Throws 12
Arm Grab Flip
or +- start
- i12~14
- block
- -6
- hit
- -2
Homing • Throw break 1 or 2 • Opponent recovers FUFA
Over the Back Toss
or +- start
- i12~14
- block
- +0
- hit
- +0d
Homing • Throw break 1 or 2 • Side switch • Nina recovers BT
Shoulder Through Buster
- block
- +0
- hit
- -5d
Unbreakable • Side switch
Shoulder Through Arm Breaker
DuringShoulderThroughBusterKneebar
or- block
- -3
- hit
- +1d
Removes Recoverable Health • Throw break 1 • Can side switch on hit
Hammer Throw
or- block
- -3
- hit
- +1d
Throw break 2
Leaping Triangle Hold
or- hit
- +3d
Removes Recoverable Health • Unbreakable • Can side switch on hit
Elbow to Arm Grab Flip
+- start
- i11
- block
- -2
- hit
- +1d
Throw break 1
Reverse Neck Breaker
+- start
- i11
- block
- -2
- hit
- +1d
Removes Recoverable Health • Throw break 2 • Side switch on hit
Jumping Flip
+- start
- i12
- block
- +0
- hit
- +29a (-32)
Elbow Smash
+- start
- i12
- block
- -6
- hit
- -2d
Floor Break • Throw break 1+2
Attack Reversal
Synchrowiththeopponent'sattack + or +
Backhand Slap Combo 12
Backhand Slap
+- start
- i13
- block
- -2
- hit
- +0
Throw break 2 • Alternate input: qcf+2+4
Seoi Gyaku Juji-gatame
DuringBackhandSlapStomach Lock
DuringBackhandSlapNeck Crusher
DuringStomachLockLeg Stretch Arm Lock
DuringStomachLockBetrayer
+Twisted Nightmare
DuringBetrayerNeck Crusher
DuringTwistedNightmareLeg Stretch Arm Lock
DuringTwistedNightmareArm Break
DuringBetrayerorBackhandSlapDouble Arm Break
DuringArmBreakFalling Arm Break
DuringArmBreak
Crab Hold Combo 5
Crab Hold
+- start
- i13
- block
- -2
- hit
- +1d
Throw break 1 • Alternate input: qcf+1+3
Commando Arm Lock
DuringCrabHoldHeel Hold
DuringCrabHoldKneebar
DuringHeelHoldDouble Heel Hold
DuringHeelHold
Attacks 103
Death by Degrees
DuringRage +- start
- i20
- block
- -18
- hit
- +0d
Rage Art • Removes Recoverable Health • Reversal Break • 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
Left Right Combo
- start
- i10
- block
- -3
- hit
- +8
Jail from 1st attack with 8f delay • Enter SS +0 +11 t15 r9 with D_U
Biting Snake
Left Right to Spider Knee
Bermuda Triangle
- start
- i22
- block
- -6
- hit
- +20a (+11)
- ch
- +49a
Balcony Break • Combo from 2nd CH with 8f delay • Interrupt with i2 from 1st block • Input can be delayed 10f
Double Explosion 1
- start
- i23
- block
- -14
- hit
- +17a (+8)
- ch
- +36d (+28)
Balcony Break • Combo from 2nd CH with 7f delay • Input can be delayed 10f • Interrupt with i3 from 2nd block • Recovers 6F faster on hit (r28 t71)
Double Explosion 2
PK Combo to Assassin's Blade
- start
- i25~26
- block
- -11
- hit
- +15g
- ch
- +67a (+47a)
Balcony Break • Interrupt with i1 from 2nd block
Right Left Combo
Biting Snake (Short)
Right Jab to Spider Knee
- start
- i18
- block
- -13
- hit
- +0d
Knee • Combo from 1st CH with 7f delay • Input can be delayed 12f • Move cannot be interrupted • Transition to Triple Slaps throw automatically on standing front hit • Throw is unbreakable, rest of the chain throw is breakable
Jab Roundhouse
Double Explosion (Short)
Flash Kicks
- start
- i24
- block
- -6
- hit
- +20a (+11)
Balcony Break • Combo from 3rd CH with 6f delay • Interrupt with i4 from 1st block • Input can be delayed 10f
Left High Kick to Spiral Explosion
- start
- i19
- block
- -9
- hit
- +36a
