

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




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