Nina movelist (Tekken 7)

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Rage

Name
Alt

Input

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

R.d+1+2

m
55–82
-22
+0d
i20
pc8~
r46
Damage increases with lower health
Rage Drive

R.f+2+3

m
50
+9g~+10g
+32a (-4)
i20~21
js5~14 fs15~17
r32
Balcony Break
Rage Drive

R.f+2+3,DF

m
50
+20g~21g
+43a (+7)
,cs1~
r21 CD

n

Name
Alt

Input

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

1

h
7
+1
+8
i10
t27 r17
Left Right Combo

1,2

h,​h
7,​10
-1
+5
,i10
r20
  • Jail from 1st attack with 8f delay
Left Right Combo to Sidestep

1,2~d_u

+0
+6
r29

1,​2,1

h,​h,​h
7,​10,​6
-3
+4
,i16
r21
  • Combo from 2nd CH with 9f delay
  • Jail from 2nd block with 3f delay
  • Input can be delayed 12f

1,​2,​1,2

h,​h,​h,​h
7,​10,​6,​6
-10
+1
,i16
r29
  • Combo from 2nd CH with 9f delay
  • Jail from 2nd block with 2f delay
  • Input can be delayed 11f
Double Explosion 2

1,​2,​1,​2,1+2

h,​h,​h,​h,​m
7,​10,​6,​6,​22
-14
+11a (+2)
+43a (-4)
,i23
r34
Balcony Break
  • Input can be delayed 10f
  • Combo from 4th CH with 7f delay
Left Right to Spider Knee

1,​2,3

h,​h,​m
7,​10,​15
-13
+2
,i18
r33
Knee
  • Input can be delayed 12f
  • Combo from 2nd CH with 7f delay}
  • Transition to Triple Slaps throw on front hit with 1+2 (3f input window)
Biting Snake

1,​2,​1,4

h,​h,​h,​L
7,​10,​6,​12
-13
-2
,i23
,cs10~
r32 FC
  • Input can be delayed 11f
  • Combo from 3rd CH with 2f delay
Bermuda Triangle

1,​2,4

h,​h,​h
7,​10,​22
-6
+20a (+11)
,i22
r30
Tailspin
  • Input can be delayed 10f
  • Combo from 2nd CH with 3f delay
Double Explosion 1

1,​2,1+2

h,​h,​m
7,​11,​22
-14
+11a (+2)
+43a (-4)
,i23
r34
Balcony Break
  • Input can be delayed 10f
  • Combo from 2nd CH with 2f delay
PK Combo

1,4

h,​h
7,​17
-4~-3
+1~+2
,i17~18
r28
  • Combo from 1st hit
  • Move can be delayed 2f
PK Combo to Assasin's Blade

1,​4,1

h,​h,​m
7,​17,​21
-11~-10
+15g~+16g
,i25~26
r27
Tailspin
Straight

2

h
10
+1
+7
i10
r18
Right Left Combo

2,1

h,​h
10,​6
-3
+4
,i16
r21
  • Combo from 1st CH with 9f delay
  • Jail from 1st block with 3f delay
  • Input can be delayed 10f
Biting Snake (Short)

2,​1,4

h,​h,​L
10,​6,​12
-13
-2
,i23
,cs10~
r32 FC
  • Combo from 3rd CH with 2f delay
  • Input can be delayed 11f
Double Smash

2,3

h,​m
10,​15
-13
+2
,i18
r33
Knee
  • Combo from 1st CH with 7f delay
  • Input can be delayed 12f
  • Transition to Triple Slaps throw on front hit with 1+2 (3f input window)
Jab Roundhouse

2,4

h,​h
10,​22
-6
+20a (+11)
,i22
r30
Tailspin
  • Combo from 1st CH with 3f delay
  • Input can be delayed 10f
Double Explosion (Short)

2,1+2

h,​m
10,​22
-14
+11a (+2)
+43a (-4)
,i23
r34
Balcony Break
  • Combo from 1st CH with 2f delay
  • Input can be delayed 10f