Balcony Break • Side roll takes 34 frames, effective startup i53 • Interrupt with i33 from 1st block • Whiffs vs SS, SW from 1st normal hit (whiffs vs delayed SS/SW from 1st block) • 6 chip damage on block • Cancel to r38 FC with D
Head Ringer
- start
- i22
- block
- -6
- hit
- +20a (+11)
Balcony Break • Combo from 1st hit with 8f delay • Interrupt with i2 from 1st block • Input can be delayed 10f
Right High Kick to Left Roll
Right High Kick to Spiral Explosion
- start
- i19
- block
- -9
- hit
- +3
- ch
- +37a
Balcony Break • Side roll takes 35 frames, effective startup i54 • Interrupt with i34 from 1st block • Interrupt with i23 from 1st hit • Whiffs vs SW from 1st normal hit (whiffs vs delayed SS/SW from 1st block) • 6 chip damage on block • Cancel to r38 FC with D
Easy Prey Kick Combo
- start
- i29~30
- block
- -2c
- hit
- +5c
- ch
- +21a
Spike • Interrupt with i13 from 1st block • Whiffs vs SSR from 1st block
High Kick to Deadly Hunter
- start
- i30~31
- block
- -12
- hit
- +4c
- ch
- +46a
Balcony break on airborne hit • Combo from 2nd CH • Interrupt with i5 from 2nd block
High Kick to Deadly Assault
- start
- i35~39 i43~49
- block
- -6~+0
- hit
- +20a
Spike • Combo from 2nd CH • Interrupt with i10 from 2nd block • Whiffs vs delayed SWL from 2nd block (Must perform SSL->SWL)
Ray Hands
- start
- i16~17
- block
- -3
- hit
- +8
Homing
Fatal Blow
- start
- i18~19
- block
- -10
- hit
- +11g
Balcony Break • Homing • Enter CD -6 +15g t34 r15 with F
Ivory Cutter
- start
- i15~16 i13~14
- block
- -5
- hit
- +4c
- ch
- +6c
Spike • Transition to CD with F (-2/+7c/+10c) • Second hit is +7c on CH if the first hit whiffs
Ki Charge
Swallowtail
+- start
- i27~29
- block
- -15~-13
- hit
- +27a
Tornado • Aerial combo from 1st CH with 2f delay (+63a (+47)) • Interrupt with i5 from 1st block • Input can be delayed 19f • Move can be delayed 18f
Mimosa Combo
+- start
- i25~27
- block
- -3~-1
- hit
- +23a (+14)
- ch
- +40a
Balcony Break • Aerial combo from 1st CH with 4f delay (+24a (+17)) • Interrupt with i3 from 1st block • Input can be delayed 19f • Move can be delayed 18f
Siren's Kiss
+- start
- i14~15 i10~11
- block
- +3~+4
- hit
- +24a (+15)
- ch
- +54a
Balcony Break • Does not jail • 2nd hit is homing
Sweeper Combo
+Double Whip
+Blonde Bomb
+- start
- i17
- block
- -14
- hit
- +11a (+2)
Balcony Break • Frame advantage is -8 if an attack is absorbed • Deals chip damage if an attack is absorbed
Impact Palm Bomb
+- start
- i27
- block
- -14
- hit
- +10a (+1)
Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Combo from 1st hit with 4F delay • Move can be delayed by 3F • Input can be delayed by 4F • Interrupt with i4 from 1st block
Quick Kiss Shot
+ onhitorblockUppercut to Jab
+- start
- i16
- block
- -5
- hit
- +2
Jail from 1st block • Combo from 1st hit • Enter SS -1 +6 +13 with D_U • Enter CD +0 +7 +14 with F • Links to 1 jab extensions
Silent Uppercut
+- start
- i15~16
- block
- -7
- hit
- +34a (+24)
+4s on hit against crouching opponent • Does not launch crouching opponent
Assault Bomb
+Creeping Snake
+- start
- i23
- block
- -13
- hit
- -2
Combo from 3rd CH with 2f delay • Interrupt with i4 from 3rd block • -2c vs crouching opponents • Move can be delayed by 11f
Creeping Snake to Geyser Cannon
+- start
- i19~20
- block
- -17
- hit
- +36a (+26)
Tornado • Combo from 2nd CH with 10f delay • Interrupt with i8 from 2nd block
Creeping Snake to Right High Kick
