nina

nina

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
H.qcf+4,3,1+2m,h,h,h,h,h15,23,6,6,6,10i14, i25, i28 i35 i42-2+13a (+12)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 3rd hit
* Chip damage on block
* Partially uses remaining Heat time
H.b+1+2m,m,h,h,h,h5,20,5,5,5,5i16 i8~10, i28 i35 i42 i49+2+33a (+7)
* Balcony Break
* Weapon
* 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+2h,h,h,h,h16,6,6,6,10i14~15, i28 i35 i42-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* Chip damage on block
* Partially uses remaining Heat time
H.ws1,1+2m,h,h,h,h17,6,6,6,10i13~14,i25 i35 i39 i42-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* Chip damage on block
* Partially uses remaining Heat time
H.ws4,3,1+2m,h,h,h,h,h15,23,6,6,6,10i11~12, i25, i28 i35 i42 i13-2+29a (+3)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Jails from 3rd hit
* Chip damage on block
* Partially uses remaining Heat time
H.2+3m,h,h,h,h,m20,30i16 i28 i35 i42 i49 i90~91+5~+6-2d
* Heat Smash
* Spike
* Transition to attack throw on hit
* Enter CD r30 with F on block
* Deals chip damage on block
* Jails
H.2+3m,h,h,h,h20,9,12,9,12i16 i28 i35 i42 i49+14+43a (+10)
* Heat Smash
* Jails
R.df+1+2m,t55+i20~21-15~-14+0d
* Rage Art
* Erases opponent's recoverable health on hit
* Damage increases with lower health
Power crush 8~
1h5i10+1+8
1,2h,h5,10,i10-3+8
* Jail from 1st attack with 8f delay
* Enter SS +0 +11 t15 r9 with D_U
1,2,1h,h,h5,10,17,i26~27-3+2
* Combo from 2nd CH with 4f delay
* Input can be delayed 6f
1,2,1,1+2h,h,h,h,h,h5,10,17,6,6,6,i25 i32 i39-9+34a (-24)
* Balcony Break
* Weapon
* Jail from 3rd attack
* Combo from 2nd CH
* Chip damage on block
* Power up in Heat
1,2,4h,h,h5,10,22,i22-6+20a (+11)+49a
* Balcony Break
* Combo from 2nd CH with 8f delay
* Input can be delayed 10f
1,2,1+2h,h,m5,10,22,i23-14+11a (+2)+10 +56a
* Balcony Break
* Combo from 2nd CH with 7f delay
* Input can be delayed 10f
* Interrupt with i3 from 2nd block
1,4h,h5,17,i17~18-4+1+50a
* Combo from 1st hit
* Move can be delayed 2f
1,4,1h,h,m5,17,21,i25~26-11+15g+67a (+47a)
* Balcony Break
* Interrupt with i1 from 2nd block
2h10i10+1+7
2,3h,m10,15,i18-13+0d
* 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
3h14i14-16-5
3,2h,m14,22,i19-9+36a
* Balcony Break
* Side roll takes 30 frames, effective startup is i49
* Chip damage on block
* Cancel to r38 FC with D
3,3h,h14,4,i17-14-3
Jail from 1st attack
3,3,3h,h,h14,4,6,i17-14-3
Jail from 1st attack
3,3,3,4h,h,h,h14,4,6,20,i24-6+20a (+11)
* Balcony Break
* Combo from 3rd CH with 6f delay
* Input can be delayed 10f
3,4h,h14,20,i22-6+20a (+11)
* Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 10f
4h15i11-9+7+7s
4,2h,m15,22,i19-9+36a
* Balcony Break
* Side roll takes 30 frames, effective startup is i49
* Chip damage on block
* Cancel to r38 FC with D
4,3h,m15,20,i29~30-2c+5c+21a
Spike
4,4h,h15,21,i28~39-8+3