3

h
14
-16
-5
i14
r35
Spike Combo

3,3

h,​L
14,​10
-17
-6
,i24
,cs18~
r36
  • Combo from 1st hit
  • Grounded hit can be inconsistent
Spike Combo to Right Uppercut

3,​3,2

h,​L,​m
14,​10,​10
-13~-11
,i25~27
r30
Combo from 2nd CH

3,​3,4

h,​L,​h
14,​10,​18
-6
+5
+30a (+20)
,i20
r25
  • Combo from 2nd CH
  • Balcony break on CH
Spike Combo to Easy Prey

3,​3,​4,3

h,​L,​h,​m
14,​10,​18,​20
+2~+3
+5~+6
,i29~30
r27
Spike
Head Ringer

3,4

h,​h
14,​20
-6
+20a (+11)
,i22
r30
Tailspin
  • Combo from 1st hit
  • Combo from 1st CH with 8f delay
  • Input can be delayed 10f
Left High Kick to Right Roll

3,d

-15
-4
r46
  • Input is reversed when facing left
  • Can recover in r42 FC with D
Left High Kick to Spiral Explosion

3,​d,1+2

h,​m
14,​22
-11
,i19
r31
Balcony Break
Magic 4

4

h
15
-9
+8
i11
r28
Balcony break on CH
Right High to Left Spin Low Kick

4,3

h,​L
15,​13
-17
-3
,i22
,cs10~
r33
Blonde to Right Uppercut

4,​3,2

h,​L,​m
15,​13,​10
-13~-11
,i25~27
r30
Combo from 2nd CH

4,​3,4

h,​L,​h
15,​13,​18
-6
+5
,i20
r25
  • Combo from 2nd CH
  • Balcony break on CH
Blonde to Easy Prey

4,​3,​4,3

h,​L,​h,​m
15,​13,​18,​20
+2~+3
+5~+6
,i29~30
r27
Spike
Right High Kick to Left Roll

4,u

h
15
-16
-5
+20a(+10)
r47
  • Input is reversed when facing left
  • Can recover in r43 FC with D
Right High Kick to Spiral Explosion

4,​u,1+2

h,​m
15,​22
-11
+36a
,i19
r31
Balcony Break
Ivory Cutter

1+4

m,​m
4,​20
-5~-4
+4c~+5c
+6c~+7c
i15~16 i28~29
r42 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
-3
+8
i13
r22

f+2,1

h,​m
12,​12
-13~-12
-6s~-5s
,i19~20
r35
  • Combo from 1st CH with 9f delay
  • Input can be delayed 9f
Dead Drop

f+2,​1,2

h,​m,​M
12,​12,​20
-12~-10
+4c~+6c
,i25~27
r35
Spike
  • Combo from 2nd hit with 4f delay
  • 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)
,i25~27
r25
Tailspin
  • Combo from 2nd hit with 4f delay
  • Input can be delayed 19f
  • Move can be delayed 18f
Siren's Kiss

f+3

h,​h
10,​20
+6~+7
+24a (+15)
i14~15,i10~11
r25
Tailspin
  • 2nd hit is duckable if the 1st is blocked
  • 2nd hit is homing

f+4

h
14
-12
-3
-1
i16
r31

f+4,3

h,​m
14,​13
-14~-12
,i29~31
r31
  • Combo from 1st CH with 1f delay
  • Input can be delayed 10f
  • Move can be delayed 9f
Sweeper Combo

f+4,​3,3

h,​m,​M
14,​13,​20
-14~-11
+12a
,i32~35
,js19~34 fs35~37
r35
Spike
Double Whip

f+4,4

h,​h
14,​17
+1
+13g
,i16
r30
  • Combo from 1st hit with 9f delay
  • Jail from 1st block with 3f delay
  • Input can be delayed 10f
Blonde Bomb

f+1+2

m
24
-14
+11a (+2)
i17
pc8~16
r34
Balcony Break
  • Alternate input: WS.1+2

df

Name
Alt

Input

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

df+1

m
13
-1~+0
+5~+6
i13~14
r19
Uppercut to Jab

df+1,2

m,​h
13,​10
-3
+2
+9
,i16
r21
  • Jail from 1st attack
Uppercut to Jab to Sidestep

