|| Nina Williams || "You gotta be kidding me!"

This thread is for fans of the hottest woman in Tekken series Nina Williams. I’m actually surprised no one made a thread for her yet, but maybe there’s not as many people playing Nina as I thought originally. Feel free to come on in discuss anything Nina related, I’ll be updating the thread as more information and strategy’s come up.



nina, although favorite she is my favorite tekken character, is the least attractive female fight model of the entire game her eyes and lips look terrible… but i was looking for soem help using her i had a few questions if anyone knows the answer to them

*What are good frame trap set-ups…to catch an opponent trying to counter attack with out the frame advantage to do so.

*B+1(back and lp) do u think that this move is a good answer for eddy’s and baeks that spam mix-ups on block?

*u/f+1(upforward lp) is this move a reliable move to catch opponents going for low starters?

  • What are good tick throw set-ups…one i have is qcf+lp then grab… Or cancel back+rp into a grab

*what are ninas safe mids…is blonde bomb(forward 1+2) the best one for mix-up purposes…

*is there a move that hits high, but dogdes your opponents high attempt moves. jin and eddy have a kick like this.

*Is d/f LK>RP frame advantage without sidestepping?

  • good oki with nina, mid/low oki set-ups

  • What are good options for catching sidestepp movement

*Any place to see frame data for nina?

*What combo or move is good for punishing a blocked floor sweep.

*what combo or move punishes a sucessful low parry.

Thanks so much for all the help.

No, its not safe on block and it’s launch punishable. I would use it sparingly.

This is not bad, its safe on block (-6) and its mid. It did lose tracking from DR though, so make sure it doesn’t get stepped.

SS+1~b isn’t a bad option as its + on block (I think it’s only +5 now, which was toned down from T5DR).

Unless they changed her frame data from DR, blonde bomb is -17, meaning eddy gets a free d/f+3+4 for a launch. I woudn’t recommend using that move. Try her new u/f+2,1. It’s mid/mid and you can hit confirm it. I think it’s only -13. You can hit confirm it, if you stop at u/f+2 its only -10

You can use stfu (qcf+2, only -10) or d/b+2 (-11) They hit mid, which is better.

Mis read the question, d/f+3,2 is ok, but it doesn’t jail. That means that you can block the first hit and duck the 2nd on reaction.

Post some scenarios sir, there’s a best option for each situation.

d/f+1+2. Safe on block, mid, push back and crumple stun on CH


*disclaimer - It’s in Japanese.

ws+2, d/f+3,2, ss+1~f (deep), iws1x4, 1+4(b!), dash iws+1, ff+3 … only if your sick with it :tup:

Haha, I’ve been using stuff that’s sub-optimal. I’ll find out for ya (as I’ll need to know too)

thanks alot man…i been actually try alot of stuff out…f/d 3>2 isnt broken but its pretty good because it has alot of chains afterward and automatically hits crouching opponents for both hits…d/f+1 is a godly poke it puts her at enough frame advantage to go for a command throw or u can mix in another d/f+1 then go for d/b+3 and mix in another throw or go into d/f 3>2 alot of these kinda force the opponent to duck low allowing u to mix in launchers or b 1+@ nina 's highs are so damn good.

And it seriously blows that all frame data for tekken is in another language

i like the classic jab to throw… Nina’s standing 1 is + on block and hit, so i just let em block it a few times to get a pattern in, then i go for a 2+4 throw which in turn leads into a few multithrows for extra damage

all of her snake dash moves (qcf) will dodge high attacks if used right… think of it as a crouchdash but more fluid

i like to mixup her oki options… u/f+3+4 hits mids and will override ALOT of wakeup games with a nice counterhit, and if they try to kick (mid or low) they’ll eat the whole throw and if that lands simply shift into her multithrow for some free damage… another move is d+3,2 which is good after a B!, but it will also catch rolls and float them into a juggle… and lastly if they’re in the corner and you’re good enough to pull it off you can go in with the deadly mist (hcf,n,hd/b+3+2) it’s unblockable, it beats just about every wakeup game if timed right, it hangs in the air for a second, and it sends them into a stun… it’s also really risky so stick to other oki moves till you’ve mastered the motion and timing

d/f+1+2 works well yeah… or you could just counter sidestep… right now i forget her tracking moves

i’ve found that Nina’s spinning wheel moves ( b+1+4 or just 1+4) are good for both of these… the back version launches on a normal hit, and the forward version causes a bound state that leads to a free ground hit or oki… oh and also since low parries send the opposition straight into B! state you can simply use whatever you’d use after a sucessful bound… my preference is d+3,2 which floats into a juggle if they try to roll