* Balcony break on airborne hit
* Combo from 1st CH
<div class="plainlist">
* ,Low crush 21~34
* ,fs35~37</div>
4,4,4h,h,L15,21,20,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
,High crush 16~55
4,4,3+4h,h,M,M15,21,8,21,i35~39 i43~49-6~+0+20a
* Spike
* Combo from 2nd CH
<div class="plainlist">
* ,Low crush 29~36
* ,fs37~42</div>
1+2m19i16~17-3+8
Homing
1+4m,m4,20i15~16 i13~14-5+4c+6c
* Spike
* Second hit is +7c on CH if the first hit whiffs
3+4m20i18~19-10+11g
* Balcony Break
* Homing
* Enter CD -6 +15g t34 r15 with F
f+2h12i13-3+8
f+2,1h,m12,12,i19~20-13-6s
* Combo from 1st CH with 9f delay
f+2,1,3h,m,M12,12,20,i27~29-15~-13+27a
* Tornado
* Combo from 2nd hit with 2f delay
* Combo from 1st CH
* Input can be delayed 19f
* Move can be delayed 18f
<div class="plainlist">
* ,Low crush 26~40
* ,fs41~43</div>
f+2,1,4h,m,h12,12,22,i25~27-3~-1+23a (+14)+40a
* Balcony Break
* Combo from 2nd hit with 4f delay
* Combo from 1st CH
* Input can be delayed 19f
* Move can be delayed 18f
f+3h,h10,20i14~15 i10~11+3~+4+24a (+15)+54a
* Balcony Break
* Does not jail
* 2nd hit is homing
f+4m15i21~22-5+5
* Enter SS +2 +12 with D_U
<div class="plainlist">
* Low crush 12~21
* fs22~24</div>
f+4,2m,h15,22,i18-9+39d (-19)
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Combo from 1st hit with 14f delay
* Input can be delayed 15f
* Move can be delayed 9f
f+1+2m24i17-14+11a (+2)
* Heat Engager
* Heat Dash +43a (+35) on hit, +5 on block
* Balcony Break
* Frame advantage is -8 if an attack is absorbed
* Deals chip damage if an attack is absorbed
Power crush 7~16
df+1m13i13~14-1+5
df+1,2m,h13,10,i16-3+2+9
* 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+2m12i15~16-7+34a (+24)
* +4s on hit against crouching opponent
* Does not launch crouching opponent
df+3m13i14-11+0+1
df+3,1m,h13,10,i30-8+3
* Combo from 1st CH
* Input can be delayed 10f
* Cancel to SS -19 -8 -7 with D_U
df+3,1,2m,h,m13,10,20,i25~27-12c+16a+16a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Opponent is closer on CH, can combo
df+3,2m,h13,12,i19+1+5+12
* 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+3,2,1m,h,h13,12,6,i16-3+4
* Combo from 2nd CH with 9f delay
* Jail from 2nd block with 3f delay
df+3,2,1,4m,h,h,L13,12,612,i23-13-2
Combo from 3rd CH with 2f delay
,High crush 10~
df+3,2,3m,h,m13,12,21,i19~20-17+36a (+26)
* Tornado
* Combo from 2nd CH with 10f delay
df+3,2,4m,h,h13,12,22,i22-6+20a+49a
* Balcony Break
* Combo from 2nd CH with 8f delay
df+3,3m,m13,14,i28-10+2c
* Spike
* Combo from 1st hit with 1f delay
* Input can be delayed 10f
df+4m15i12-4+7
df+3+4L20i31~35-37+14a+27a
* Powered up input: d,DF+4
High crush 4~
d+1sl5i10-5+5
* Transition to r24? with f
High crush 4~
d+1,4sl,m5,10,i16~17-11+0
* Combo from 1st CH
d+2L13i20-12+0+5
High crush 6~
d+2,2L,M13,20,i28~29-12+17a (+0)+71a (+55)
* Tornado
* Balcony Break
* Combo from 1st CH