df+1,2~u_d

-1
+4
+11
r19

df+1,2~f

-3
+2
+9
,cs1~
r21 CD

df+3

m
13
-11
+1
i14
r29

df+3,1

m,​h
13,​10
-8
+3
,i30
r27
  • Jail from 1st attack
  • Input can be delayed 10f

df+3,1~u_d

-19
-7
r37
Leg Slicer Combo

df+3,​1,2

m,​h,​h
13,​10,​6
-10
+1
,i16
r29
  • Jail from 2nd attack
Assault Bomb

df+3,​1,​2,1+2

m,​h,​h,​m
13,​10,​6,​22
-14
+11a(+2)
+43a (-4)
,i23
r34
  • Combo from 3rd CH with 7f delay
  • Input can be delayed 10f

df+3,2

m,​h
13,​12
+1
+5
+12
,i19
r18
Combo from 1st hit with 10f delay

df+3,2~u_d

+0
+4
+11
r19
Creeping Step

df+3,2~f

-1
+3
+10
,cs1~
r20 CD

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~
r32 FC
Combo from 3rd CH with 2f delay
Creeping Snake to Geyser Cannon

df+3,​2,3

m,​h,​m
13,​12,​21
-17~-16
,i19~20
r37
  • 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
,i22
r30
Tailspin
  • Combo from 2nd CH with 8f delay

df+3,​2,d+3

m,​h,​L
13,​12,​10
-14
-3
,i21
,cs10~
r33 FC
Combo from 2nd CH with 9f delay
Creeping Snake to Left Low Right Uppercut

df+3,​2,​d+3,2

m,​h,​L,​m
13,​12,​10,​10
-13~-11
,i25~27
r30
Combo from 3rd CH

df+3,​2,​d+3,4

m,​h,​L,​h
13,​12,​10,​18
-6
+5
,i20
r25
  • Combo from 3rd CH
  • Balcony break on CH
Creeping Snake to Easy Prey

df+3,​2,​d+3,​4,3

m,​h,​L,​h,​m
13,​12,​10,​18,​20
+2~+3
+5~+6
,i29~30
r27
Spike

df+3,3

m,​h
13,​6
-14
-3
,i17
r33
Combo from 1st hit with 10f delay

df+3,​3,3

m,​h,​h
13,​6,​8
-14
-3
,i17
r33
  • Combo from 2nd hit with 10f delay
  • Jail from 2nd block with 2f delay
Flash Kicks

df+3,​3,​3,4

m,​h,​h,​h
13,​6,​8,​20
-6
+20a (+11)
,i24
r30
Tailspin
  • Combo from 3rd CH with 6f delay
  • Input can be delayed 10f

df+3,4

m,​h
13,​21
-4~-3
+7~+8
i28~29
,js20~38 fs39~41
r27
  • Combo from 1st hit with 2f delay
  • Input can be delayed 10f
Deadly Assault

df+3,​4,4

m,​h,​L
13,​21,​20
-13~-11
+14a
+46a
,i29~31
,cs16~55
r27
Combo from 2nd CH
Deadly Hunter

df+3,​4,3+4

m,​h,​M
13,​21,​21
-6~+0
+21a
,i35~39 i4~10
,js29~36 fs37~42
r24
Spike
  • Combo from 2nd CH
Left Middle to Right High Kick

df+3,f+4

m,​h
13,​20
-6
+20a (+11)
,i24
r30
Tailspin
  • Combo from 1st hit with 6f delay
  • Input can be delayed 10f
Ray Hands

df+1+2

m,​m
5,​14
-6
+20g~+21g
i16~17 i1~2
r22
Tailspin
Homing

d

Name
Alt

Input

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

d+1

s
5
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f
  • hFC.1 is the same move with cs1~

