Nina movelist

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This page is for Tekken 8. For Tekken 7, see Nina movelist (Tekken 7).

Heat

Powered up versions of handgun moves can be used (e.g., ws1,1+2, b+3+4,1+2, ws4,3,1+2, CD.4,3,1+2)
Kiss Shot Penetrator (H.b+1+2) available.
Heat Burst
R1

2+3

m
[12;12]
+1
+2c
i16
pc7~16
t92 r30
Heat Burst
  • Cancel to r45 with b,b
  • 3 chip damage on block
  • 12 chip damage on hit
  • Only deals recoverable damage
  • Cannot cause a K.O.
Bullet Assassination (Close)

H.2+3

m,​h,​h,​h,​h,​m
20,​30
8
23
8
+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
+39d (-19)
,i18
t81 r35
Heat Engager
Heat Dash +36a (+26), +5
Balcony Break
  • Combo from 1st hit with 14f delay
  • Input can be delayed 15f
  • Move can be delayed 9f
Blonde Bomb
ws1+2

f+1+2

m
24
7
25
-14
+11a (+2)
i17
pc7~16
t51 r34
Heat Engager
Heat Dash +43a (+35), +5
Balcony Break
  • 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 i18
t76 r34
Heat Engager
+17
Heat Dash +43a (+35), +5
Balcony Break
  • Jail from 1st attack
Spiral Bombshell Blast

f,f,F+1+2

m
30
+4
+12a (+3)
i20~21
js5~14 fs15~17
t53 r32
Heat Engager
Heat Dash +36a (+26) ,+5
Balcony Break
  • Chip damage on block
Sometimes written wr1+2
Shut Up

CD.2

M
25
25
7
-8
+32a (+17)
i17~18
t50 r32
Heat Engager
Heat Dash +42a (+27), +5
Balcony Break
Sometimes written
  • qcf+2
  • d,df,F+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
Removes Recoverable Health
  • 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
  • Jails
  • 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
  • Jails from 2nd 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
  • Jails from 2nd 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
  • Jails from 3rd hit
  • 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
  • Jails from 3rd 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
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)
Left Right Combo

1,2

h,​h
5,​10
-3
+8
,i10
t42 r22
  • Jail from 1st attack with 8f delay
  • Enter SS +0 +11 t15 r9 with D_U

1,​2,1

h,​h,​h
5,​10,​17
-3
+2
,i26~27
t79 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
-9
+34a (-24)
,i25 i32 i39
t163? r40
Balcony Break
Weapon
  • Jail from 3rd attack
  • Combo from 2nd CH
  • Chip damage on block
  • Power up in Heat
Bermuda Triangle

1,​2,4

h,​h,​h
5,​10,​22
-6
+20a (+11)
+49a
,i22
t72 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
t87 r34
Balcony Break
  • Combo from 2nd CH with 7f delay
  • Input can be delayed 10f
  • Interrupt with i3 from 2nd block
PK Combo

1,4

h,​h
5,​17
-4
+1
+50a
,i17~18
t58 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
+15g
+67a (+47a)
,i25~26
t93 r27
Balcony Break
  • Interrupt with i1 from 2nd block
Right Jab

2

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

2,3

h,​m
10,​15
-13
+0d
,i18
t68 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, rest of the chain throw is breakable

3

h
14
-16
-5
i14
t49 r35

3,3

h,​h
14,​4
-14
-3
,i17
t64 r33
Jail from 1st attack

3,​3,3

h,​h,​h
14,​4,​6
-14
-3
,i17
t81 r33
Jail from 1st attack
Flash Kicks

3,​3,​3,4

h,​h,​h,​h
14,​4,​6,​20
-6
+20a (+11)
,i24
t102 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
t98? r31
Balcony Break
  • Side roll takes 34 frames, effective startup i53
  • Chip damage on block
  • Cancel to r38 FC with D
Head Ringer

