

Nina
Ideal Team Position: Anchor
The Tekken franchise’s longest-tenured female character was once considered so outrageously dominant that “#PlayNina” was put on a shirt and given away as a side prize to whoever won EVO 2014. On defense, she has air crush moves that lead to full combos, an excellent one-bar reversal that also leads to a combo, and modest-ranged cancellable normals that allow her to play footsies where necessary. On offense, she has an unblockable attack throw that can break an opponent’s guard, a decent high-low game where she can remain at advantage, juggles that will always land in a free tag-in, ki charge, or anything else she wants to do thanks to the hard knockdown it gives. The very low angle of her j.HP is difficult to anti-air on reaction and gives her yet another offensive option to get in close and put her opponent in a storm of frame advantage, high-low mixups, and guard break opportunities. As v2013 progressed, a hole in her game was discovered: her dominance is watered down if her opponent is willing to let her come to them rather than try to press the attack first. If the opponent is able to keep her out through effective anti-airing, a careful ground game, and punishing her reversal (EX Geyser cannon, qcb+KK), Nina becomes a little bit less scary. If you’re playing as Nina, have her as an anchor character that can overwhelm the opponent with her devastating offense and shut down the opponent’s counterattack with her defensive options.
Strengths | Weaknesses |
---|---|
+High damage output +Her LK Geyser Cannon (qcb+LK) possesses Air Crush properties, making her completely immune to airborne attacks while executing this move. Furthermore, using this as an anti-air can lead to full combos +LP+MK Overhead is safe on block, bounds on counter-hit, and leads to a hard knockdown when used as a combo ender. Furthermore, the opponent’s recovery after the hard knockdown gives Nina enough time to raw tag in her partner with no penalty or loss of position +Able to set up a counter hit charge for okizeme, safe tag, or relaunch back to her partner without sacrificing any damage +Strong pressure game thanks to the ability to combo from several different attacks, a safe blockstring from Skull Splitter (rdp+P, this is a low attack!) and break the opponent’s guard with Backhand Slap (hck+k, PP) or continue pressure with an empty Backhand Slap dash that continue to leave her in position to continue attacks. Only the EX version will grab crouching opponents. +Strings can be useful for confirming and even putting opponents in mix-up situations that can lead to full combos +j.HP has a very low angle and fairly quick startup, making it difficult to anti-air at mid-range as it can hit opponents earlier than similar heavy attacks. +Capable of converting unusual tag cancels into big combos due to the “screen lock” glitch |
- Low health total at 900 |
Moves
Normal Attacks


































