JaeChizzle (talk | contribs) (→Heat) |
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|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+36a (+26) | * {{HeatDash|+5, +36a (+26)}} | ||
* {{BB}} | * {{BB}} | ||
* Combo from 1st hit with 14f delay | * Combo from 1st hit with 14f delay | ||
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|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+43a (+35) | * {{HeatDash|+5, +43a (+35)}} | ||
* {{BB}} | * {{BB}} | ||
* Frame advantage is -8 if an attack is absorbed | * Frame advantage is -8 if an attack is absorbed | ||
Line 1,511: | Line 1,511: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}}+17 | * {{HeatEngager}}+17 | ||
* {{HeatDash|+43a (+35) | * {{HeatDash|+5, +43a (+35)}} | ||
* {{BB}} | * {{BB}} | ||
* Jail from 1st attack | * Jail from 1st attack | ||
Line 2,355: | Line 2,355: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+36a (+26) | * {{HeatDash|+5, +36a (+26)}} | ||
* {{BB}} | * {{BB}} | ||
* Chip damage on block}} | * Chip damage on block}} | ||
Line 2,840: | Line 2,840: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+42a (+27) | * {{HeatDash|+5, +42a (+27)}} | ||
* {{BB}}}} | * {{BB}} | ||
}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 3,153: | Line 3,154: | ||
* Unbreakable | * Unbreakable | ||
* Side switch | * Side switch | ||
* Powered up input: STB.1 | * Powered up input: STB.2,1,3}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 3,561: | Line 3,562: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Throw break 2 | * Throw break 2 | ||
* Powered up input: CHD. | * Powered up input: CHD.4,2,1+2}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 3,780: | Line 3,781: | ||
* Throw break 2}} | * Throw break 2}} | ||
}} | }} | ||
== 10 Strings == | |||
{| class="wikitable" style="text-align: center" | |||
|- | |||
| colspan="7" class="wikitable-heading" | 10 Hit Combo 1 | |||
|- | |||
! Input !! Hit level !! Damage !! Startup !! Block !! Hit !! Combo | |||
|- | |||
| df+3 || m || 13 || i14 || -11 || +0 ||Start | |||
|- | |||
| 2 || h || 9 || i19 || +1 || +5||Yes | |||
|- | |||
| 1 || h || 6 || i16 || -3 || +4 ||No | |||
|- | |||
| 2 || h || 6 || i16 || -10 || +1 ||No | |||
|- | |||
| 4 || h || 9 || i18 || -20 || -4 ||No | |||
|- | |||
| 3 || L || 9 || i18 || -25 || -14 ||No | |||
|- | |||
| 4 || l || 5 || i21 || -15 || -4 ||No | |||
|- | |||
| 2 || m || 6 || i29~30 || -19 || -8 ||No | |||
|- | |||
| 4 || l || 5 || i22 || -15 || -4 ||No | |||
|- | |||
| 3 || m || 25 || i24 || -23 || +60a (+44) ||No | |||
|} |
Latest revision as of 18:38, 15 December 2024
Nina |
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Movelist & frame data (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Nina movelist (Tekken 7).
Heat
2+3
- 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.
