Nina movelist

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Heat

Powered up versions of handgun moves can be used (e.g., ws1,1+2, b+3+4,1+2 etc.)
Kiss Shot Penetrator (H.b+1+2) available.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst

2+3

m
12
+1
+2c
i16
pc8~
t92 r30
Heat Burst
  • Cancel to r45 with b,b
Bullet Assassination (Close)

H.2+3

m,​h,​h,​h,​h,​m
20,​30
+5~+6
-2d
i16 i28 i35 i42 i49 i90~91
r32
Heat Smash
Spike
  • Transition to attack throw on hit
  • Enter CD r30 with F on block
  • Deals chip damage on block
  • Jails
Bullet Assassination (Far)

H.2+3

m,​h,​h,​h,​h
20,​9,​12,​9,​12
+14
+43a (+10)
i16 i28 i35 i42 i49
r32 FC
Heat Smash
  • Jails
Aconite

f+4,2

m,​h
15,​22
-9
+39a (-19)
,i18
t53 r35
Heat Engager
Heat Dash +5 +36a r27
Balcony Break
  • Combo from 1st hit
Blonde Bomb

f+1+2

m
24
7
25
-14
+11a (+2)
i17
pc8~16
r34
Heat Engager
Heat Dash +5 +43a r27
Balcony Break
  • Alternate input: ws1+2
  • Frame advantage is -8 if an attack is absorbed
  • Deals chip damage if an attack is absorbed
Reverberation Palm Bomb

db+1+2

h,​m
5,​22
10
6
-14
+10a (+1)
i11 i30
t64 r34
Heat Engager
Heat Dash +5 +43a r27
Balcony Break
Spiral Bombshell Blast

f,f,F+1+2

m
30
+4~+5
+12a (+3)
i20~21
js5~14 fs15~17
t53 r32
Heat Engager
Heat Dash +5 +36a r27
Balcony Break
  • Chip damage on block
  • Alternate input: wr1+2
Shut Up

CD.2

M
25
25
7
-8~-7
+32a (+17)
i17~18
t50 r32
Heat Engager
Heat Dash +5 +42a r27
Balcony Break
Sometimes written qcf+2
Shockwave Palm > Kiss Shot Penetrator

H.b+1+2

m,​m,​h,​h,​h,​h
5,​20,​5,​5,​5,​5
+2
+33a (+7)
i16 i8~10, i28 i35 i42 i49
t82 r33 FC
Balcony Break
Weapon
  • 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
  • Erases opponent recoverable health on hit
  • Partially uses remaining Heat time
Out of Sight > Kiss Shot

H.b+3+4,1+2

h,​h,​h,​h,​h
16,​6,​6,​6,​10
-2
+29a (+3)
i14~15, i28 i35 i42
t50 r37
Balcony Break
Weapon
  • Combo from 1st hit
  • Chip damage on block
  • Partially uses remaining Heat time
Fluttering Kiss Shot

H.ws1,1+2

m,​h,​h,​h,​h
17,​6,​6,​6,​10
-2
+29a (+3)
i13~14,i25 i35 i39 i42
t50 r37
Balcony Break
Weapon
  • Combo from 1st hit
  • Chip damage on block
  • Partially uses remaining Heat time
Haematopus Kiss Shot

H.ws4,3,1+2

m,​h,​h,​h,​h,​h
15,​23,​6,​6,​6,​10
-2
+29a (+3)
i11~12, i25, i28 i35 i42 i13
t50 r37
Balcony Break
  • Combo from 2nd hit
  • Combo from 1st CH
  • Chip damage on block
  • Partially uses remaining Heat time
Lapwing Kiss Shot

H.CD.4,3,1+2

m,​h,​h,​h,​h,​h
15,​23,​6,​6,​6,​10
-2
+13a (+12)
i14, i25, i28 i35 i42
t50 r37
Balcony Break
Weapon
  • Combo from 1st hit
  • Chip damage on block
  • Partially uses remaining Heat time
Sometimes written qcf+4,3,1+2

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
5
4
8
+1
+8
i10
t27 r17
Left Right Combo

1,2

h,​h
5,​10
-1
+5
,i10
t32 r22
  • Jail from 1st attack with 8f delay
  • Enter SS +0 +11 with D or U