Some poor information here sir.

d+3,2 is launch on block by most characters and should not be used. It’s -15 for reference. Post bound your best option is iws+1, f,f+3 or iws+1,1+2. The latter for damage, the former for wall splats.

u/f+3+4 is a poor move. Most good players (read good, not online scrubs) will know how to break mpts. Also keep in mind if this gets blocked they get free wakes. Against certain characters that means a wrong guess = wall carry to wall rape.

Unless properties have changed (and as far as I know they haven’t), Evil Mist can be ducked or stepped. You will eat a launcher against a good player for a whiff punish. Very risky.

In Tekken 6, you shouldn’t be sidestepping much… I wouldn’t recommend a counter ss, you may just eat a d/f+2.

b+1+4 is launch on block… Use it for whiff punishing or a blocked launcher…

Blocked floor sweeps is ws+2 for a juggle (this move is i15), or ws+1,1+2 (afaik i14) for knockdown and mixups.

As for a post b! combo start it with d/f+1 (for an easy mode combo) or ssr+1 into multi iws+1 combo.

What do you think of this Nina combo? d/f+2, d/f+3,2 , d/f+3,2 , into f+1+2? I think it’s pretty good and it pushes them far away from you. And if done on the wall! BIG DAMAGE!

Don’t troll, please elon =/

But it really is the only Nina combo I know.

bring back u/f+1 from tekken 5 days!
i stopped playing nina after she got a big nerf in T5:DR. Then again I haven’t played much T6 because SF4 occupies most of my time. How is she anyway in T6BR?

if I tell you she sucks, will you stick with SF4?

hahaha probably will still stick with SF4 as it’s still my current “main” competitive game. When/if I pick up T6 I’ll probably go back to my secondary characters such as King who i gave up on just because I could never get his iSW down. Or maybe go back to playing Dragunov. I’m attracted to characters who have the striking abilities as well as good grapple combos which was one of the reasons that attracted me to Nina in the first place.

I don’t like how in the Tekken series with each iteration for balance changes instead of giving moves less priority or tweaking with them for a bit they’ll absolutely omit if from the game :tdown:. Also Tekken seems to favour mishimas alot akin to how Street Fighter favours the shoto characters.

At least there is a bit of variety in the selection of players you fight against unlike in Street fighter where you’ll be fighting Ken, Ryu and Akumas all day long.

1- f+3, (+6 on block good for CH bait) ss+1~b (+2) or ss+1~f (+6)

2- Only use b+1 when your certain it is going to hit, it’s easily launch punishable.

3-Not really, it’s only really a good use for when they’re going to followup a low when they’re on the ground, the low crush hitbox on this isn’t very reliable.

4-d/f+1, (on hit only you don’t want to do a throw after -4 trust me ) 1,2, ss+1~b~uf1+2 or cancel into a throw, 1+4 (only +2 after hit with 1+4 be cautious)

5-Hell no, bb is over 20 frames in speed, and launch punishable on block but push back saves it, and it only tracks from far range, I suggest you never use bb in any situation. Nina’s safe mids below:

d/f+1 13 frames, great for mixups and d/f+1,2 one of Nina’s best moves
d/f+4 safe mid kick that has fair range, 12 frames.
d/f+3,2 safe, +1 on block but it doesn’t jail…easily punishable. and d/f+3,4 d/f+3,3,3 etc.
ss+1~b +2 on block and ss+1~f +6 on block
ws+1 -6 on block, +5 on hit, one of Nina’s best ws moves and poke, leaves you right infront of the opponent, great for ss+2 baiting.
d/f1+2 homing move, recoverable stun on CH for a launch.
ws+4, 11 frames, ws punisher. also good.
uf+1 launcher, -6 it’s okay to throw out once in awhile, but lost all of it’s tracking.
df+2 launcher, -6 15 frames
I may be missing some, but those are a bunch of her safe mids.