+- start
- i22
- block
- -6
- hit
- +20a (+11)
- ch
- +49a
Balcony Break • Combo from 2nd CH with 8f delay • Interrupt with i2 from 2nd block • Move can be delayed by 9f
Creeping Snake to Left Low Uppercut
+ +Creeping Snake to Easy Prey
+ +Bisection Combo
+- start
- i28
- block
- -10
- hit
- +2c
Spike • Combo from 1st hit with 2f delay • Interrupt with i9 from 1st block • Whiffs vs SSR and SW from 1st block • Move can be delayed 10f
Left Middle to Right High Kick
+Below the Belt Combo
+Low Jab to Mid Kick
+- start
- i16~17
- block
- -11
- hit
- +0
Combo from 1st CH • Jail from 1st block with ?F delay
Vertical Slitter
+- start
- i28~29
- block
- -12
- hit
- +17a (+0)
- ch
- +71a (+55)
Tornado • Balcony Break • Combo from 1st CH • Interrupt with i8 from 1st block
Left Spin Low Kick to Right Upper
+- start
- i25~27
- block
- -11~-9
- hit
- +12~+14
Combo from 1st CH • Interrupt with i5 from 1st block
Easy Prey
+- start
- i29~30
- block
- -7
- hit
- +22a
Balcony Break • Spike • Combo from 2nd hit • Combo from 1st CH • Interrupt with i5 from 2nd block
Right Low Kick to Back Spin Chop
+- start
- i24
- block
- +0
- hit
- +6
- ch
- +11
Combo from 1st CH with 6f delay • Interrupt with i4 from 1st block • Input can be delayed 9f • Cancel to SS with D_U (-13/-2) • * Cannot block up to i21 on block?
Right Backhand Body Blow
+- start
- i24~25
- block
- -5
- hit
- +8
- ch
- +61a
Strong Aerial Tailspin • Homing • Crumple stun +11F on CH
Stiletto Heel
+- start
- i20
- block
- -13
- hit
- +4c
- ch
- +13a
Slicer
+- start
- i16~17
- block
- -9a
- hit
- +2
Geyser Cannon Combo
+- start
- i27~28
- block
- -13
- hit
- +71a (+55)
Tornado • Combo from 1st CH with 1f delay • Interrupt with i8 from 1st block • Whiffs vs SSR, SWR from 1st block
Reverberation Palm Bomb
+- start
- i11 i18
- block
- -14
- hit
- +10a (+1)
Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Jail from 1st attack
Geyser Cannon
+- start
- i18~19
- block
- -17
- hit
- +36a (+26)
Tornado
Throat Slasher to Glass Jaw
+- start
- i28~29
- block
- -12
- hit
- +7
- ch
- +71a (+55)
Tornado • Combo from 1st hit with 1f delay • Interrupt with i9 from 1st block • Whiffs vs SSR from 1st block • Can hit grounded when off-axis
Backhand Combo
+- start
- i25~26
- block
- -9
- hit
- +9g
- ch
- +14c
Balcony Break • Combo from 1st CH • Combo from 2nd CH with 5f delay • Interrupt with i5 from 2nd block • Cancel to SS -10 +1 with D_U • * If Nina uses a SS attack after the cancel, interrupt with i22 on block, i11 on hit • * Cannot block i25 moves on block or i14 on hit • Input can be delayed 13f
Stinger Heel Kick Combo
+- start
- i20~21
- block
- -8
- hit
- +14c
- ch
- +45a
Combo from 1st hit with 16f delay • Interrupt with i2 from 1st block • Move can be delayed by 10F • Input can be delayed by 17F
Spear Kick
+- start
- i14
- block
- -9
- hit
- +9
- ch
- +15
Shockwave Palm
+- start
- i16 i8~10
- block
- -4
- hit
- +5a
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 to Assassin Somersault Kick
+- start
- i28~29
- block
- -15~-14
- hit
- +27a
Tornado • Interrupt with i1 from 1st block
Out of Sight to Kiss Shot
+- start
- i28 i5 i5
- block
- -5
- hit
- +8c
Balcony Break • Weapon • Combo from 1st hit with 8F delay • Interrupt with i1 from 1st block • 12 chip damage on block • Powered up in heat • Move can be delayed by 7F • Input can be delayed by 8F • Forces tech backroll on hit