1,​2,1

h,​h,​h
5,​10,​17
-3~-2
+2~+3
,i26~27
t59 r32
  • Combo from 2nd CH with 4f delay
  • Input can be delayed 6f
Biting Kiss Shot

1,​2,​1,1+2

h,​h,​h,​h,​h,​h
5,​10,​17,​6,​6,​6
-19
+34a (-24)
,i25 i32 i39
t79 r40
Balcony Break
Weapon
  • Jail from 3rd attack
  • Combo from 2nd CH
  • Chip damage on block
Bermuda Triangle

1,​2,4

h,​h,​h
5,​10,​22
-6
+20a (+11)
+49a
,i22
t52 r30
Balcony Break
  • Combo from 2nd CH with 8f delay
  • Input can be delayed 10f
Double Explosion

1,​2,1+2

h,​h,​m
5,​10,​22
-14
+11a (+2)
+10 +56a
,i23
t57 r34
Balcony Break
  • Combo from 2nd CH with 7f delay
  • Input can be delayed 10f
PK Combo

1,4

h,​h
5,​17
-4~-3
+1~+2
+50a
,i17~18
t46 r28
  • Combo from 1st hit
  • Move can be delayed 2f
PK Combo > Assassin's Blade

1,​4,1

h,​h,​m
5,​17,​21
-11~-10
+15g~+16g
+67a (+47a)
,i25~26
t53 r27
Balcony Break
Right Jab

2

h
10
+1
+7
i10
t28 r18
Right Jab > Spider Knee

2,3

h,​m
10,​15
-13
+0d
,i18
t51 r33
Knee
  • Combo from 1st CH with 7f delay
  • Input can be delayed 12f
  • Transition to Triple Slaps throw automatically on standing front hit
  • Throw is unbreakable

3

h
14
-16
-5
i14
t49 r35

3,3

h,​h
14,​4
-14
-3
,i17
t50 r33
Jail from 1st attack

3,​3,3

h,​h,​h
14,​4,​6
-14
-3
,i17
r33
Jail from 1st attack
Flash Kicks

3,​3,​3,4

h,​h,​h,​h
14,​4,​6,​20
-6
+20a (+11)
,i24
t54 r30
Balcony Break
  • Combo from 3rd CH with 6f delay
  • Input can be delayed 10f
Left High Kick > Spiral Explosion

3,2

h,​m
14,​22
-9
+36a
,i19
t50 r31
Balcony Break
  • Side roll takes 42? frames
  • Chip damage on block
  • Can recover in r38 FC with D
Head Ringer

3,4

h,​h
14,​20
-6
+20a (+11)
,i22
t52 r30
Balcony Break
  • Combo from 1st hit with 8f delay
  • Input can be delayed 10f
High Kick

4

h
15
-9
+7
+7s
i11
t39 r28
Right High Kick to Spiral Explosion

4,2

h,​m
15,​22
-9
+36a
,i19
t50 r31
Balcony Break
  • Side roll takes 42? frames
  • Chip damage on block
  • Can recover in r38 FC with D
Easy Prey Kick Combo

4,3

h,​m
15,​20
-2~-1
+5c~+6c
,i29~30
t57 r27
Spike

4,4

h,​h
15,​21
-8
+3~+4
,i28~39
,js21~34 fs35~37
t60 r31
Combo from 1st CH
High Kick > Deadly Hunter

4,​4,4

h,​h,​L
15,​21,​20
-12~-11
+4c~+5c
+46a
,i30~31
,cs16~55
t61 r30
Combo from 2nd CH
High Kick > Deadly Assault

4,​4,3+4

h,​h,​M,​M
15,​21,​8,​21
-6~+0
+20a
,i35~39 i43~49
,js29~36 fs37~42
t73 r24
Spike
  • Combo from 2nd CH
Ray Hands

1+2

m
19
-3~-2
+9~+10
i16~17
t41 r24
Homing
Fatal Blow

3+4

m
20
-10~-9
+11g~+12g
i18~19
t50 r31
Balcony Break
Homing
  • Enter CD -6~-5 +15g~+16g t45 r15 with F
Ivory Cutter

