Nina, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Nina

112 moves you can start on your own, 79 follow-ups inside strings, and 16 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
112
Launchers
74
Fastest
i8
Safe
116
Lows
18
Mids
82
Highs
59
Homing
29
Tornado
2
Heat engagers
5
Fastest move
BT+1

You blocked it. What does Nina get?

Pick how minus they were.

Blocked standing

The punish people take
  • b+1,4 32 +7
  • b+2,2 24 +5

Anything Nina can start from neutral inside the window.

  • df,df+1 Elbow Smash throw i12 43
  • uf+1+2 Jumping Flip launch throw i12 40
  • df+1+3 Elbow > Arm Grab Flip throw i11 37
  • df+2+4 Reverse Neck Breaker throw i11 37
  • db+1+2 Reverberation Palm Bomb launch i11 27
  • BT+1 Twist Jab i8 15
  • 2 Right Jab i10 10
  • 1 Jab i10 5
  • d+1 Low Jab i10 5

Blocked a low

The punish people take
  • ws3 15 +0d
  • ws1,1+2 35 +8c

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws1 i13 17
  • ws4 Toe Smash i11 15
  • ws3 Spider Knee throw i13 15

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

112 of 191 rows
Input Name Level Startup Block Hit CH Damage
BT+1 Twist Jab Links to 1 jab extensions h i8 -8 3 — 15
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 — 5
2 Right Jab h i10 1 7 — 10
d+1 Low Jab Transition to standing r24 with f sl i10 -5 5 — 5
hFC.1hFC Crouch Jab Transition to standing r24 with f at frame 25 sl i10 -5 6 — 5
4 High Kick h i11 -9 7 +7s 15
db+1+2 Reverberation Palm Bomb Heat Engager h,m i11 i18 -14 +10a (+1) — 5,22
df+1+3 Elbow > Arm Grab Flip Throw break 1 t i11 -2 +1d — 37
df+2+4 Reverse Neck Breaker Removes Recoverable Health t i11 -2 +1d — 37
hFC.2hFC Crouch Straight +7c on crouching hit sl i11 -4 7 — 8
ws4 Toe Smash m i11~12 -4 7 — 15
1+3 Arm Grab Flip Homing t i12~14 -6 -2 — 35
2+4 Over the Back Toss Homing t i12~14 0 +0d — 35
b+1 Throat Slasher h i12~13 -7 4 — 10
b+2 — Homing h i12 -14 -3 — 12
d+4 Right Low Kick l i12 -15 -4 — 6
df,df+1 Elbow Smash Floor Break t i12 -6 -2d — 43
df+4 — m i12 -4 7 — 15
hFC.4hFC Crouch Shin Kick -4c on crouching hit l i12 -15 -4 — 6
qcb,B+1+3 Betrayer (BTR) Unbreakable t i12 — +6c — 15
uf+1+2 Jumping Flip t i12 0 +29a (-32) — 30,10
df+1 Uppercut m i13~14 -1 5 — 10
f+1+3 Crab Hold (CHD) Throw break 1 t i13 -2 +1d — 15
f+2 — h i13 -3 8 — 12
f+2+4 Backhand Slap (BHS) Throw break 2 t i13 -2 0 — 15
SS.2SS Lift Shot m i13~14 -14 +33a (+23) — 15
ws1 — m i13~14 -6 5 — 17
ws3 Spider Knee Knee m,t i13 -13 +0d — 15
3 — h i14 -16 -5 — 14
b+3+4 Out of Sight Has good left sidestep tracking h i14~15 -5 6 — 16
b+4 Spear Kick h i14 -9 9 15 15
CD.1CD Hellbringer 5 chip damage on block, h i14~16 +1~+3 +3~+5 +47a (+37) 21
CD.4CD — Knee m i14 -8 +6s — 15
df+3 — m i14 -11 0 1 13
f,F+2 Sunset Strike Balcony Break h i14 -4 +32a (+24) — 20
f+3 Siren's Kiss Balcony Break h,h i14~15 i10~11 +3~+4 +24a (+15) +54a 10,20
f+3+4 — Knee m i14 -6 1 6 12
FC.df+2FC Sadistic Cupid Removes Recoverable Health m i14 -11 -4d — 30
SS.1SS Snakeshot Enter CD +10g +23g with F m i14~15 -10 3 — 15
u+3 — Balcony Break m i14 -15 +16a (+6) — 20
ub+3 — m i14 -15 -4 — 15
uf+3 Catapult Kick Balcony Break m i14 -10 +21a (+11) — 20
1+4 Ivory Cutter Spike m,m i15~16 i13~14 -5 +4c +6c 4,20
b+1+4 Reverse Ivory Cutter Tornado m,m i15 i13~14 -15 +34a (+24) — 4,14
df+2 Silent Uppercut +4s on hit against crouching opponent m i15~16 -7 +34a (+24) — 12
f,F+3 Bad Habit Cannot be buffered M i15 -14 8 +52a 24
ws2 Palm Uppercut m i15~16 -13 +28a (+18) — 15
1+2 Ray Hands Homing m i16~17 -3 8 — 19
b+1+2 Shockwave Palm Removes Recoverable Health m,m i16 i8~10 -4 +5a — 5,20
CD.2CD Shut Up Heat Engager M i16~17 -8 +32a (+17) — 25
d+3 Left Spin Low Kick L i16 -17 -6 — 10
db+4 Slicer L i16~17 -9a 2 — 5
H.2+3H Bullet Assassination Heat Smash m,h,h,h,h,m i16 i28, i5, i5, i6, i40~41 +5~+6 -2d — 20,9, 12 (8), 14 (7), 14 (5), 30 (52)