H.2+3
- Transition to attack throw on hit
- Enter CD r30 with F on block
- Deals chip damage on block
- Jails
H.2+3
- Jails
f+4,2
- Combo from 1st hit with 14f delay
- Input can be delayed 15f
- Move can be delayed 9f
f+1+2
- Frame advantage is -8 if an attack is absorbed
- Deals chip damage if an attack is absorbed
db+1+2
- Jail from 1st attack
f,f,F+1+2
- Chip damage on block
H.b+1+2
- 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
H.b+3+4,1+2
- Combo from 1st hit
- Jails from 2nd hit
- Chip damage on block
- Partially uses remaining Heat time
H.ws1,1+2
- Combo from 1st hit
- Jails from 2nd hit
- Chip damage on block
- Partially uses remaining Heat time
H.ws4,3,1+2
- Combo from 2nd hit
- Combo from 1st CH
- Jails from 3rd hit
- Chip damage on block
- Partially uses remaining Heat time
H.CD.4,3,1+2
- Combo from 1st hit
- Jails from 3rd hit
- Chip damage on block
- Partially uses remaining Heat time
n
Input
1,2
- Jail from 1st attack with 8f delay
- Enter SS +0 +11 t15 r9 with D_U
1,2,1
- Combo from 2nd CH with 4f delay
- Input can be delayed 6f
1,2,1,1+2
- Jail from 3rd attack
- Combo from 2nd CH
- Chip damage on block
- Power up in Heat
1,2,4
- Combo from 2nd CH with 8f delay
- Input can be delayed 10f
1,2,1+2
- Combo from 2nd CH with 7f delay
- Input can be delayed 10f
- Interrupt with i3 from 2nd block
1,4
- Combo from 1st hit
- Move can be delayed 2f
1,4,1
- Interrupt with i1 from 2nd block
2,3
- 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
3,3,3,4
- Combo from 3rd CH with 6f delay
- Input can be delayed 10f
3,2
- Side roll takes 34 frames, effective startup i53
- Chip damage on block
- Cancel to r38 FC with D
3,4
- Combo from 1st hit with 8f delay
- Input can be delayed 10f
4,2
- Side roll takes 35 frames, effective startup i54
- Chip damage on block
- Cancel to r38 FC with D
4,4
- ,js21~34
- ,fs35~37
- Balcony break on airborne hit
- Combo from 1st CH
4,4,4
- Balcony break on airborne hit
- Combo from 2nd CH
4,4,3+4
- ,js29~36
- ,fs37~42
- Combo from 2nd CH
1+4
- Second hit is +7c on CH if the first hit whiffs
f
Input
f+2,1,3
- ,js26~40
- ,fs41~43
- Combo from 2nd hit with 2f delay
- Combo from 1st CH
- Input can be delayed 19f
- Move can be delayed 18f
f+2,1,4
- Combo from 2nd hit with 4f delay
- Combo from 1st CH
- Input can be delayed 19f
- Move can be delayed 18f
f+3
- Does not jail
- 2nd hit is homing
f+4,2
- Combo from 1st hit with 14f delay
- Input can be delayed 15f
- Move can be delayed 9f
f+1+2
- Frame advantage is -8 if an attack is absorbed
- Deals chip damage if an attack is absorbed
df
Input
df+1,2
- 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
df+2
- +4s on hit against crouching opponent
- Does not launch crouching opponent
df+3,1
- Combo from 1st CH
- Input can be delayed 10f
- Cancel to SS -19 -8 -7 with D_U
df+3,1,2
- Combo from 2nd hit
- Combo from 1st CH
- Opponent is closer on CH, can combo
df+3,2
- 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
- Combo from 2nd CH with 9f delay
- Jail from 2nd block with 3f delay
df+3,2,1,4
df+3,2,3
- Combo from 2nd CH with 10f delay
df+3,2,4
- Combo from 2nd CH with 8f delay
df+3,3
- Combo from 1st hit with 1f delay
- Input can be delayed 10f
df+3+4
- Faster startup with input d,DF+4
d
Input
d+2,2
- Combo from 1st CH
- FC.3,2
- uf,n,D+3,2
d+3,2
- Combo from 1st CH
- FC.3,4,3
- uf,n,D+3,4,3
d+3,4,3
- Combo from 2nd hit
- Combo from 1st CH
- Interrupt with i5 from 2nd block
d+4,1
- Combo from 1st CH with 6f delay
- Input can be delayed 9f
- Cancel to SS -21 -10 with D_U
db
Input
db+4,3
- Combo from 1st CH with 1f delay