1+4

m,​m
4,​20
9
9
-5~-4
+4c~+5c
+6c~+7c
i15~16 i28~29
t57 r28
Spike
  • Second hit is +7c~+8c on CH if the first hit whiffs

f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f+2

h
12
7
8
-3
+8
i13
t35 r22

f+2,1

h,​m
12,​12
-13~-12
-6s~-5s
,i19~20
t55 r35
  • Combo from 1st CH with 9f delay
Swallowtail

f+2,​1,3

h,​m,​M
12,​12,​20
-15~-13
+27a
,i27~29
,js26~40 fs41~43
t68 r39
Tornado
  • Combo from 2nd hit with 2f delay
  • Combo from 1st CH
  • Input can be delayed 19f
  • Move can be delayed 18f
Mimosa Combo

f+2,​1,4

h,​m,​h
12,​12,​22
-3~-1
+23a (+14)
+40a
,i25~27
t52 r25
Balcony Break
  • Combo from 2nd hit with 4f delay
  • Combo from 1st CH
  • Input can be delayed 19f
  • Move can be delayed 18f
Siren's Kiss

f+3

h,​h
10,​20
+3~+4
+24a (+15)
+54a
i14~15 i25~26
t51 r25
Balcony Break
  • 2nd hit is duckable if the 1st is blocked
  • 2nd hit is homing

f+4

m
15
-5~-4
+5~+6
i21~22
js12~24 fs22~24
t50 r28
  • Enter SS +2~+3 +12~+13 with D or U
Aconite

f+4,2

m,​h
15,​22
-9
+39a (-19)
,i18
t53 r35
Heat Engager
Heat Dash +5 +36a r27
Balcony Break
  • Combo from 1st hit
Blonde Bomb

f+1+2

m
24
7
25
-14
+11a (+2)
i17
pc8~16
r34
Heat Engager
Heat Dash +5 +43a r27
Balcony Break
  • Alternate input: ws1+2
  • Frame advantage is -8 if an attack is absorbed
  • Deals chip damage if an attack is absorbed

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Uppercut

df+1

m
13
11
8
-1~+0
+5~+6
i13~14
t33 r19
Uppercut > Jab

df+1,2

m,​h
13,​10
-3
+2
+9
,i16
t37 r21
  • Jail from 1st attack
  • Enter SS -1 +4 +11 with D or U
  • Enter CD 0 +5 +12g with F
Silent Uppercut

df+2

m
12
9
23
-7~-6
+34a (+24)
i15~16
t41 r25
  • +4s~+5s on hit against crouching opponent
  • Does not launch crouching opponent

df+3

m
13
8
22
-11
+0
+1
i14
t43 r29

df+3,1

m,​h
13,​10
-8
+3
,i30
t57 r27
  • Combo from 1st CH
  • Input can be delayed 10f
  • Enter SS -19 -8 -7 with D or U
Dead Drop Combo

df+3,​1,2

m,​h,​m
13,​10,​20
-12~-11
+16a
+16a
,i26~27
t62 r35
Balcony Break
Spike
  • Combo from 2nd hit
  • Combo from 1st CH
  • Opponent is closer on CH

df+3,2

m,​h
13,​12
+1
+5
+12
,i19
r18
  • Combo from 1st hit with 10f delay
  • Enter SS 0 +4 +11 with D or U
  • Enter CD -1 +3 +10 t29 r10 with F
  • Enter SWA +8 +12 +19 with B

df+3,​2,1

m,​h,​h
13,​12,​6
-3
+4
,i16
r21
  • Combo from 2nd CH with 9f delay
  • Jail from 2nd block with 3f delay
Creeping Snake

df+3,​2,​1,4

m,​h,​h,​L
13,​12,​612
-13
-2
,i23
,cs10~
t55 r32 FC
Combo from 3rd CH with 2f delay
Creeping Snake > Geyser Cannon

df+3,​2,3

m,​h,​m
13,​12,​21
-17~-16
+36a(+26)
,i19~20
t57 r37
Tornado
  • Combo from 2nd CH with 10f delay
Creeping Snake to Right High Kick

df+3,​2,4

m,​h,​h
13,​12,​22
-6
+20a
+49a
,i22
t52 r30
Balcony Break
  • Combo from 2nd CH with 8f delay
Bisection Combo

df+3,3

m,​m
13,​14
-10
+2c
i28
t55 r34
Spike
  • Combo from 1st hit with 1f delay
  • Input can be delayed 10f
Wipe the Floor

df+3+4

L
20
-37
+14a
+27a
i31~35
cs1~
t72 r45 FC
  • Alternate input: FC.df+4
  • Powered up input: d,DF+4