3,4

h,​h
14,​20
-6
+20a (+11)
,i22
t66 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
t96? r31
Balcony Break
  • Side roll takes 35 frames, effective startup i54
  • Chip damage on block
  • Cancel to r38 FC with D
Easy Prey Kick Combo

4,3

h,​m
15,​20
-2c
+5c
+21a
,i29~30
t72 r27
Spike

4,4

h,​h
15,​21
-8
+3
,i28~39
  • ,js21~34
  • ,fs35~37
t71 r31
  • Balcony break on airborne hit
  • Combo from 1st CH
High Kick > Deadly Hunter

4,​4,4

h,​h,​L
15,​21,​20
-12
+4c
+46a
,i30~31
,cs16~55
t100 r30
  • Balcony break on airborne hit
  • 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
t151? r24
Spike
  • Combo from 2nd CH
Ray Hands

1+2

m
19
-3
+8
i16~17
t41 r24
Homing
Fatal Blow

3+4

m
20
-10
+11g
i18~19
t50 r31
Balcony Break
Homing
  • Enter CD -6 +15g t34 r15 with F
Ivory Cutter

1+4

m,​m
4,​20
9
9
-5
+4c
+6c
i15~16 i13~14
t72 r28
Spike
  • Second hit is +7c 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
-6s
,i19~20
t68 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
t102 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
t86 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 i10~11
t66 r25
Balcony Break
  • Does not jail
  • 2nd hit is homing

f+4

m
15
-5
+5
i21~22
  • js12~21
  • fs22~24
t50 r28
  • Enter SS +2 +12 with D_U
Aconite

f+4,2

m,​h
15,​22
-9
+39d (-19)
,i18
t81 r35
Heat Engager
Heat Dash +36a (+26), +5
Balcony Break
  • Combo from 1st hit with 14f delay
  • Input can be delayed 15f
  • Move can be delayed 9f
Blonde Bomb
ws1+2

f+1+2

m
24
7
25
-14
+11a (+2)
i17
pc7~16
t51 r34
Heat Engager
Heat Dash +43a (+35), +5
Balcony Break
  • 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
+5
i13~14
t33 r19
Uppercut > Jab

df+1,2

m,​h
13,​10
-3
+2
+9
,i16
t51 r21
  • Jail from 1st attack with 1f delay
  • Enter SS -1 +4 +11 with D_U
  • Enter CD +0 +5 +12g with F
  • Links to 1 jab extensions
Silent Uppercut

df+2

m
12
1.85
9
23
-7
+34a (+24)
i15~16
t41 r25
  • +4s 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
t71 r27
  • Combo from 1st CH
  • Input can be delayed 10f
  • Cancel to SS -19 -8 -7 with D_U
Dead Drop Combo

df+3,​1,2

m,​h,​m
13,​10,​20
-12c
+16a
+16a
,i25~27
t106? r35
Balcony Break
Spike
  • Combo from 2nd hit
  • Combo from 1st CH
  • Opponent is closer on CH, can combo

df+3,2

m,​h
13,​12
+1
+5
+12
,i19
t51 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
t70 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~
t104? r32 FC
Combo from 3rd CH with 2f delay
Creeping Snake > Geyser Cannon

df+3,​2,3

m,​h,​m
13,​12,​21
-17
+36a (+26)
,i19~20
t99 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
t85 r30
Balcony Break
  • Combo from 2nd CH with 8f delay
Bisection Combo

df+3,3

m,​m
13,​14
-10
+2c
,i28
t69 r34
Spike
  • Combo from 1st hit with 1f delay
  • Input can be delayed 10f

df+4

m
15
6
5
-4
+7
i12
t35 r23
Wipe the Floor
FC.df+4

df+3+4

L
20
29
29
-37
+14a
+27a
i31~35
cs4~
t80 r45 FC
  • Faster startup with 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 r24? with f
Low Jab > Mid Kick
FC.1,4