d+3L10i16-17-6
High crush 4~
d+3,2L,m10,18,i25~27-11~-9+12~+14
* Combo from 1st CH
d+3,4L,h10,14,i20-8+1
* Combo from 1st CH
d+3,4,3L,h,m10,14,20,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
d+4l6i12-15-4
High crush 4~
d+4,1l,h6,10,i24+0+6+11
* Combo from 1st CH with 6f delay
* Input can be delayed 9f
* Cancel to SS -21 -10 with D_U
db+2m20i24~25-5+8+11 +61a
* Strong Aerial Tailspin
* Homing
db+3L17i20-13+4c+13a
db+4L5i16~17-9a+2
High crush 6~16
db+4,3L,m5,21,i27~28-13+71a (+55)
* Tornado
* Combo from 1st CH with 1f delay
db+1+2h,m5,22i11 i18-14+10a (+1)
* Heat Engager
* Heat Dash +43a (+35) on hit, +5 on block
* Balcony Break
* Jail from 1st attack
db+3+4m21i18~19-17+36a (+26)
* Tornado
b+1h10i12~13-7+4
b+1,4h,M10,22,i28~29-12+7+71a (+55)
* Tornado
* Combo from 1st hit with 1f delay
* Can hit grounded when off-axis
b+1+3-6
* Damage is 25 + 50% of the opponent's attack
* Parries mid or high punches or kicks
Parry state 5~12
b+2h12i12-14-3
* Homing
* Female characters can slap back with 2 on hit
b+2,2h,h12,16,i14~15-6+5
Combo from 1st hit with 2f delay
b+2,2,2h,h,h12,16,20,i25~26-9~-8+9g~+10g+45a
* 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+3m10i18-6+6c
Spike
b+3,4m,h10,17i20~21-8+19a+45a
* Combo from 1st hit with 16f delay
* Input can be delayed 17f
b+4h15i14-9+9+15
b+1+2m,m5,20i16 i8~10-7+5a
* 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
* [[Nina_movelist#Nina-H.b+1+2|Powered up in heat]]
b+1+4m,m4,14i15 i30~31-15~-14+34a (+24)
Tornado
b+2+3m!50i65+25a
Cancel to r25 with b,b
b+3+4h16i14~15-9~-8+6~+7
b+3+4,3h,M16,20,i28~29-15~-14+27a
Tornado
,Low crush 31~43 fs44~46
b+3+4,1+2h,h,h,h16,6,6,6,i28 i35 i42-9+34a (-24)
* Balcony Break
* Weapon
* Combo from 1st hit
* Chip damage on block
* [[Nina_movelist#Nina-H.b+3+4,1+2|Powered up in heat]]
ub+1m15i20~21-16~-15+20a
ub+3m15i14-15-4
Low crush 6~26 fs27~29
u+3m20i14-15+16a (+6)
Balcony Break
Low crush 6~26 fs27~29
u+4M21i23~28+0c~+5c+5c~+10c+22a
* Spike
* Alternate input: ub+4
Low crush 7~30 fs31~33
uf+1m20i26-5+26a
Spike
Low crush 10~25
uf+2m10i18-10+1
uf+2,1m,m10,10,i21-13+49a (+40)
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 9f
* Move can be delayed 7f
uf+3m20i14-10+21 (+11)
Balcony Break
Low crush 6~26 fs27~29
uf+4h23i18-9-1
Low crush 9~30 fs31~33
uf+4,3h,L23,10,i18-19-8
Combo from 1st CH
,High crush 17~46
uf+4,3,4h,L,h23,10,14,i20-6+5
* Combo from 2nd hit
* Enter SS -5 +6 with D or U
uf+3+4,t,18i23-23a~-16a+9a (-1)
* Transitions to throw on front hit
* Throw break 2
Low crush 3~
uf+3+4m,t20,13i23~30-23a~-16a+9a (-1)
* Balcony Break
* Transition to throw on close range front hit
Low crush 3~
1+2+3+4
* CH state for 5 seconds
* Can't block for 5 seconds
BT+1h15i8-8+3
Links to 1 jab extensions
d,DF+4L20i20~24-37+14a+27a
Powered-up version of df+3+4
High crush 1~
db,qcf,n,DB+2+3
Alternate input: CD.2+3
f,F+2h20i14-4+32a (+24)
Balcony Break