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Low Jab

d+1

sl
5
-5
+5
i10
cs4~
t34 r24 FC
  • Transition to r? with f
Low Jab > Mid Kick

d+1,4

sl,​m
5,​10
-11~-10
+0~+1
,i16~17
t46 r29
  • Combo from 1st CH
  • Alternate input: FC.1,4

d+2

L
13
28
25
-12
+0
+5
i20
cs6~
t50 r30 FC
Vertical Slitter

d+2,2

L,​m
13,​20
-12~-11
+17a (+0)
+71a (+55)
,i28~29
t61 r32
Tornado
Balcony Break
  • Combo from 1st CH
Left Spin Low Kick

d+3

L
10
24
24
-17
-6
i16
cs4~
t52 36 FC
Alternate inputs: FC.3 or uf,n,D+3
Left Spin Low Kick > Right Upper

d+3,2

L,​m
10,​18
-11~-9
+12~+14
,i25~27
t57 r30
  • Combo from 1st CH
  • Alternate inputs: FC.3,2 or uf,n,D+3,2

d+3,4

L,​h
10,​14
-8
+1
,i20
t51 r31
  • Combo from 1st CH
  • Alternate inputs: FC.3,4 or uf,n,D+3,4
Easy Prey

d+3,​4,3

L,​h,​m
10,​14,​20
-7~-6
+22a
,i29~30
t57 r27
Balcony Break
Spike
  • Combo from 2nd hit
  • Alternate inputs: FC.3,4,3 or uf,n,D+3,4,3
Right Low Kick

d+4

l
6
10
20
-15
-4
i12
cs4~
t46 r34 FC
Right Low Kick > Back Spin Chop

d+4,1

l,​h
6,​10
+0
+6
+11
,i24
t43 r19
  • Combo from 1st CH with 6f delay
  • Input can be delayed 9f
  • Enter SS -21? -2 with D or U
  • Alternate inputs: FC.4,1

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Right Backhand Body Blow

db+2

m
20
-5~-4
+8~+9
+11~+12
i24~25
t56 r31
Homing
Stiletto Heel

db+3

L
17
14
18
-13
+4c
+13a
i20
t52 r32
Slicer

db+4

L
5
24
24
-9a
+2
i16~17
cs6~16
t44 r27 FDFT
Geyser Cannon Combo

db+4,3

L,​m
5,​21
-13~-12
+71a (+55)
,i27~28
t61 r33
Tornado
  • Combo from 1st CH
Reverberation Palm Bomb

db+1+2

h,​m
5,​22
10
6
-14
+10a (+1)
i11 i30
t64 r34
Heat Engager
Heat Dash +5 +43a r27
Balcony Break
Geyser Cannon

db+3+4

m
21
10
10
-17~-16
+36 (+26)
i18~19
t56 r37
Tornado
  • Alternate input: ws3+4

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Throat Slasher

b+1

h
10
6
20
-7~-6
+4~-5
i12~13
t38 r25
Throat Slasher > Glass Jaw

b+1,4

h,​M
10,​22
-12~-11
+7~+8
+71a (+55)
,i28~29
t61 r32
Tornado
  • Combo from 1st hit
  • Grounded hit can be inconsistent

b+2

h
12
-14
-3
i12
t45 r33
Homing
  • Female characters can slap back with 2

b+2,2

h,​h
12,​16
-6~-5
+5~+6
,i14~15
t39 r24
Combo from 1st hit
Backhand Combo

b+2,​2,2

h,​h,​h
12,​16,​20
-9~-8
+9g~+10g
+45a
,i25~26
t59 r33
Balcony Break
  • Combo from 1st CH
  • Combo from 2nd CH with 5f delay
  • Enter SS -15~? +1~+2 with D or U
  • Input can be delayed 13f