6- No

7-Yes, it’s +1 on block

8-You can use d/f+1 if they’re going to follow up from the ground, and u/f+1 etc. some of Nina’s oki moves below:

ff+1+2 (and charged)
d+2 picks up from ground if they roll, and after B! to ws+1>d+2 if they lay there d+2 will pick them back up for a momentum reset, but you don’t get another B!
d+3 off axis

9-list of Nina’s tracking moves:

d/b+2 -11 punishable
d/b+3 tracks somewhat, but not really reliable
blonde bomb tracks at far range
1+4 tracks at far range.

10-Inatekken is confirmed indeed, translate with google.

11-Nina’s ws punishers are:

11 frames=ws4
13 frames=ws+1,1+2
15 frames=ws+2
20+frames crouch cancel into DC (db+3+4) and b+1+4

12-d/f+1, d/f+3,2, f+4,3,3 and for max damage d/f+3,2, ss+1~f~1, qcf~uf1x3, ff+3

Hope this also helped a bit.:wonder:

nina is practically the same from dr, only major changes to her game are her wall carry (which is soooooo good) and db+3.


are still the moves youll be using the most

UF+2, 1 or 9RP, LP is good, imo.

I found that this is an extremely easy hitcheck, that can lead into a combo(because it bounds on the 2nd hit) on any hit, it seems.

The problem with this move is that it’s not all that fast. If you’ve got the room to do it, adv wise or something, do it though. It’s probably a great move to use on turtlers when you want to poke safe, and get some more normal hit rewards.

man… is it me… or can Nina take it to the wall waaaaaaaaay too easily?.. i mean from a nina player’s perspective it’s awesome… but half the juggle combos i perform can carry my opponent to any wall from basically anywhere… and once they’re there any pushback move gets great reasults… my personal favorite is the d/b1+2 … is the doctor in?

You could do that. . .if you know for sure your opponent is going to die from it. Mostly her BnB juggles will be something like:

Launcher > D/F+3, 2 > SS+1~hold F~WS+1 > dash jab (1) > 1+4 B! > dash up WS+1 > F, F+3

Incoporating “SS+1~into whatever” is crucial for juggling with Nina.

Especially if you’re on a wall stage. Mastering multiple WS+1’s in a single juggle is very useful to carry your opponent to the wall for more rape. However, most people think “How the hell can you do multiple WS+1’s in a juggle?” Basically during the juggle you do QCF~N~1. Be sure to pause for a slight milisecond after doing QCF and then press 1 otherwise she’ll end up doing QCF+1.

That’s the basic way of doing 2-3 WS+1’s in a single juggle. In the Japanese videos you’ll see them doing it and with the last WS+1, they’ll follow it up with 1+2 to carry them into the wall if they’re not close enough.

Once your opponent is on the wall you can do D/F+3, 2 > 1+4 B! IF you haven’t bounced them yet. After the bounce the rest is up to you.


If you already used a bounce move you can do D/F+1, 2, F+1+2 or D+3, 4, 3 for a wall juggle. D/F+1, 2, F+1+2 is more consistant cuz it will always hit even if your opponent is off axis unlike D+3, 4, 3.

Yeah her WS+1 allows her to carry her opponent great distances making her a bitch on wall stages. But Julia still has the best wall carry with her elbow.

Well Nina has the multi Iws1’s in a juggle and from testing it’s just as much wall carry if not better than Julia’s elbows. Respectively, Nina can take you across the whole Lightning Storm stage easily with multi Iws1.