f,F+3M24i15-14+8+52a
f,F+4M20i28~32-10~-6+9c~+13c+21a
* 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
Low crush 4~
f,F+1+2M26i23~24-5~-4+12a (+3)
Chip damage on block
f,F+1+2*M32i33~34+11g~+12g+19a (+9)
Balcony Break
qcb
* Cancel to SS with u
* Buffer to SS with d
* Recovers in FC for 5 frames (21~25)
High crush 1~20
qcf
* Recovers in FC with qcf,n
* Input sometimes written as d,df,F
High crush 1~20
uf,n,D+3L15i43-17-6
Low crush 9~ High crush 34~
uf,n,D+3,2L,m15,10i25~27-11~-9+12~+14
Combo from 1st CH
uf,n,D+3,4L,h15,14,i20-8+1
Combo from 1st CH
uf,n,D+3,4,3L,h,m15,14,20,i29~30-7~-6+22a
* Balcony Break
* Spike
* Combo from 2nd hit
f,f,F+3m12i20~21-13~-12-2~-1
Alternate input: wr3
Low crush 4~18 fs19~21
f,f,F+3,3m,M12,20,i32~35-4~-1+17a
* Spike
* Combo from 1st hit
* Alternate input: wr3,3
,Low crush 19~34 fs35~37
f,f,F+3,4m,m12,21,i24~25-13~-12+34a (+19)
* Tornado
* Combo from 1st hit
* Alternate input: wr3,4
f,f,F+1+2m30i20~21+4~+5+12a (+3)
* Heat Engager
* Heat Dash +5 +36a r27
* Balcony Break
* Chip damage on block
* Alternate input: wr1+2
Low crush 5~14 fs15~17
ws1m17i13~14-6~-5+5~+6
ws1,4m,m17,20,i34~35-3c~-2c+17a
* Spike
* Move can be delayed 3f
ws1,1+2m,h,h,h17,6,6,6,i25 i35 i39-9+34a (-24)
* Balcony Break
* Weapon
* Combo from 1st hit
* Chip damage on block
* Jails
* [[Nina_movelist#Nina-H.ws1,1+2|Powered up in heat]]
ws2m15i15~16-13~-12+28a (+18)
ws3m15i13-13+2
* Knee
* Transition to Triple Slaps throw automatically on standing front hit
ws4m15i11~12-4~-3+7~+8
ws4,2m,m15,22,i19-9+36a
* Balcony Break
* Side roll takes 42? frames
* Chip damage on block
* Can recover in r38 FC with D
ws4,3m,h15,24,i25-10+14a (+5)
* Balcony Break
* Combo from 1st CH
ws4,3,1+2m,h,h,h,h15,24,6,6,6,i28,i35,i42-9+34a (-24)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Jails
* Chip damage on block
* [[Nina_movelist#Nina-H.ws4,3,1+2|Powered up in heat]]
ws1+2m24i17-14+11a (+2)
* Heat Engager
* Heat Dash +5 +43a r27
* Balcony Break
* Alternate input: f+1+2
* Frame advantage is -8 if an attack is absorbed
* Deals chip damage if an attack is absorbed
Power crush 7~16
ws3+4m21i18~19-17+36a (+26)
* Tornado
* Alternate input: db+3+4
SS.1m15i14~15-10~-9+3~+4
* Enter CD +10g~+11g +23g~+24g t29 r7 with F
* Enter SWA +10g~+11g +23g~+24g t20 with B
SS.1,2m,m15,15,i16~18-3~-1+3~+5
SS.2m15i13~14-14~-13+33a (+23)
SS.4L14i20-14+6c
Sidestep adds minimum 9 frames, total startup is i29
High crush 6~39
SS.4,2L,h14,22i22-7+37a (-21)
* Balcony Break
* Combo from 1st CH
SS.1+2m22i19-9+36a
Balcony Break
FC.1sl5i10-5+6
Transition to r24 with f
High crush 1~
FC.1,4sl,m5,10,i16~17-11~-10+0~+1
Combo from 1st CH
FC.2sl8i11-4+7
High crush 1~
FC.df+4L20i31~35-37+14a+27a
* Alternate input: df+3+4
* Powered up input: d,DF+4
High crush 4~
qcf+1h21i14~16+1~+3+3~+5+47a (+37)
Chip damage on block
qcf+2M25i17~18-8~-7+32a (+17)
* Heat Engager
* Heat Dash +5 +42a r27