b+3

m
10
9
9
-6
+6c
i18
t48 r30
Spike
Stinger Heel Kick Combo

b+3,4

m,​h
10,​17
-8~-7
+19a
+45a
i20~21
t54 r33
  • Combo from 1st hit with 16f delay
  • Input can be delayed 17f
Spear Kick

b+4

h
15
4
7
-9
+9
+12
i14
t42 r28
Shockwave Palm

b+1+2

m,​m
5,​20
10
8
-7
+5a
i16 i8~10
t55 r45
  • 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
  • Erases opponent recoverable health on hit
  • Powered up in heat
Out of Sight

b+3+4

h
16
8
22
-9~-8
+6~+7
i14~15
t48 r33
Out of Sight > Assassin Somersault Kick

b+3+4,3

h,​M
16,​20
-15~-14
+27a
,i28~29
,js31~43 fs44~46
t71 r40
Tornado
Out of Sight > Kiss Shot

b+3+4,1+2

h,​h,​h,​h
16,​6,​6,​6
-9
+34a (-24)
,i28 i35 i42
t82 r40
Balcony Break
Weapon
Reverse Ivory Cutter

b+1+4

m,​m
4,​14
12
23
-15~-14
+34a (+24)
i15 i30~31
t66 r35
Tornado
Power Charge

b+2+3

m!
50
+25a
i65
t95 r30
Cancel to r25 with b,b

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Left Backhand Body Blow

ub+1

m
15
28
-16~-15
+20a
i20~21
t56 r35

ub+3

m
15
-15
-4
i14
js6~26 fs27~29
t48 r34

u+3

m
20
-15
+16a (+6)
i14
js6~26 fs27~29
t48 r34
Balcony Break
Leaping Axe Kick

u+4

M
21
+0c~+5c
+5c~+10c
+22a
i23~28
js7~30 fs31~33
r23
Spike
  • Alternate input: ub+4
Skull Splitter

uf+1

m
20
17
-5
+26a
i26
js10~25
t50 r24 FC
Spike

uf+2

m
10
12
-10
+1
i18
t47 r29
Binding Whip

uf+2,1

m,​m
10,​10
-13
+49a (+40)
,i21
t53 r32
Spike
  • Combo from 1st hit with 9f delay
  • Input can be delayed 9f
  • Move can be delayed 7f
Catapult Kick

uf+3

m
20
-10
+21 (+11)
i14
js6~26 fs27~29
t43 r29
Balcony Break

uf+4

h
23
-9
-1
i18
js9~30 fs31~33
t44 r26

uf+4,3

h,​L
23,​10
-19
-8
,i18
,cs17~46
t74 r38
Combo from 1st CH
Can Opener

uf+4,​3,4

h,​L,​h
23,​10,​14
-6
+5
,i20
t81 r25
  • Combo from 2nd hit
  • Enter SS -5 +6 with D or U
Running Jump Kick

uf+3+4

m,​t
20,​13
31
-23a~-16a
+9a (-1)
i23~30
js3~
t65 r35 FUFT
Balcony Break
  • Transition to throw on close range front hit

uf,n,D+3

L
15
-17
-6
i43
js9~ cs34~
t79 r36
Hopping Low Kick to Right Uppercut

uf,​n,​D+3,2

L,​m
15,​10
-11~-9
+12~+14
i25~27
t57 r30
Combo from 1st CH

uf,​n,​D+3,4

L,​h
15,​14
-8
+1
,i20
t51 r31
Combo from 1st CH
Hopping Low Kick to Easy Prey

uf,​n,​D+3,​4,3

L,​h,​m
15,​14,​20
-7~-6
+22a
,i29~30
t57 r27
Balcony Break
Spike
  • Combo from 2nd hit

