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* {{HeatEngager}} | * {{HeatEngager|+17}} | ||
* {{HeatDash|+43a (+35), +5}} | * {{HeatDash|+43a (+35), +5}} | ||
* {{BB}} | * {{BB}} |
Revision as of 00:54, 8 October 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
- Erases opponent recoverable health on hit
- 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+2,2,2
- 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
- Erases opponent recoverable health on hit
- 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
- 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
- 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
- Erases opponent's recoverable health on hit
- Powered up input: STB.1,2,3
Left throw
- Throw break 1
- Erases opponent's recoverable health on hit
- Can side switch on hit
Back throw
- Unbreakable
- Erases opponent's recoverable health on hit
- Can side switch on hit
df+2+4
- Throw break 2
- Erases opponent's recoverable health on hit
- Side switch on hit
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
ABK.1
- Throw break 1
- Erases opponent's recoverable health on hit
- Powered up input: ABK.3,1,1+2
ABK.2
- Throw break 2
- Erases opponent's recoverable health on hit
- Powered up input: ABK.2,1,3,4,1+2
BHS.2
- Throw break 2
- Powered up input: BHS.2,3,4,2
- Listed in previous games as Triple Slaps
TSS.1
- Throw break 1
- Erases opponent's recoverable health on hit
- Powered up input: TSS.1,1,2,1+2
TSS.2
- Throw break 2
- Erases opponent's recoverable health on hit
- Powered up input: TSS.1,2,4,3,1+3
BHS.1+2
- 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
CHD.1
- Throw break 1
- Erases opponent's recoverable health on hit
- Powered up input: CHD.3,4,1+2
HHD.1
- Throw break 1
- Erases opponent's recoverable health on hit
- Powered up input: HHD.3,4,2+4
- Alternate name: Double Snap
HHD.2
- Throw break 2
- Erases opponent's recoverable health on hit
- Powered up input: HHD.1,3,2+4,1+2
NTM.1
- Throw break 1
- Erases opponent's recoverable health on hit
- Powered up input: NTM.1,1,2,1+2
NTM.2
- Throw break 2
- Erases opponent's recoverable health on hit
- Powered up input: NTM.1,2,4,3,1+3
uf+3+4
- Transitions to throw on front hit
- Throw break 2