable
  • Blonde Bomb

    M 24
    start
    i17
    block
    -14
    hit
    +11a (+2)

    Balcony Break • Frame advantage is -8 if an attack is absorbed • Deals chip damage if an attack is absorbed

  • Aconite

    MH 37
    start
    i18
    block
    -9
    hit
    +13c

    Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • Combo from 1st hit with 14f delay • Move cannot be interrupted • Input can be delayed 15f • Move can be delayed 9f • Forces tech backroll on hit

  • Reverberation Palm Bomb

    HM 27
    start
    i11 i18
    block
    -14
    hit
    +10a (+1)

    Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Jail from 1st attack

  • Spiral Bombshell Blast

    M 30
    start
    i20~21
    block
    +4
    hit
    +12a (+3)

    Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • CDf+1+2: i22~23 • 9 chip damage on block

  • Shut Up

    M 25
    qcf
  • Kiss Shot Penetrator

    MMHHHH 35
    DuringHeat
    start
    i16, i8~10, i28, i35, i42, i49
    block
    ±0
    hit
    +33a (+7)

    Balcony Break • Weapon • Removes Recoverable Health • Combo from 1st hit only if the second hit connects on i8 • 2nd hit available only as combo from 1st • If the second hit connects on i9~10, frame advantage on hit will be -16~-15 • Transition to FC on hit • Jails • Consumes 240F of remaining Heat time • 15 chip damage on block

  • Bullet Assassination

    MHHHHM 50
    DuringHeat

10 Hit Combos 2

  • HHHHHLLMLM 86
  • MHHHHLLMLM 92

Nina's Tekken 8 movelist from the Tekken Wiki, frame data from wavu.wiki.