d+1,2

sm,​sm
5,​8
-6
+5
,i15
,cs~1
r25
Combo from 1st CH
Below the Belt Combo

d+1,​2,4

sm,​sm,​m
5,​8,​10
-14~-12
-3~-1
,i19~21
,cs~1
r31
Combo from 2nd CH
Jab to Mid Kick

d+1,4

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

d+2

L
13
-12
+0
+5
i20
cs6~
t50 r30 FC
Cutthroat

d+2,3

L,​h
13,​20
-6~-4
+20a (+11)
+49a
,i26~28
r28
Tailspin
  • Combo from 1st CH
Crouch Spin Kick

d+3

L
12
-17
-3
i16
cs4~
t49 r33 FC
hFC.3 is the same move with cs1~
Left Spin Low Kick to Right Upper

d+3,2

L,​m
12,​10
-13~-11
+31a (+21)
,i25~27
r30
Combo from 1st CH

d+3,4

L,​h
12,​18
-6
+5
+30a (+20)
,i20
r25
  • Combo from 1st CH
  • Balcony break on CH
Easy Prey

d+3,​4,3

L,​h,​m
12,​18,​20
+2~+3
+5~+6
,i29~30
r27
Spike
Crouch Shin Kick

d+4

l
7
-13
-2
i12
cs4~
t44 r32 FC
Remapped to d+3+4 for some characters
Right Low Kick to Back Spin Chop

d+4,1

l,​h
7,​10
+0
+6
+11
,i24
r19
  • Combo from 1st CH with 6f delay
  • Input can be delayed 9f

d+4,1~u_d

-21
-2
r32

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
+18a (+9)
+58a
i24~25
r31
Tailspin
Homing
Stiletto Heel

db+3

L
17
-13
+4c
+13a
i20
r32
Slicer

db+4

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

db+4,3

L,​m
5,​21
-17~16
+36a (+26)
,i27~28
r37
  • Combo from 1st CH
Power Charge

db+1+2

m!
50
+25a
i65
r30
Cancel to r25 with u,u
Geyser Cannon

db+3+4

m
21
-17~-16
+36 (+26)
i19~20
r37

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
-7~-6
+4~-5
i12~13
r25
Throat Slasher to Bad Habit

b+1,4

h,​M
10,​22
-14
+9
+53a
,i28
r33
  • Combo from 1st hit
  • Grounded hit can be inconsistent

b+2

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

b+2,2

h,​h
12,​16
-6~-5
+5~+6
,i14~15
r24
  • Combo from 1st hit
  • Move can be delayed 2f
Backhand Combo

b+2,​2,2

h,​h,​h
12,​16,​20
-9~-8
+9g~+10g
+45a
,i25~26
r33
  • Combo from 2nd CH with 5f delay
  • Input can be delayed 13f

b+3

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

b+3,4

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

b+4

h
15
-7
+11
+18
i14
r26
Nosebleed stun on normal hit
Shockwave Palm

b+1+2

m,​m
6,​26
-7
+3a
i18 i8~10
r32
  • Combo from 1st hit only if the second hit connects on i8, otherwise CH only
  • If the second hit connects on i9~10, frame advantage on hit will be -18~-19
Reverse Ivory Cutter

b+1+4

m,​m
4,​14
-15~-14
+34a (+24)
i16 i13~14
r39 r35

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
-16~-15
+20a
i20~21
r35

ub+3

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

ub+4

m
21
-7c~-2c
+3c
+20a
i23~28
js7~30 fs31~33
r30
Spike

u+3

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

u+4

M
21
+0c~+5c
+5c~+10c
+22a
i23~28
js7~30 fs31~33
r23
Spike
  • Grounded hit can be inconsistent
Skull Splitter

uf+1

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

uf+2

m
10
-10
+1
i18
r29
Binding Whip

uf+2,1

m,​m
10,​10
-13
+49a (+40)
,i21
r32
Spike
  • Combo from 1st hit with 9f delay
Catapult Kick

uf+3

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

uf+4

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

uf+4,3

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

uf+4,​3,4

h,​L,​h
23,​10,​14
-6
+5
,i20
r25
Combo from 2nd hit

uf+4,​3,4~u_d

-5
+6
r24
Running Jump Kick

uf+3+4

m
20
-23a~-16a
+9a (-1)
i23~30
js3~
r35 FUFT
Transition to throw on front hit
Leaping Axe Kick