crossup





crossup





crossup















crossup
Unique Attacks












to Spider Knee





















Spin Low Kick

















or boost combo










Left Low Uppercut













Left Low High Kick










4rd hit can

or boost combo

Throws









Special Moves
















evades fireballs










automatically performed
on












Super Combo




Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far\Close LP | H | 30 | 3 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far\Close MP | H | 60 | 5 | 3 | 11 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far\Close HP | H | 90 | 11 | 5 | 21 | 0 | -6 | - | 3 | 1 | 1 | Forces standing | |
Far\Close LK | H | 30 | 6 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far\Close MK | H | 60 | 6 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far\Close HK | H | 90 | 12 | 5 | 20 | +1 | -5 | - | 3 | 1 | 1 | Whiffs on crouching opponent | |
Crouch LP | H | 30 | 4 | 3 | 9 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | H | 60 | 6 | 4 | 13 | +4 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | H | 80 | 5 | 6 | 17 | +3 | -3 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 4 | 6 | 11 | 0 | -3 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 6 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | L | 90 | 7 | 5 | 23 | hard knockdown | -8 | - | 3 | 1 | - | - | |
Jump LP | M | 40 | 4 | 7 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MP | M | 70 | 6 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HP | M | 100 | 8 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump LK | M | 40 | 5 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MK | M | 70 | 8 | 8 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 100 | 7 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 4 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 120 | 15 | 6 | 18 | hard knockdown | -6 | - | - | - | - | Invulnerability frames 1-20, Resembles HK Geyser Cannon |
Arm Grab Flip | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Over the Back Toss | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Ivory Cutter | LP+MK | M | 50,50 | 15 | 2(10)2 | 15 | +2 | -2 | - | 5,5 | 3,3 | 0 | On Hit: +1 on crouching opponent, 1st hit: Float on counter hit, 2nd hit: Ground bounce on counter hit and on airborne opponent |
Left Right Combo | LP > MP | H | 60 | 8 | 8 | 14 | +4 | 0 | SM,EX,SA,CA,BC | 2 | 0 | 1 | Stagger (+24) on crouching counter hit |
Left Right Combo to Spider Knee | LP > MP > LK | H | 70 | 10 | 4 | 16 | knockdown | -5 | SM,EX,SA,CA,BC | 2 | 1 | 0 | - |
Bermuda Triangle **LC | LP > MP > MK | H | 80 | 12 | 12 | 25 | +4 | -13 | BC | 3 | 1 | 0 | Knockdown on airborne opponent |
- | LP > MP > LP | H | 50 | 7 | 7 | 14 | -3 | -3 | BC,LA | 1 | 1 | 0 | - |
Biting Snake | LP > MP > LP > MK | L | 70 | 9 | 9 | 22 | hard knockdown | -9 | BC,LA | 3 | 1 | 0 | Knockdown on airborne opponent |
High to Spin Low Kick | MK > LK | L | 40 | 10 | 5 | 10 | +4 | -4 | BC,LA | 1 | 1 | 0 | Knockdown on airborne opponent, Can be started off Boost combo |
Blonde to Uppercut | MK > LK > MP | H | 50 | 10 | 6 | 15 | float | -3 | SM,EX,SA,CA,BC | 3 | 1 | 0 | - |
Blonde to High Kick | MK > LK > MK | H | 60 | 10 | 4 | 20 | +1 | -7 | BC,LA,Rolling Dash | 3 | 1 | 0 | Knockdown on airborne opponent |
- | df+LK | H | 50 | 6 | 3 | 14 | 0 | -3 | - | 2 | 1 | 0 | Forces standing, Knockdown on airborne opponent |
- | df+LK > LK | H | 50 | 9 | 4 | 10 | +4 | -1 | - | 2 | 1 | 0 | Knockdown on airborne opponent |
- | df+LK > LK > LK | H | 50 | 8 | 4 | 10 | +4 | -1 | BC,LA | 2 | 1 | 0 | Knockdown on airborne opponent |
Flash Kicks | df+LK (> LK > LK) > MK | H | 70 | 8 | 5 | 14 | +12 | -1 | SM,EX,SA,CA | 3 | 1 | 0 | Knockdown on airborne opponent |
- | df+LK > MP | H | 50 | 8 | 3 | 14 | 0 | -2 | SM,EX,SA,CA,BC | 2 | 1 | 0 | Knockdown on airborne opponent |
- | df+LK > MP > d+LK | L | 30 | 10 | 5 | 10 | +2 | -4 | BC | 2 | 1 | 0 | Doesn’t combo, Knockdown on airborne opponent |
Creeping Snake to Left Low Uppercut | df+LK > MP > d+LK > MP | H | 50 | 10 | 6 | 15 | float | -3 | SM,EX,SA,CA,BC | 3 | 1 | 0 | Doesn’t combo |
Creeping Snake to Left Low High Kick | df+LK > MP > d+LK > MK | H | 50 | 8 | 4 | 18 | +3 | -5 | BC,LA,Rolling Dash | 3 | 1 | 0 | Knockdown on airborne opponent |
Skull Splitter LP | b,d,db+LP | L | 80 | 15 | 4 | 18 | +1 | -7 | - | 3 | 1 | 1 | Airborne frames 2-13, Hard knockdown on counter hit, Ground bounce on crouching counter hit, Knockdown on airborne opponent, On hit: 0 on crouching opponent |
Skull Splitter MP | b,d,db+MP | L | 80 | 15 | 4 | 16 | hard knockdown | -5 | - | 3 | 1 | 1 | Airborne frames 2-13, Ground bounce on crouching counter hit, Float on airborne opponent |