Motion Input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sunset Strike

f,F+2

h
20
-4
+32a (+24)
i14
t47 r35
Balcony Break
Bad Habit

f,F+3

M
24
-14
+8
+52a
i15
t49 r34
Kneel Kick

f,F+4

M
20
-10~-6
+9c~+13c
+21a
i28~32
js4~
t57 r25 FUFT
  • 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
Bombshell Blast

f,F+1+2

M
26
-5~-4
+12a (+3)
i23~24
t55 r32
Chip damage on block
Bombshell Blast

f,F+1+2*

M
32
+11g~+12g
+19a (+9)
i33~34
t58 r35
Balcony Break

f,f,F+3

m
12
-13~-12
-2~-1
i20~21
js4~18 fs19~21
r31
Alternate input: wr3
Electric Ray

f,​f,​F+3,3

m,​M
12,​20
-4~-1
+17a
,i32~35
,js19~34 fs35~37
t65 r30
Spike
  • Combo from 1st hit
  • Alternate input: wr3,3
Stingray

f,​f,​F+3,4

m,​m
12,​21
-13~-12
+34a (+19)
,i24~25
t55 r30
Tornado
  • Combo from 1st hit
  • Alternate input: wr3,4
Spiral Bombshell Blast

f,f,F+1+2

m
30
+4~+5
+12a (+3)
i20~21
js5~14 fs15~17
t53 r32
Heat Engager
Heat Dash +5 +36a r27
Balcony Break
  • Chip damage on block
  • Alternate input: wr1+2
Wipe the Floor

d,DF+4

L
20
29
29
-37
+14a
+27a
i20~24
cs1~
t72 r45 FC
Powered-up version of df+3+4
Evil Mist

db,qcf,n,DB+2+3

h!
10
+36g~+50g
i24~38
cs1~37
t38 r0
Alternate input: CD.2+3
Sometimes written qcf+2+3

Crouch

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

FC.1

sl
5
-5
+6
i10
cs1~
t34 r24 FC
Transition to r24 with f

FC.1,4

sl,​m
5,​10
-11~-10
+0~+1
,i16~17
t46 r29
Combo from 1st CH

FC.2

sl
8
-4
+7
i11
cs1~
t34 r23 FC
Wipe the Floor

FC.df+4

L
20
-37
+14a
+27a
i31~35
cs1~
t72 r45 FC
  • Alternate input: df+3+4
  • Powered up input: d,DF+4

WS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ws1

m
17
12
6
-6~-5
+5~+6
i13~14
t38 r24
Diving Hornet

ws1,4

m,​m
17,​20
-3c~-2c
+17a
,i34~35
t67 r32
Spike
  • Move can be delayed 3f
Fluttering Kiss Shot

ws1,1+2

m,​h,​h,​h
17,​6,​6,​6
-9
+34a (-24)
,i25 i35 i39
t79 r40
Balcony Break
Weapon
Palm Uppercut

ws2

m
15
14
14
-13~-12
+28a (+18)
i15~16
t47 r31
Spider Knee

ws3

m
15
12
9
-13
+2
i13
t46 r33
Knee
  • Transition to Triple Slaps throw automatically on standing front hit
Toe Smash

ws4

m
15
8
9
-4~-3
+7~+8
i11~12
t34 r22
Toe Smash > Spiral Explosion

ws4,2

m,​m
15,​22
-9
+36a
,i19
t50 r31
Balcony Break
  • Side roll takes 42? frames
  • Chip damage on block
  • Can recover in r38 FC with D
Flashing Escape

ws4,3

m,​h
15,​24
-10
+14a (+5)
,i25
t61 r36
Balcony Break
  • Combo from 1st CH
Haematopus Kiss Shot

ws4,1+2

m,​h,​h,​h
15,​6,​6,​6
-9
+34a (-24)
,i28 i35 i42
t82 r40
Balcony Break
Blonde Bomb

ws1+2

m
24
7
25
-14
+11a (+2)
i17
pc8~16
r34
Heat Engager
Heat Dash +5 +43a r27
Balcony Break
  • Alternate input: f+1+2
  • Frame advantage is -8 if an attack is absorbed
  • Deals chip damage if an attack is absorbed
Geyser Cannon

ws3+4

m
21
10
10
-17~-16
+36 (+26)
i18~19
t56 r37
Tornado
  • Alternate input: db+3+4

SS (Sidestep)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Snakeshot

SS.1

m
15
-10~-9
+3~+4
i14~15
t41 r26
  • Enter CD +10g~+11g +23g~+24g t29 r7 with F
  • Enter SWA +10g~+11g +23g~+24g t20 with B
Double Shot