UF+4

M
21
+0c~+5c
+5c~+10c
+22a
i23~28
js9~
r23
Spike

uf,n,D+3

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

uf,​n,​D+3,2

L,​m
15,​10
-13~-11
+28 (+18)
i25~27
r30
Combo from 1st CH

uf,​n,​D+3,4

L,​h
15,​18
-6
+5
+30a (+20)
,i20
r25
Combo from 1st CH
Hopping Low Kick to Easy Prey

uf,​n,​D+3,​4,3

L,​h,​m
15,​18,​20
+2~+3
+5~+6
,i29~30
r27
Spike

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
-9
+30a (+22)
i14
r35
Balcony Break
Bad Habit

f,F+3

M
24
-14
+8
+52a
i15
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
  • Without tech roll, Nina will receive 5 damage on whiff
  • Clean hit on block +16g~+20g
  • Clean hit damage 30
Bombshell Blast

f,F+1+2

M
26
-5~-4
+12a (+3)
i23~24
r32
Wall Bounce

f,F+1+2*

M
32
+11g~+12g
+8a (-1)
i33~34
r35
Wall Bounce
  • Wall crush on block, minimum +16g
Wipe the Floor

d,DF+4

L
20
-37
+14a
+27a
i20~24
cs1~
r45 FC
Evil Mist

db,qcf,n,DB+2+3

h!
0
+33~+50
i21~38
r0
Nosebleed stun

WR.3

m
12
-13~-12
-2~-1
i20~21
js4~18 fs19~21
r31
Stingray

WR.3,4

m,​m
12,​21
-13~-12
+34a (+19)
,i24~25
r30
Balcony Break
  • Combo from 1st hit
Spiral Bombshell Blast

WR.1+2

m
30
+4~+5
+23a (+18)
i20~21
js5~14 fs15~17
r32
Balcony Break

CD

Name
Alt

Input

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

qcf

cs1~20
t29 r1 CD
  • Recovers in FC with qcf,n
  • Input sometimes written as d,​df,​F
Hellbringer

qcf+1

h
21
+1~+3
+3~+5
i14~16
r26
Shut Up

qcf+2

M
25
-8~-7
+32a (+17)
i17~18
r32
Balcony Break
Sideslip

qcf+3

L
17
-20~-11
+0~+9
+21a
i19~28
cs10~49
r30

qcf+4

m
15
-8
+6a
i14
r36

qcf+4,2

m,​h
15,​10
-9
-3
,i18
r28
Combo from 1st hit with 4f delay
Shamrock

qcf+4,​2,3

m,​h,​h
15,​10,​23
-10
+14a (+5)
i22
r36
Balcony Break
  • Combo from 2nd CH

Sway

Name
Alt

Input

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

qcb

cs1~20
t20 r1 Sway
  • Cancel to SS with u
  • Buffer to SS with d
  • Recovers in FC for 5 frames (21~25)
Ice Pick

qcb,B+4

M
20
-15~-14
+34a (+24)
i19~20
r35
Sway adds minimum 10 frames, total startup is i29~30

WS

Name
Alt

Input

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

WS.1

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

WS.1,4

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

WS.1,1+2

m,​h,​h
17,​3,​15
-7~-6
+18a (+9)
,i23~24 i3~4
r31
Tailspin
  • Combo from 1st hit
  • Move can be delayed 2f
Palm Uppercut

WS.2

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

WS.3

m
15
-13
+2
i13
r33
Knee
  • Transition to Triple Slaps throw on front hit with 1+2 (3f input window)