d+1,4

sl,​m
5,​10
-11
+0
,i16~17
t56 r29
  • Combo from 1st CH

d+2

L
13
28
25
-12
+0
+5
i20
cs6~
t51 r31 FC
Vertical Slitter

d+2,2

L,​M
13,​20
-12
+17a (+0)
+71a (+55)
,i28~29
t81 r32
Tornado
Balcony Break
  • Combo from 1st CH
Left Spin Low Kick
  • FC.3
  • uf,n,D+3

d+3

L
10
24
24
-17
-6
i16
cs4~
t52 36 FC
Left Spin Low Kick > Right Upper
  • FC.3,2
  • uf,n,D+3,2

d+3,2

L,​m
10,​18
-11~-9
+12~+14
,i25~27
t73 r30
  • Combo from 1st CH
  • FC.3,4
  • uf,n,D+3,4

d+3,4

L,​h
10,​14
-8
+1
,i20
t67 r31
  • Combo from 1st CH
Easy Prey
  • FC.3,4,3
  • uf,n,D+3,4,3

d+3,​4,3

L,​h,​m
10,​14,​20
-7
+22a
,i29~30
t93 r27
Balcony Break
Spike
  • Combo from 2nd hit
  • Combo from 1st CH
  • Interrupt with i5 from 2nd block
Right Low Kick

d+4

l
6
10
20
-15
-4
i12
cs4~
t46 r34 FC
Right Low Kick > Back Spin Chop
FC.4,1

d+4,1

l,​h
6,​10
+0
+6
+11
,i24
t55 r19
  • Combo from 1st CH with 6f delay
  • Input can be delayed 9f
  • Cancel to SS -21 -10 with D_U

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
+8
+11 +61a
i24~25
t56 r31
Strong Aerial Tailspin
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
+71a (+55)
,i27~28
t78 r33
Tornado
  • Combo from 1st CH with 1f delay
Reverberation Palm Bomb

db+1+2

h,​m
5,​22
10
6
-14
+10a (+1)
i11 i18
t76 r34
Heat Engager
+17
Heat Dash +43a (+35), +5
Balcony Break
  • Jail from 1st attack
Geyser Cannon
ws3+4

db+3+4

m
21
10
10
-17
+36a (+26)
i18~19
t56 r37
Tornado

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
+4
i12~13
t38 r25
Throat Slasher > Glass Jaw

b+1,4

h,​M
10,​22
-12
+7
+71a (+55)
,i28~29
t74 r32
Tornado
  • Combo from 1st hit with 1f delay
  • Can hit grounded when off-axis

b+2

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

b+2,2

h,​h
12,​16
-6
+5
,i14~15
t53 r24
  • Combo from 1st hit with 1?f delay
  • Jail from 1st block with 1?f delay
  • Move can be delayed 1?f
Backhand Combo

b+2,​2,2

h,​h,​h
12,​16,​20
-9
+9g
+45a
,i25~26
t87 r33
Balcony Break
  • Combo from 1st CH
  • Combo from 2nd CH with 5f delay
  • Cancel to SS -25 -14 with D_U
  • If Nina uses a SS attack after the cancel, interrupt with i22 on block, i11 on hit
  • 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
+19a
+45a
i20~21
t79 r33
  • Combo from 1st hit with 16f delay
  • Input can be delayed 17f
Spear Kick

b+4

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

b+1+2

m,​m
5,​20
10
8
-7
+5a
i16 i8~10
t48 r32
Removes Recoverable Health
  • Balcony break on airborne hit
  • 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
  • Powered up in heat
Out of Sight

b+3+4

h
16
8
22
-9
+6
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
t86 r40
Tornado
Out of Sight > Kiss Shot

b+3+4,1+2

h,​h,​h,​h
16,​6,​6,​6
-9
+34a (-24)
,i28 i5 i5
t134? r40
Balcony Break
Weapon
Reverse Ivory Cutter