Skull Splitter HP | b,d,db+HP | L | 80 | 17 | 4 | 16 | hard knockdown | -5 | - | 3 | 1 | 1 | Airborne frames 5-15, Ground bounce on crouching counter hit, Float on airborne opponent |
Skull Splitter EX | b,d,db+PP | L | 120 | 15 | 4 | 18 | ground bounce | -7 | - | 3 | 0 | 1 | Invulnerability frame 1, Airborne frames 2-13, Attacking arm crushes crouching attacks on frame 15 |
Geyser Cannon LK | qcb+LK | H | 60 | 8 | 6 | 18 | float | -10 | - | 2 | 2 | 0 | Crushes airborne attacks frames 7-13 |
Geyser Cannon MK | qcb+MK | H | 80 | 18 | 6 | 18 | float | -7 | - | 2 | 2 | 0 | - |
Geyser Cannon HK | qcb+HK | H | 100 | 20 | 6 | 18 | float | -7 | - | 2 | 2 | 0 | - |
Geyser Cannon EX | qcb+KK | H | 80 | 15 | 6 | 18 | float | -10 | - | 2 | 2 | 0 | Invulnerability frames 1-14 |
Blonde Bomb LP | qcf+LP | H | 70 | 15 | 4 | 28 | 0 | -6 | - | 4 | 5 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Blonde Bomb MP | qcf+MP | H | 80 | 16 | 4 | 28 | +2 | -6 | - | 4 | 5 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Blonde Bomb HP | qcf+HP | H | 100 | 17 | 4 | 28 | hard knockdown | -6 | - | 4 | 5 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Blonde Bomb EX | qcf+PP | H | 130 | 28 | 6 | 24 | crumple | +1 | - | 4 | 5 | 0 | Chargeable: 51F for Super Art, Invulnerability frames 2-5, Throw and upper body projectile invulnerability frames 6-27 |
Rolling Dash LK | hcf+LK | - | - | 14 | - | 12 | - | - | PP | - | - | - | Upper body projectile invulnerability frames 1-25 |
Rolling Dash MK | hcf+MK | - | - | 14 | - | 12 | - | - | PP | - | - | - | Upper body projectile invulnerability frames 1-25 |
Rolling Dash HK | hcf+HK | - | - | 17 | - | 9 | - | - | PP | - | - | - | Upper body projectile invulnerability frames 1-25 |
Backhand Slap | PP during Rolling Dash | L | 40 | 9 | 3 | 30 | +6 | -11 | PP | 3 | 0 | - | Upper body projectile invulnerability frames 1-11, Input PP between frames 79-89 for follow-up attack |
Arm Break | PP during Backhand Slap | - | 80 | - | - | - | knockdown | - | PP | - | - | - | Input PP between frames 72-109 for follow-up attack, If input is mistimed: opponent isn’t knocked down and Nina receives 20 damage |
Double Arm Break | PP during Arm Break | - | 120 | - | - | - | hard knockdown | - | - | - | - | - | - |
Rolling Dash EX | hcf+KK | - | - | 19 | - | 7 | - | - | PP | - | - | - | Upper body invulnerability frames 1-25 |
Backhand Slap EX | PP during EX Rolling Dash | unblockable | 40,60 | 9 | 3 | 30 | hard knockdown | - | PP | 3 | 0 | - | Upper body invulnerability frames 1-11, Input PP between frames 161-198 for follow-up attack, if input is mistimed: opponent isn’t knocked down and Nina receives 10 damage |
Double Arm Break EX | PP during EX Backhand Slap | - | 100 | - | - | - | hard knockdown | - | - | - | - | - | - |
Double Explosion | qcf+PPP | L,H,M,M,H | 20,50,30x3,140 | 12 | 5(15)2(26)2(2)3(6)4 | 53 | hard knockdown | -35 | - | 3,3,3,3,3 | 0,0,0,0,4 | - | 64 frames cinematic freeze before attack begins, Invulnerability frames 1-11, Projectile invulnerabaility frames 12-28, Airborne frames 16-89 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 40 | switch | -18 | - | 3 | - | - | 61 frames cinematic freeze before attack begins, Invulnerability frames 1-9 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far\Close MP | H | 42 | 5 | 3 | 23 | -5 | -9 | EX,SA,CA | - |
Far\Close HP **LC | H | 63 | 11 | 5 | 25 | -4 | -10 | - | Forces standing |
Far\Close MK **LC | H | 42 | 6 | 4 | 23 | -6 | -10 | EX,SA,CA | - |
Far\Close HK **LC | H | 63 | 12 | 5 | 28 | -7 | -13 | - | Forces standing |
Crouch MP **LC | H | 42 | 6 | 4 | 25 | -8 | -14 | EX,SA,CA | - |
Crouch HP **LC | H | 56 | 5 | 6 | 28 | -8 | -14 | EX,SA,CA | Forces standing |
Crouch MK **LC | L | 42 | 6 | 4 | 23 | -6 | -10 | EX,SA,CA | - |
Crouch HK **LC | L | 63 | 7 | 5 | 33 | hard knockdown | -18 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cr.HP xx qcb+HK, rdp+MP, cr.HP xx qcb+HK, LP+MK (410)
(0bar, medium)
- cr.MK xx qcb+HK, rdp+MP, cr.HP xx qcb+HK, LP+MK (390)
(0bar, low, medium)
Hit Confirm Combos
- st.MP, st.MP, cr.MP xx qcb+HK, rdp+MP, cr.HP xx qcb+HK, LP+MK (396)
(0bar, medium)
- cr.LK~st.MK>LK>MP, rdp+MP, cr.HP xx qcb+HK, LP+MK (297)
(0bar, low, medium)
- df+LK>LK>MK xx qcb+HK, rdp+MP, cr.HP xx qcb+HK, LP+MK (384)
(0bar, medium)
Post-launch Combos
- st.MP, cr.HP xx qcb+HK, LP+MK/HP+HK
(0bar, medium)
- st.MP, cr.HP xx rdp+P, qcf+HP
(0bar, medium)
- cr.HP xx rdp+HP, cr.HP xx rdp+HP, LP+MK
(0bar, hard)
Advanced Combos
- LP+MK, hcf+K>PP>PP>PP (322)
(0bar, counterhit, easy)
- cr.MK, cr.LK xx qcb+LK, rdp+HP, cr.HP xx qcb+HK, LP+MK (347)
(0bar, counterhit, medium)
Combos Into Supers
- N/A