WS.4

m
15
-4~-3
+7~+8
i11~12
r22
Flashing Escape

WS.4,3

m,​h
15,​24
-6
+15a
+41a
,i22
r38
Tailspin
  • Combo from 1st CH
Helping Hand

WS.b+1

m
13
-5~-4
+6~+7
+35a (+29)
i14~15
r23

WS.3+4

h
25
-16
+15a (+5)
i16
r35
Balcony Break

Crouch

Name
Alt

Input

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

FC.1

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

FC.1,2

s,​s
5,​8
-6
+5
,i15
,cs1~
r25 FC
Combo from 1st CH

FC.1,​2,4

s,​s,​m
5,​8,​10
-14~-12
-3~-1
,i19~21
r31
Combo from 2nd CH

FC.1,4

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

FC.2

s
8
-4
+7
i11
cs1~
t34 r23 FC
Low Jab Rising Kick

FC.2,4

s,​m
8,​10
-10~-8
+1~+3
,i19~21
r27
Combo from 1st CH

Others

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
i14~15
r26
Snakeshot to Rolling Dash

SS.1,F

+10g~+11
+23g~+24g
,cs1~20
r29 CD
Snakeshot to Reverse Rolling Dash

SS.1,B

+10g~+11
+23g~+24g
,cs1~20
r20 Sway
Double Shot

SS.1,2

m,​m
15,​15
-6~-4
+0~+2
,i16~18
r23
Lift Shot

SS.2

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

SS.4

L
17
-14
+6
+48a
i20
cs6~39
r33
Sidestep adds minimum 9 frames, total startup is i29
Spiral Explosion

SS.1+2

m
22
-11
+36a
i19
r31
Balcony Break
Twisted Mind

OTG.d+3+4

L
20
-17~-16
-8d
i17~19
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
r25
  • Throw break 1 or 2
  • Opponent recovers FUFA
Over the Back Toss

2+4

t
35
+0
+0d
i12~14
r25
  • Throw break 1 or 2
  • Side switch
  • Nina recovers BT
Arm Grab Flip

f+1+3

t
35
-6
-2
i15~17
r33
Homing
  • Throw break 1 or 2
  • Opponent recovers FUFA
Over the Back Toss

f+2+4

t
35
+0
+0d
i15~17
r33
Homing
  • Throw break 1 or 2
  • Side switch
  • Nina recovers BT
Shoulder Through Buster (STB)

2+4,1,2,1

t
35
+0
-5d
  • Throw break 2
  • Side switch
Shoulder Through Arm Breaker

STB.2,1,3

t
35,​7
-6d
Unbreakable
Triangle Hold

Left throw

t
40
-3
+1d
  • 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
  • Can side switch on hit
  • Unbreakable
Elbow to Arm Grab Flip

df+1+3

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

df+2+4

t
37
-2
+1d
i11
r28
  • Throw break 2
  • Side switch on hit
Jumping Flip

uf+1+2

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

df,df+1

t
43
-6
-2d
i12
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
  • Can parry Yoshimitsu's sword exclusively
  • Chickenable, 15 damage to Nina on break
  • Can access Backhand Slap throws on a successful left punch parry
Backhand Slap (BHS)

qcf+1+2

t
15
-2
+0
i11
r28
Throw break 2
Seoi Gyaku Juji-gatame

BHS.3,4,3,1+2

t
15,​20,​10
-3
+3d
  • Throw break 1+2
  • Can side switch on hit
  • 5 damage to Nina on break
Triple Slaps (TSS)

BHS.2,3,4,2,2

t
15,​15,​10
-3
+0d
  • Throw break 2
  • 5 damage to Nina on break
Neck Crusher

TSS.1,3+4,1,2,1+2

t
15,​15,​10,​25
-3
+0d
  • Throw break 1
  • 5 damage to Nina on break
Leg Stretch Arm Lock

TSS.1,2,4,3,1+2+3

t
15,​15,​10,​30
+3d
  • Throw break 2
  • 5 damage to Nina on break
Betrayer (BTR)

qcb,B+1+4

t
15
+6c
i12
r27
Unbreakable
Twisted Nightmare (NTM)