b+1+4

m,​m
4,​14
12
23
-15
+34a (+24)
i15 i13~14
t83 r35
Tornado
  • Hunting Swan
  • 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
+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
ub+4

u+4

M
21
+0c~+5c
+5g~+10g
+22a
i23~28
  • js7~30
  • fs31~33
t51 r23
Spike
  • Opponent recovers crouching on hit
Skull Splitter

uf+1

m
20
17
-5
+26a
i26
js10~26
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
t73 r32
Spike
  • Combo from 1st hit with 9f delay
  • Move can be delayed 7f
Catapult Kick

uf+3

m
20
-10
+21a (+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
,cs35~64
t92 r38
Combo from 1st CH
Can Opener

uf+4,​3,4

h,​L,​h
23,​10,​14
-6
+5
,i20
t135 r25
  • Combo from 2nd hit
  • Enter SS -5 +6 with D_U
Running Jump Kick

uf+3+4

m,​t
20,​13
31
-23a~-16a
+2d
i23~30
  • js3~34
  • fs35~
t65 r35 FUFT
  • Balcony break on meaty hit
  • +9a (-1) on meaty hit
  • Transition to Heel Hold (HHD) chain throw on hit if the move connects on i23, otherwise knockdown
  • Throw is unbreakable, rest of the chain throw is breakable
  • FC.3
  • d+3

uf,n,D+3

L
15
-17
-6
i43
  • js9~30
  • fs31~33
  • cs34~53
t101 r36
Hopping Low Kick to Right Uppercut
  • FC.3,2
  • d+3,2

uf,​n,​D+3,2

L,​m
15,​18
-11~-9
+12~+14
,i25~27
t100 r30
  • Combo from 1st CH
  • FC.3,4
  • d+3,4

uf,​n,​D+3,4

L,​h
15,​14
-8
+1
,i20
t94 r31
  • Combo from 1st CH
Hopping Low Kick to Easy Prey
  • FC.3,4,3
  • d+3,4,3

uf,​n,​D+3,​4,3

L,​h,​m
15,​14,​20
-7
+22a
,i29~30
t120 r27
Balcony Break
Spike
  • Combo from 2nd hit
  • Combo from 1st CH
  • Interrupt with i5 from 2nd block

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
  • Cannot be buffered
Bad Habit

f,F+3

M
24
-14
+8
+52a
i15
t49 r34
Cannot be buffered
Kneel Kick

f,F+4

M
20
-10~-6
+9g~+13g
+21a
i28~32
js4~
t57 r25 FUFT
Spike
  • 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
  • Opponent recovers crouching
  • Cannot be buffered
Bombshell Blast

f,F+1+2

M
26
-5
+12a (+3)
i23~24
t55 r32
Balcony Break
  • Chip damage on block
  • Cannot be buffered
Bombshell Blast

f,F+1+2*

M
32
+8g
+19a (+9)
i33~34
t58? r35
Balcony Break
  • Chip damage on block
  • Cannot be buffered

f,f,F+3

m
10
-8
+1
i20~21
  • js4~18
  • fs19~21
t52 r31
Sometimes written wr3
Electric Ray

f,​f,​F+3,3

m,​M
10,​20
-4~-1
+17a
,i32~35
  • ,js19~34
  • ,fs35~37
t86 r30
Spike
  • Combo from 1st hit
Sometimes written wr3,3
Stingray

f,​f,​F+3,4

m,​m
10,​21
-13
+34a (+19)
,i24~25
t76 r30
Tornado
  • Combo from 1st hit
Sometimes written wr3,4
Spiral Bombshell Blast

f,f,F+1+2

m
30
+4
+12a (+3)
i20~21
js5~14 fs15~17
t53 r32
Heat Engager
Heat Dash +36a (+26) ,+5
Balcony Break
  • Chip damage on block
Sometimes written wr1+2
Wipe the Floor
FC.df+4