Here’s Nina’a BR Combo


d/f+2, d/f+3,2~SS+1~b, u/f+4, 1, 1+4 B! iWS+1, f,f+3 dmg 71
d/f+2, d/f+3,2~SS+1~f, WS+1, 1, 1+4B! iWS+1, f,f+3 dmg 64
d/f+2, d/f+3,2 u/f+2,1 B! d/f+3,2, f,f+3 dmg 60
d/f+2, d/f+3,2, d/f+3,2, 1+4 B! d+2,3 dmg 62
d/f+2, d/f+3,2~SS+1~f iWS+1, 1, 1+4 B! d+2,3 dmg 66
d/f+2, d/f+1, d/f+3,2, u/f+2,1 B! d/f+3,2, f,f+3 dmg 64
d/f+2, d/f+3,2~SS+1~b u/f+4, iWS+1x3 1+4 B! iWS+1, f,f+3 dmg 81
d/f+2, d/f+3,2, 1, d/f+3,2, 1+4B! iWS+1, f,f+3 dmg 67
d/f+2, d/f+1, d/f+3,2, f+4,3,3B! iWS+1, f,f+3 dmg 68
d/f+2, d/f+3,2~SSR+1~f, iWS1x4, 1+4B! iWS+1, f,f+3 dmg 77
d/f+2, d/f+1, d/f+3,2~SSL+1~f, iWS+1, 1+4B! iWS+1, f,f+3 dmg 69 (on Marduk only)
d/f+2, d/f+1, u/f+4. d/f+1, d/f+3,2, 1+4B! iWS+1, f,f+3 dmg 72 (on Marduk only)


qcf+2, d/f+1, d/f+3,2, 1, 1+4 B! iWS+1, 1+2 dmg 72
qcf+2, d+4,1, u/f+2,1 B! d/f+3,2,3 dmg 68
qcf+2, d/f+3,2, d/f+3,2, 1+4 B! iWS+1, f,f+3 dmg 77
qcf+2, d/f+3,2~SS+1~f WS+1, 1, 1+4 B! iWS+1, f,f+3 dmg 81


qcf+1, u/f+2,1 B! SS~1~b, u/f+4, 1, f,f+3 dmg 71
qcf+1, u/f+2,1B! SS+1~b, u/f+4, iWS+1x4, f,f+3 dmfg 89
qcf+1, u/f+2,1B! SS+1~b, u/f+4, iWS+1x4, 1+4 dmg 83


u/f+1, WS+1, d/f+1, d/f+3,2, 1, 1+4 B! iWS+1, 1+2 dmg 68
u/f+1, WS+1, u/f+3, d+4,1, 1+4 B! iWS+1 1+2 dmg 68
u/f+1, WS+1, d/f+3,2, 1+4 B! iWS+1, f,f+3 dmg 71
u/f+1, WS+1, 2, WS+1, 1, 1+4B! iWS+1, f,f+3 dmg 69
u/f+1, WS+1, 2, u/f+2,1B! d/f+3,2, f,f+3 dmg 67
u/f+1, WS+1, d/f+2, iWS+1x4, 1+4 B! iWS+1, f,f+3 dmg 81

CH f,f+3

CH f,f+3, d+4,1, d/f+3,2, 1+4 B! iWS+1, 1+2 dmg 78
CH f,f+3, u/f+4,3,4~SS d+4,1, 1+4 B! d/f+3,2, f,f+3 dmg 79
CH f,f+3, u/f+4,3,4~SS d+4,1, d+4,1, 1+4B! iWS+1, f,f+3 dmg 81
CH f,f+3, d+4,1, WS+1, 1, 1+4B! iWS+1, f,f+3 dmg 80
CH f,f+3, d/f+3,2, d/f+1, iWS+1, 1, 1+4B! iWS+1, f,f+3 dmg 88 (on Marduk only)
CH f,f+3, d/f+3,2~SS+1~f, iWS+1x4, 1+4B! iWS+1, f,f+3 dmg 99 (on Marduk only)


b+1+4, d/f+3,2~SS+1~b, u/f+4, 1, 1+4 B! iWS+1, 1+2 dmg 72
b+1+4, d/f+3,2~SS+1~f, iWS+1, 1, 1+4 B! iWS+1, f,f+3 dmg 77
b+1+4, u/f+4, d/f+1, d/f+3,2, 1+4 B! iWS+4,3 dmg 75
b+1+4, d/f+3,2, u/f+2,1 B! d/f+3,2, f,f+3 dmg 66
b+1+4, u/f+4, d/f+1, iWS+1x4, 1+4B! iWS+1, f,f+3 dmg 85
b+1+4, d/f+3,2~SS+1~b, u/f+4 iWS+1x3, 1+4 B! iWS+1, f,f+3 dmg 87

d/b+3+4 Geyser Cannon (Divine Cannon)