* Balcony Break
qcf+3L17i19~28-20~-11+0~+9+21a
High crush 10~49
qcf+4m15i14-8+6s
Knee
qcf+4,3m,h15,23,i25-10+14a (+5)
Combo from 1st hit with 4f delay
qcf+4,3,1+2m,h,h,h,h15,23,6,6,6,i28 i35 i42-9+24a (-9)
* Balcony Break
* Weapon
* Combo from 2nd hit
* Chip damage on block
* [[Nina_movelist#Nina-H.qcf+4,3,1+2|Powered up in heat]]
qcf+2+3h!10i24~38+36g~+50g
Alternate input: db,qcf,n,DB+2+3
High crush 1~37
OTG.d+3+4L20i17~18-17~-16-7d
Spike
qcb+4M20i19~20-12~-11+68a (+52)
* Tornado
* Sway adds minimum 10 frames, total startup is i29~30
1+3t35i12~14-6-2
* Throw break 1 or 2
* Opponent recovers FUFA
2+4t35i12~14+0+0d
* Throw break 1 or 2
* Side switch
* Nina recovers BT
2+4,2t25+0-5d
* Unbreakable
* Side switch
ABK.1t15-3+0d
* Throw break 1
* Erases opponent's recoverable health on hit
* Powered up input: ABK.3,1,1+2
ABK.2t15-3+3d
* Throw break 2
* Erases opponent's recoverable health on hit
* Powered up input: ABK.2,1,3,4,1+2
BHS.1t8-3+3d
* Throw break 1
* Powered up input: BHS.1,3,1
* Alternate input: BTR.1
BHS.2t9,6-3+0d
* Throw break 2
* Powered up input: BHS.2,3,4,2
* Listed in previous games as Triple Slaps
BHS.1+2t10,10-3+3d
* 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
BTR.2t10-3+3d
* Throw break 2
* Powered up input: BTR.2,1,1+2
Back throwt60+3d
* Unbreakable
* Erases opponent's recoverable health on hit
* Can side switch on hit
CHD.1t25+0d+3d
* Throw break 1
* Erases opponent's recoverable health on hit
* Powered up input: CHD.3,4,1+2
CHD.2t8+0d+7
* Throw break 2
* Powered up input: CHD.3,2,1+2
HHD.1t20-9+3
* Throw break 1
* Erases opponent's recoverable health on hit
* Powered up input: HHD.3,4,2+4
* Alternate name: Double Snap
HHD.2t25-9+0d
* Throw break 2
* Erases opponent's recoverable health on hit
* Powered up input: HHD.1,3,2+4,1+2
Left throwt40-3+1d
* Throw break 1
* Erases opponent's recoverable health on hit
* Can side switch on hit
NTM.1t15-3+3d
* Throw break 1
* Erases opponent's recoverable health on hit
* Powered up input: NTM.1,1,2,1+2
NTM.2t25-3+3d
* Throw break 2
* Erases opponent's recoverable health on hit
* Powered up input: NTM.1,2,4,3,1+3
Right throwt38-3+1d
Throw break 2
STB.2t30+0-6d
* Unbreakable
* Side switch
* Erases opponent's recoverable health on hit
* Powered up input: STB.1,2,3
TSS.1t15-3+0d
* Throw break 1
* Erases opponent's recoverable health on hit
* Powered up input: TSS.1,1,2,1+2
TSS.2t20+3d
* Throw break 2
* Erases opponent's recoverable health on hit
* Powered up input: TSS.1,2,4,3,1+3
df,df+1t43i12-6-2d
* Floor Break
* Throw break 1+2
df+1+3t37i11-2+1d
Throw break 1
df+2+4t37i11-2+1d
* Throw break 2
* Erases opponent's recoverable health on hit
* Side switch on hit
f+1+3t15i13-2+1d
* Throw break 1
* Alternate input: qcf+1+3
f+2+4t15i13-2+0
* Throw break 2
* Alternate input: qcf+2+4
qcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
uf+1+2t30,10i12+0+29a (-32)