d,DF+4

L
20
29
29
-37
+14a
+27a
i20~24
cs1~
t77 r53 FC
Faster version of df+3+4
Evil Mist
db,qcf,n,DB+2+3

db,qcf,n,DB+2+3

h!
[10;10]
+36g~+50g
i24~38
cs1~37
t38 r0
Sometimes written CD.2+3

Crouch

Name
Alt

Input

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

hFC.1

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

hFC.1,4

sl,​m
5,​10
-11
+0
,i16~17
t56 r29
Combo from 1st CH
Crouch Straight

hFC.2

sl
8
-4
+7
i11
cs1~
t34 r23 FC
Crouch Spin Kick

hFC.3

L
10
-17
-6
i16
cs1~
t52 r36 FC
Crouch Shin Kick

hFC.4

l
6
-15
-4
i12
cs1~
t46 r34 FC

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
i13~14
t38 r24
Diving Hornet

ws1,4

m,​m
17,​20
-3c
+21d
,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 i5 i5
t130? r40
Balcony Break
Weapon
Palm Uppercut

ws2

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

ws3

m,​t
15
12
9
-13
+0d
i13
t46 r33
Knee
  • Transition to Triple Slaps chain throw automatically on standing front hit
  • Throw is unbreakable, rest of the chain throw is breakable
Toe Smash

ws4

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

ws4,2

m,​m
15,​22
-9
+36a
,i19
t96? r31
Balcony Break
  • Side roll takes 34 frames, effective startup i53
  • Chip damage on block
  • Cancel to r38 FC with D
Flashing Escape

ws4,3

m,​h
15,​24
-10
+14a (+5)
,i25
t73 r36
Balcony Break
  • Combo from 1st CH
Haematopus Kiss Shot

ws4,​3,1+2

m,​h,​h,​h,​h
15,​24,​6,​6,​6
-9
+34a (-24)
,i28 i5 i5
t157? r40
Balcony Break
  • Jail from 3rd attack
  • Combo from 2nd hit
  • Combo from 1st CH
  • Chip damage on block
  • Powered up in heat
Geyser Cannon
db+3+4

ws3+4

m
21
10
10
-17
+36a (+26)
i18~19
t56 r37
Tornado

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
+3
i14~15
t41 r26
  • Enter CD +10g +23g with F
  • Enter SWA +10g +23g with B
Double Shot

SS.1,2

m,​m
15,​15
-3
+3
,i16~18
t53 r20
Lift Shot

SS.2

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

SS.4

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

SS.4,2

L,​h
14,​22
-7
+37d (-21)
i22
t80 r37
Tornado
Balcony Break
  • Combo from 1st CH
  • Chip damage on block
Spiral Explosion

SS.1+2

m
22
-9
+36a
i19
t50 r31
Balcony Break
  • Sidestep adds minimum 9f, effective startup i28
  • Chip damage on block

CD (Ducking Step)

Name
Alt

Input

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

qcf

cs1~20
t29 r1? CD
  • Recover in FC with qcf,n
  • Cancel to FC with d,df,d
Sometimes written
  • CD
  • 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
  • d,df,F+1
Shut Up

CD.2

M
25
25
7
-8
+32a (+17)
i17~18
t50 r32
Heat Engager
Heat Dash +42a (+27), +5
Balcony Break
Sometimes written
  • qcf+2
  • d,df,F+2
Sideslip

CD.3

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

CD.4

m
15
22
-8
+6s
i14
t50 r36
Knee
Sometimes written
  • qcf+4
  • d,df,F+4

CD.4,3

m,​h
15,​23
-10
+14a (+5)
,i25
t76 r36
Balcony Break
  • Combo from 1st hit with 4f delay
  • Move can be delayed 3f
Sometimes written
  • qcf+4,3
  • d,df,F+4,3
Lapwing Kiss Shot