d/b+3+4, d/f+3,2~SS+1~b, u/f+4, 1, 1+4 B! iWS+1, f,f+3 dmg 82
d/b+3+4, d/f+3,2~SS+1~f, WS+1, 1, 1+4 B! iWS+1, f,f+3 dmg 73
d/b+3+4, d/f+3,2, u/f+2,1 B! d/f+3,2, f,f+3 dmg 71
d/b+3+4, d/f+3,2 d/f+3,2, 1+4 B! d+2,3 dmg 73
d/b+3+4, d/f+3,2, d+4,1, 1+4 B! iWS+1 1+2 dmg 67
d/b+3+4, d/f+3,2~SS+1~f, iWS+1x4, 1+4B! iWS+1, f,f+3 dmg 88


qcb+4, d/f+3,2~SS+1~b, u/f+4, 1, 1+4 B! iWS+1, 1+2 dmg 74
qcb+4, d/f+3,2~SS+1~f, iWS+1, 1, 1+4B! iWS+1, f,f+3 dmg 83
qcb+4, d/f+3,2 d/f+3,2, 1+4 B! d+2,3 dmg 74
qcb+4, u/f+4, d/f+1, iWS+1x4, 1+4B! iWS+1, f,f+3 dmg 91

CH WS,b+1

CH WS,b+1, u/f+2,1 B! SS+1~b, u/f+4, iWS+1x4, f,f+3 dmg 82


SS+2, d/f+3,2~SS+1~b, u/f+4, 1, 1+4 B! iWS+1, f,f+3
SS+2, d/f+3,2~SS+1~f, iWS+1, 1, 1+4 B! iWS+1, 1+2 dmg 70
SS+2, u/f+4, d+4,1, 1+4 B! iWS+1, f,f+3 dmg 65
SS+2, d/f+3,2~SSL+1~b, u/f+4, iWS+1x3, 1+4B! iWS+1, f,f+3 dmg 85


CH SS+4, d/f+1,2, d/f+3,2, 1+4B! iWS+1, f,f+3 dmg 67
CH SS+4, d/f,+1,2, 1+4B! iWS+1, f,f+3 dmg 59
CH SS+4, d/f+3,2, d/f+3,2, 1+4B! iWS+1, f,f+3 dmg 68

CH d/b+4,3

CH d/b+4,3, u/f+4, d/f+3,2, iWS+1x4, 1+4B! iWS+1. f.f+3 dmg 100
CH d/b+4,3, u/f+4, d/f+1, d/f+3,2, 1, 1+4B! iWS+1, f,f+3 dmg 89

CH U/F+4 (Leaping Axe Kick)

CH U/F+4, d/f+1, d/f+3,2, iWS+1x4, 1+4B! iWS+1, f,f+3 dmg 92
CH U/F+4, d/f+3,2, d/f+1, iWS+1, 1, 1+4B! iWS+1, f,f+3 dmg 82
CH U/F+4, d/f+3,2, d/f+3,2, dash 1, 1+4B! iWS+1, f,f+3 dmg 81

CH 4 known as Magic 4

CH 4, dash 1, d/f+3,2, iWS+1, 1, 1+4B! iWS+1, f,f+3 dmg 70
CH 4, d+4,1, d/f+3,2, dash 1, 1+4B! iWS+1, f,f+3 dmg 68

Bound Enders

iWS+1, 1+2
iWS+1, f,f+3
d/f+3,2, 1, f,f+3
SS+1~b, u/f+4, 1, f,f+3 ( If use u/f+2,1 on bound)
d/f+3,2, f+3
iWS+1, 1, qcf+3

Bound Wall Combos

d/f+1,2, f+1+2
d/f+3,2, f+1+2
d+3,4,3 (This wall combo can be off axis sometimes.)
SS+1~B, 4, u/f+3
d/f+3,2, d/f+1,2,1,2,f+1+2 (vs. Kuma only)
d/f+3,2, d/f+1,2,1,2,4,3 (vs. Kuma Only)

Low Parry Combos

  1. d/f+3,2, d/f+3,2, f,f+3 dmg 35
  2. d/f+3,2~SSR+1~f, iWS+1x4, f,f+3 dmg 53
  3. d/f+3,2~SSR+1~f, WS+1, d/f+1, f,f+3 dmg 42