SS.1,2

m,​m
15,​15
-3~-1
+3~+5
,i16~18
t38 r20
Lift Shot

SS.2

m
15
-14~-13
+33a (+23)
i13~14
t46 r32
Heel Slicer

SS.4

L
14
-14
+6c
i20
cs6~39
t49 r33
Sidestep adds minimum 9 frames, total startup is i29
Tranquilizer

SS.4,2

L,​h
14,​22
-7
+37a (-21)
i22
t59 r37
Balcony Break
  • Combo from 1st CH
Spiral Explosion

SS.1+2

m
22
-9
+36a
i19
t50 r31
Balcony Break

CD (Ducking Step)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Dash

qcf

cs1~20
r1 CD
  • Recovers in FC with qcf,n
  • Input sometimes written as d,​df,​F
Hellbringer

CD.1

h
21
22
4
+1~+3
+3~+5
+47a (+37)
i14~16
t45 r26
Chip damage on block
Sometimes written qcf+1
Shut Up

CD.2

M
25
25
7
-8~-7
+32a (+17)
i17~18
t50 r32
Heat Engager
Heat Dash +5 +42a r27
Balcony Break
Sometimes written qcf+2
Sideslip

CD.3

L
17
9
-20~-11
+0~+9
+21a
i19~28
cs10~49
t58 r30
Sometimes written qcf+3

CD.4

m
15
22
-8
+6s
i14
t50 r36
Knee
Sometimes written qcf+4

CD.4,3

m,​h
15,​23
-10
+14a (+5)
,i25
t61 r36
Combo from 1st hit with 4f delay
Sometimes written qcf+4,3
Lapwing Kiss Shot

CD.4,​3,1+2

m,​h,​h,​h,​h
15,​23,​6,​6,​6
-9
+24a (-9)
,i28 i35 i42
t82 r40
Balcony Break
Weapon
Sometimes written qcf+4,3,1+2
Evil Mist

CD.2+3

h!
10
+36g~+50g
i24~38
cs1~37
t38 r0
Alternate input: db,qcf,n,DB+2+3
Sometimes written qcf+2+3

SWA (Sway)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sway

qcb

cs1~20
r1 SWA
  • Cancel to SS with u
  • Buffer to SS with d
  • Recovers in FC for 5 frames (21~25)
Ice Pick

SWA.b+4

M
20
27
-12~-11
+68a (+52)
i19~20
t58 r35
Tornado
  • Sway adds minimum 10 frames, total startup is i29~30
Sometimes written qcb+4

Others

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Ki Charge

1+2+3+4

r55
  • CH state for 5 seconds
  • Can't block for 5 seconds
Twist Jab

BT+1

h
15
-8
+3
i8
t35 r27
Links to 1 jab extensions
Twisted Mind

OTG.d+3+4

L
20
-17~-16
-7d
i17~18
r35?
Spike
Death by Degrees

R.df+1+2

m,​t
55+
-15~-14
+0d
i20~21
pc8~
r38
  • Rage Art
  • Erases opponent's recoverable health on hit
  • Damage increases with lower health

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Arm Grab Flip

1+3

t
35
-6
-2
i12~14
t39 r25
  • Throw break 1 or 2
  • Opponent recovers FUFA
Over the Back Toss

2+4

t
35
+0
+0d
i12~14
t39 r25
  • Throw break 1 or 2
  • Side switch
  • Nina recovers BT
Shoulder Through Buster (STB)

2+4,2

t
25
+0
-5d
  • Unbreakable
  • Side switch
Shoulder Through Arm Breaker

STB.2

t
30
+0
-6d
  • Unbreakable
  • Side switch
  • Erases opponent's recoverable health on hit
  • Powered up input: STB.1,2,3
Kneebar

Left throw

t
40
-3
+1d
  • Throw break 1
  • Erases opponent's recoverable health on hit
  • Can side switch on hit
Hammer Throw