CD.4,​3,1+2

m,​h,​h,​h,​h
15,​23,​6,​6,​6
-9
+24a (-9)
,i28 i5 i5
t160? r40
Balcony Break
Weapon
Sometimes written
  • qcf+4,3,1+2
  • d,df,F+4,3,1+2
Evil Mist
db,qcf,n,DB+2+3

CD.2+3

h!
[10;10]
+36g~+50g
i24~38
cs1~37
t38 r0
Sometimes written
  • qcf+2+3
  • d,df,F+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 r10 SS with d
  • Recovers in FC for 5 frames (21~25)
Sometimes written d,db,b
Ice Pick

SWA.b+4

M
20
27
-12
+68a (+52)
i19~20
t58 r35
Tornado
Sometimes written
  • qcb+4
  • d,db,b+4

Others

Name
Alt

Input

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

R.df+1+2

m,​t
55+
-15
+0d
i20
pc8~
r39
Rage Art
Reversal Break
  • Ereases opponent's recoverable health on hit
  • Damage increases with lower health, maximum 80
  • Freezes match timer on activation and on hit
  • Restores recoverable health on hit
  • Transition to attack throw on hit
  • Consumes Rage
  • Ki Charge
  • Supercharger

1+2+3+4

r55
  • Can't block for 5 seconds
  • CH state 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
-7d
i17~18
r35?
Spike

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
Removes Recoverable Health
  • Unbreakable
  • Side switch
  • Powered up input: STB.1,2,3
Kneebar

Left throw

t
40
-3
+1d
Removes Recoverable Health
  • Throw break 1
  • Can side switch on hit
Hammer Throw

Right throw

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

Back throw

t
60
+3d
Removes Recoverable Health
  • Unbreakable
  • 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
Removes Recoverable Health
  • Throw break 2
  • 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
ps5~12
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
Removes Recoverable Health
  • Throw break 1
  • Powered up input: ABK.3,1,1+2
Falling Arm Break

ABK.2

t
15
-3
+3d
Removes Recoverable Health
  • Throw break 2
  • Powered up input: ABK.2,1,3,4,1+2
Stomach Lock (TSS)

BHS.2

t
9,​6
-3
+0d
  • Throw break 2
  • Powered up input: BHS.2,3,4,2
  • Listed in previous games as Triple Slaps
Neck Crusher

TSS.1

t
15
-3
+0d
Removes Recoverable Health
  • Throw break 1
  • Powered up input: TSS.1,1,2,1+2
Leg Stretch Arm Lock

TSS.2

t
20
+3d
Removes Recoverable Health
  • Throw break 2
  • Powered up input: TSS.1,2,4,3,1+3
Seoi Gyaku Juji-gatame

BHS.1+2

t
10,​10
-3
+3d
Removes Recoverable Health
  • Throw break 1+2
  • Can side switch 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
Removes Recoverable Health
  • Throw break 1
  • 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
Removes Recoverable Health
  • Throw break 1
  • Powered up input: HHD.3,4,2+4
  • Alternate name: Double Snap
Double Heel Hold

HHD.2

t
25
-9
+0d
Removes Recoverable Health
  • Throw break 2
  • 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
Arm Break (ABK)

BTR.1

t
13
-3
+4d
  • Throw break 1
  • Powered up input: BTR.1,3,1
Double Arm Break

ABK.1

t
15
-3
+0d
Removes Recoverable Health
  • Throw break 1
  • Powered up input: ABK.3,1,1+2
Falling Arm Break

ABK.2

t
15
-3
+3d
Removes Recoverable Health
  • Throw break 2
  • Powered up input: ABK.1,2,3,4,1+2
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
Removes Recoverable Health
  • Throw break 1
  • Powered up input: NTM.1,1,2,1+2
Leg Stretch Arm Lock

NTM.2

t
25
-3
+3d
Removes Recoverable Health
  • Throw break 2
  • 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