Reverse Ivory Cutter
+- start
- i15 i13~14
- block
- -15
- hit
- +34a (+24)
Tornado
Power Charge
+Left Backhand Body Blow
+- start
- i20~21
- block
- -16
- hit
- +20a
Sidesteps to the left
Skull Splitter
+- start
- i26
- block
- -5
- hit
- +26a
Spike
Binding Whip
+- start
- i21
- block
- -13
- hit
- +49a (+40)
Spike • Combo from 1st hit with 9f delay • Interrupt with i3 from 1st block • Move can be delayed 7f
Catapult Kick
or or +- start
- i14
- block
- -10
- hit
- +21a (+11)
Balcony Break
Can Opener
+- start
- i20
- block
- -6
- hit
- +5
Combo from 2nd hit • Move cannot be interrupted • Enter SS -5 +6 with D_U
Running Jump Kick
+Leaping Axe Kick
or or +- start
- i18
- block
- -9
- hit
- -1
Sunset Strike
+- start
- i14
- block
- -4
- hit
- +32a (+24)
Balcony Break • Cannot be buffered • Transition to +6, +42d CD with F • 4 chip damage on block
Bad Habit
+- start
- i15
- block
- -14
- hit
- +8
- ch
- +52a
Cannot be buffered
Kneel Kick
+- start
- i28~32
- block
- -10~-6
- hit
- +9g~+13g
- ch
- +21a
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
+- start
- i23~24
- block
- -5
- hit
- +12a (+3)
Balcony Break • Chip damage on block • Cannot be buffered
Wipe the Floor
+- start
- i20~24
- block
- -37
- hit
- +14a
- ch
- +55a (+39)
Faster version of df+3+4
Ducking Step
qcfHellbringer
qcf+Shut Up
qcf+Sideslip
qcf+Lapwing Kiss Shot
qcf+Evil Mist
qcf+Sway
qcbIce Pick
qcb+Electric Ray
+- start
- i32~35
- block
- -4~-1
- hit
- +17a
Spike • Combo from 1st hit • Interrupt with i8 from 1st block • Whiffs vs SSR, SWR from 1st block • 6 chip damage on block
Stingray
+- start
- i24~25
- block
- -13
- hit
- +34a (+19)
Tornado • Combo from 1st hit • Move cannot be interrupted
Spiral Bombshell Blast
+- start
- i20~21
- block
- +4
- hit
- +12a (+3)
Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • CDf+1+2: i22~23 • 9 chip damage on block
Diving Hornet
WS+Fluttering Kiss Shot
WS+Palm Uppercut
WS+Spider Knee
WS+Toe Smash to Spiral Explosion
WS+Flashing Escape
WS+Haematopus Kiss Shot
WS+Low Jab Rising Kick
FC+Snakeshot
SS+Double Shot
SS+Lift Shot
SS+Heel Slicer
SS+Tranquilizer
SS+Spiral Explosion
SS+Twist Jab
Backtoopponent,Twisted Mind
Withopponentdown +
During Heat 8
Heat Burst
WhenHeatactivationisavailableBlonde Bomb
+- start
- i17
- block
- -14
- hit
- +11a (+2)
Balcony Break • Frame advantage is -8 if an attack is absorbed • Deals chip damage if an attack is absorbed
Aconite
+- start
- i18
- block
- -9
- hit
- +13c
Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • Combo from 1st hit with 14f delay • Move cannot be interrupted • Input can be delayed 15f • Move can be delayed 9f • Forces tech backroll on hit
Reverberation Palm Bomb
+- start
- i11 i18
- block
- -14
- hit
- +10a (+1)
Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Jail from 1st attack
Spiral Bombshell Blast
+- start
- i20~21
- block
- +4
- hit
- +12a (+3)
Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • CDf+1+2: i22~23 • 9 chip damage on block
Shut Up
qcf+Kiss Shot Penetrator
DuringHeat +- start
- i16, i8~10, i28, i35, i42, i49
- block
- ±0
- hit
- +33a (+7)
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 • Transition to FC on hit • Jails • Consumes 240F of remaining Heat time • 15 chip damage on block
Bullet Assassination
DuringHeat
10 Hit Combos 2
- +