BTR.2,1,1+2,1+2+3

t
15,​20
-3
+3d
Throw break 2
Neck Crusher

NTM.1,3+4,1,2,1+2

t
15,​20,​25
-3
+3d
Throw break 1
Leg Stretch Arm Lock

NTM.1,2,4,3,1+2+3

t
15,​20,​30
-3
+3d
Throw break 2
Arm Break (ABK)

(BTR or BHS).1,3,2,1

t
15,​18
-3
+4d
Throw break 1
Double Arm Break

ABK.3,1,4,1+2,1+2

t
15,​18,​25
-3
+0d
  • Throw break 1
  • 5 damage to Nina on break
Falling Arm Break

ABK.2,1,3,4,1+2

t
15,​18,​25
-3
+3d
  • Throw break 2
  • 5 damage to Nina on break
Crab Hold (CHD)

qcf+3+4

t
15
-12
+1d
i12
r28
Throw break 1
Commando Arm Lock

CHD.3+4,3,4,1+2

t
15,​35
+0d
+3d
  • Throw break 1
  • 5 damage to Nina on break
  • Alternate input: CHD.3,4,1+2
Heel Hold (HHD)

CHD.3+4,4,2,1+2

t
15,​18
+0d
+3d
  • Throw break 2
  • 5 damage to Nina on break
  • Alternate input: CHD.4,2,1+2
Leaping Heel Hold (HHD)

uf+3+4

m,​t
20,​18
-23a~-16a
+9a (-1)
i23
js3~
r35 FUFT
  • Transitions to throw on front hit
  • Throw break 2
  • 5 damage to Nina on break
Double Snap

HHD.3,1,4,2+4

m,​t,​t
20,​18,​30
-9
+3d
Throw break 1
Double Heel Hold

HHD.1,3,2+4,3+4,1+2

m,​t,​t
15,​18,​35
-9
+0d
Throw break 2

10 Strings

10 Hit Combo
Input Hit level Damage Startup Block Hit Combo
1 h 7 i10 +1 +8
2 h 10 i10 -1 +5 Hit
1 h 6 i16 -3 +4 CH
2 h 6 i16 -10 +1 CH
3 h 7 i18 -25 -14 CH
3 l 9 i23~24 -26~-25 -15~-14 CH
2 h 6 i34 -24 -13
1 h 6 i16 -15 +1 Hit
2 h 6 i15 -11 -5 Hit
4 h 30 i22 -20 +6a (-3) CH
10 Hit Combo 2
Input Hit level Damage Startup Block Hit Combo
df+1 m 13 i13~14 -1~+0 +5~+5
2 h 10 i10 -1 +5 Hit
1 h 6 i16 -3 +4 CH
2 h 6 i16 -10 +1 CH
3 h 7 i18 -25 -14 CH
3 l 9 i23~24 -26~-25 -15~-14 CH
2 h 6 i34 -24 -13
1 h 6 i16 -15 +1 Hit
2 h 6 i15 -11 -5 Hit
4 h 30 i22 -20 +6a (-3) CH
10 Hit Combo 3
Input Hit level Damage Startup Block Hit Combo
1 h 7 i10 +1 +8
2 h 10 i10 -1 +5 Hit
1 h 6 i16 -3 +4 CH
2 h 6 i16 -10 +1 CH
4 h 9 i18 -20 -4 CH
3 l 9 i18 -25 -14 CH
4 l 5 i21 -15 -4 CH
2 m 6 i29~30 -8~-7 -19~18 CH
4 l 5 i22 -15 -4 CH
3 m 25 i24 -23 +26a (+16) CH
10 Hit Combo 4
Input Hit level Damage Startup Block Hit Combo
df+1 m 13 i13~14 -1~+0 +5~+5
2 h 10 i10 -1 +5 Hit
1 h 6 i16 -3 +4 CH
2 h 6 i16 -10 +1 CH
4 h 9 i18 -20 -4 CH
3 l 9 i18 -25 -14 CH
4 l 5 i21 -15 -4 CH
2 m 6 i29~30 -8~-7 -19~18 CH
4 l 5 i22 -15 -4 CH
3 m 25 i24 -23 +26a (+16) CH