H.b+1+2H Shockwave Palm > Kiss Shot Penetrator Balcony Break m,m,h,h,h,h i16, i8~10, i28, i35, i42, i49 ±0 +33a (+7) — 5,20,2,2,3,3
hFC.3hFC Crouch Spin Kick -6c on crouching hit L i16 -17 -6 — 10
f+1+2 Blonde Bomb Balcony Break m i17 -14 +11a (+2) — 24
OTG.d+3+4OTG Twisted Mind Spike L i17~18 -17 -7d — 30
3+4 Fatal Blow Balcony Break m i18~19 -10 +11g — 20
b+3 — Spike m i18 -6 +6c — 10
db+3+4 Geyser Cannon Tornado m i18~19 -17 +36a (+26) — 21
uf+2 — m i18 -10 1 — 10
uf+4 — h i18 -9 -1 — 23
ws3+4 Geyser Cannon Tornado m i18~19 -17 +36a (+26) — 21
CD.3CD Sideslip L i19~28 -20~-11 +0c~+9c +21a 17
SS.1+2SS Spiral Explosion Balcony Break m i19 -8 3 +37a 22
SWA.b+4SWA Ice Pick Tornado M i19~20 -12 +68a (+52) — 20
d,DF+4 Wipe the Floor Faster version of df+3+4 L i20~24 -37 +14a +55a (+39) 20
d+2 — Transition to -8, +2, +7 CD with F L i20 -12 0 5 13
db+3 Stiletto Heel L i20 -13 +4c +13a 17
f,f,F+1+2 Spiral Bombshell Blast Heat Engager m i20~21 4 +12a (+3) — 30
f,f,F+3 — m i20~21 -8 1 — 10
R.df+1+2R Death by Degrees Rage Art m,t i20 -18 +0d — 55+
SS.4SS Heel Slicer Sidestep adds minimum 9f, effective startup i29 L i20 -14 +6c — 14
ub+1 Left Backhand Body Blow Sidesteps to the left m i20~21 -16 +20a — 15
f+4 — Enter SS +2 +12 with D_U m i21~22 -5 5 — 15
f,F+1+2 Bombshell Blast Balcony Break M i23~24 -5 +12a (+3) — 26
u+4 Leaping Axe Kick Spike M i23~28 +0c~+5c +5g~+10g +22a 21
uf+3+4 Running Jump Kick Balcony break on meaty hit m,t i23~30 -23a~-16a +2d / +9a (-1) — 20,13
CD.2+3CD Evil Mist Opponent can recover in crouch on hit with D h! i24~38 — +36g~+50g — [10;10]
db+2 Right Backhand Body Blow Strong Aerial Tailspin m i24~25 -5 8 +61a 20
uf+1 Skull Splitter Spike m i26 -5 +26a — 20
f,F+4 Kneel Kick Spike M i28~32 -10~-6 +9g~+13g +21a 20
df+3+4 — i20~24 startup with input d,DF+4 — i31~35 — — — —
f,F+1+2* Bombshell Blast Balcony Break M i33~34 +8g +19a (+9) — 32
(back to wall).b,b,UB Wall Jump Backflip m i35~38 1 +34d — 21
uf,n,D+3 — L i43 -17 -6 — 15
b,B+2+3 <div class="dotlist"> * Hunting Swan * Power Charge </div> Cancel to r25 with b,b m! i65 — +25a — 50
1+2+3+4 Ki Charge Can&#039;t block for 5 seconds — — — — — —
2+4,2 Shoulder Through Buster (STB) Unbreakable t — 0 -5d — 25
ABK.1ABK Double Arm Break Removes Recoverable Health t — -3 +0d — 15
ABK.2ABK Falling Arm Break Removes Recoverable Health t — -3 +3d — 15
b+1+3_b+2+4 Attack Reversal Damage is 25 + 50% of the opponent&#039;s attack — — -6 — — —
Back throw Leaping Triangle Hold Removes Recoverable Health t — — +3d — 60
BHS.1BHS Arm Break (ABK) Throw break 1 t — -3 +3d — 8
BHS.1+2BHS Seoi Gyaku Juji-gatame Removes Recoverable Health t — -3 +3d — 10,10
BHS.2BHS Stomach Lock (TSS) Throw break 2 t — -3 +0d — 9,6
BTR.1BTR Arm Break (ABK) Throw break 1 t — -3 +4d — 13
BTR.2BTR Twisted Nightmare (NTM) Throw break 2 t — -3 +3d — 10
CHD.1CHD Commando Arm Lock Removes Recoverable Health t — +0d +3d — 25
CHD.2CHD Heel Hold (HHD) Throw break 2 t — +0d 7 — 8
db,qcf,n,DB+2+3 — — — — — — —
HHD.1HHD Kneebar Removes Recoverable Health t — -9 3 — 20
HHD.2HHD Double Heel Hold Removes Recoverable Health t — -9 +0d — 25
Left throw Kneebar Removes Recoverable Health t — -3 +1d — 40
NTM.1NTM Neck Crusher Removes Recoverable Health t — -3 +3d — 15
NTM.2NTM Leg Stretch Arm Lock Removes Recoverable Health t — -3 +3d — 25
qcb Sway Cancel to SS with u — — — — — —
qcf <div class="dotlist"> * Crouch Dash * Ducking Step </div> Perform WS moves with qcf,n — — — — — —
Right throw Hammer Throw Throw break 2 t — -3 +1d — 38
STB.2STB Shoulder Through Arm Breaker Removes Recoverable Health t — 0 -6d — 30
TSS.1TSS Neck Crusher Removes Recoverable Health t — -3 +0d — 15
TSS.2TSS Leg Stretch Arm Lock Removes Recoverable Health t — — +3d — 20

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.