Right throw

t
38
-3
+1d
Throw break 2
Leaping Triangle Hold

Back throw

t
60
+3d
  • Unbreakable
  • Erases opponent's recoverable health on hit
  • Can side switch on hit
Elbow > Arm Grab Flip

df+1+3

t
37
-2
+1d
i11
t39 r28
Throw break 1
Reverse Neck Breaker

df+2+4

t
37
-2
+1d
i11
t39 r28
  • Throw break 2
  • Erases opponent's recoverable health on hit
  • Side switch on hit
Jumping Flip

uf+1+2

t
30,​10
+0
+29a (-32)
i12
t40 r28
Elbow Smash

df,df+1

t
43
-6
-2d
i12
t39 r27
Floor Break
  • Throw break 1+2
Attack Reversal

b+1+3_b+2+4

-6
ps3~8
r35
  • Damage is 25 + 50% of the opponent's attack
  • Parries mid or high punches or kicks
Backhand Slap (BHS)

f+2+4

t
15
-2
+0
i13
t39 r28
  • Throw break 2
  • Alternate input: qcf+2+4
Arm Break (ABK)

BHS.1

t
8
-3
+3d
  • Throw break 1
  • Powered up input: BHS.1,3,1
  • Alternate input: BTR.1
Double Arm Break

ABK.1

t
15
-3
+0d
  • Throw break 1
  • Erases opponent's recoverable health on hit
  • Powered up input: ABK.3,1,1+2
Falling Arm Break

ABK.2

t
15
-3
+3d
  • Throw break 2
  • Erases opponent's recoverable health on hit
  • Powered up input: ABK.2,1,3,4,1+2
Triple Slaps (TSS)

BHS.2

t
9,​6
-3
+0d
  • Throw break 2
  • Powered up input: BHS.2,3,4,2
  • Refered to as Stomach Lock in-game
Neck Crusher

TSS.1

t
15
-3
+0d
  • Throw break 1
  • Erases opponent's recoverable health on hit
  • Powered up input: TSS.1,1,2,1+2
Leg Stretch Arm Lock

TSS.2

t
20
+3d
  • Throw break 2
  • Erases opponent's recoverable health on hit
  • Powered up input: TSS.1,2,4,3,1+3
Seoi Gyaku Juji-gatame

BHS.1+2

t
10,​10
-3
+3d
  • Throw break 1+2
  • Can side switch on hit
  • Erases opponent's recoverable health on hit
  • Powered up input: BHS.3,4,3,1+2
Crab Hold (CHD)

f+1+3

t
15
-2
+1d
i13
t39 r28
  • Throw break 1
  • Alternate input: qcf+1+3
Commando Arm Lock

CHD.1

t
25
+0d
+3d
  • Throw break 1
  • Erases opponent's recoverable health on hit
  • Powered up input: CHD.3,4,1+2
Heel Hold (HHD)

CHD.2

t
8
+0d
+7
  • Throw break 2
  • Powered up input: CHD.3,2,1+2
Kneebar

HHD.1

t
20
-9
+3
  • Throw break 1
  • Erases opponent's recoverable health on hit
  • Powered up input: HHD.3,4,2+4
  • Alternate name: Double Snap
Double Heel Hold

HHD.2

t
25
-9
+0d
  • Throw break 2
  • Erases opponent's recoverable health on hit
  • Powered up input: HHD.1,3,2+4,1+2
Betrayer (BTR)

qcb,B+1+3

t
15
+6c
i12
t39 r27
  • Unbreakable
  • qcb,B+2+4
Twisted Nightmare (NTM)

BTR.2

t
10
-3
+3d
  • Throw break 2
  • Powered up input: BTR.2,1,1+2
Neck Crusher

NTM.1

t
15
-3
+3d
  • Throw break 1
  • Erases opponent's recoverable health on hit
  • Powered up input: NTM.1,1,2,1+2
Leg Stretch Arm Lock

NTM.2

t
25
-3
+3d
  • Throw break 2
  • Erases opponent's recoverable health on hit
  • Powered up input: NTM.1,2,4,3,1+3
Leaping Heel Hold (HHD)

uf+3+4

,​t
,​18
31
-23a~-16a
+9a (-1)
i23
js3~
r35 FUFT
  • Transitions to throw on front hit
  • Throw break 2