db+1+2
- Jail from 1st attack
b
Input
b+1,4
- Combo from 1st hit with 1f delay
- Can hit grounded when off-axis
b+2,2
- Combo from 1st hit with 1?f delay
- Jail from 1st block with 1?f delay
- Move can be delayed 1?f
b+2,2,2
- 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+3,4
- Combo from 1st hit with 16f delay
- Input can be delayed 17f
b+1+2
- 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
b+3+4,3
- ,js31~43
- ,fs44~46
b+3+4,1+2
u
Input
u+4
- js7~30
- fs31~33
- Opponent recovers crouching on hit
uf+2,1
- Combo from 1st hit with 9f delay
- Move can be delayed 7f
uf+4,3,4
- Combo from 2nd hit
- Enter SS -5 +6 with D_U
uf+3+4
- js3~34
- fs35~
- 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.3,2
- d+3,2
uf,n,D+3,2
- Combo from 1st CH
- FC.3,4,3
- d+3,4,3
uf,n,D+3,4,3
- Combo from 2nd hit
- Combo from 1st CH
- Interrupt with i5 from 2nd block
Motion Input
Input
f,F+4
- 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
f,F+1+2
- Chip damage on block
- Cannot be buffered
f,F+1+2*
- Chip damage on block
- Cannot be buffered
f,f,F+3,3
- ,js19~34
- ,fs35~37
- Combo from 1st hit
f,f,F+3,4
- Combo from 1st hit
f,f,F+1+2
- Chip damage on block
d,DF+4
db,qcf,n,DB+2+3
Crouch
Input
hFC.1
- Transition to Standing with f
WS
Input
ws1,1+2
ws3
- Transition to Triple Slaps chain throw automatically on standing front hit
- Throw is unbreakable, rest of the chain throw is breakable
ws4,2
- Side roll takes 34 frames, effective startup i53
- Chip damage on block
- Cancel to r38 FC with D
ws4,3,1+2
- Jail from 3rd attack
- Combo from 2nd hit
- Combo from 1st CH
- Chip damage on block
- Powered up in heat
SS (Sidestep)
Input
SS.1
- Enter CD +10g +23g with F
- Enter SWA +10g +23g with B
SS.4
SS.4,2
- Combo from 1st CH
- Chip damage on block
SS.1+2
- Sidestep adds minimum 9f, effective startup i28
- Chip damage on block
CD (Ducking Step)
Input
- Crouch Dash
- Ducking Step
qcf
- Recover in FC with qcf,n
- Cancel to FC with d,df,d
- CD
- d,df,F
CD.1
- qcf+1
- d,df,F+1
CD.3
- qcf+3
- d,df,F+3
CD.4,3
- Combo from 1st hit with 4f delay
- Move can be delayed 3f
- qcf+4,3
- d,df,F+4,3
CD.4,3,1+2
- qcf+4,3,1+2
- d,df,F+4,3,1+2
CD.2+3
- qcf+2+3
- d,df,F+2+3
SWA (Sway)
Input
qcb
- Cancel to SS with u
- Buffer to r10 SS with d
- Recovers in FC for 5 frames (21~25)
SWA.b+4
- qcb+4
- d,db,b+4
Others
Input
R.df+1+2
- Damage increases with lower health, maximum 82
- 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
- Can't block for 5 seconds
- CH state for 5 seconds
Throws
Input
2+4
- Throw break 1 or 2
- Side switch
- Nina recovers BT
STB.2
- Unbreakable
- Side switch
- Powered up input: STB.2,1,3
b+1+3_b+2+4
- Damage is 25 + 50% of the opponent's attack
- Parries mid or high punches or kicks
BHS.1
- Throw break 1
- Powered up input: BHS.1,3,1
- Alternate input: BTR.1
BHS.2
- Throw break 2
- Powered up input: BHS.2,3,4,2
- Listed in previous games as Triple Slaps
BHS.1+2
- Throw break 1+2
- Can side switch on hit
- Powered up input: BHS.3,4,3,1+2
HHD.1
- Throw break 1
- Powered up input: HHD.3,4,2+4
- Alternate name: Double Snap
uf+3+4
- Transitions to throw on front hit
- Throw break 2
10 Strings
10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
df+3 | m | 13 | i14 | -11 | +0 | Start |
2 | h | 9 | i19 | +1 | +5 | Yes |
1 | h | 6 | i16 | -3 | +4 | No |
2 | h | 6 | i16 | -10 | +1 | No |
4 | h | 9 | i18 | -20 | -4 | No |
3 | L | 9 | i18 | -25 | -14 | No |
4 | l | 5 | i21 | -15 | -4 | No |
2 | m | 6 | i29~30 | -19 | -8 | No |
4 | l | 5 | i22 | -15 | -4 | No |
3 | m | 25 | i24 | -23 | +60a (+44) | No |