Nina — character information
Every Nina move in Tekken 8: 68 rows, 8 lows, 9 throws, 5 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.
On the numbers, Nina is throw-heavy (9 throws from neutral) and a counter-hit character (21 moves launch on counter hit), with 4 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.
Neutral throws94th of 41
Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.
Nina: 9 throws from neutral — 4th of 41. The roster median is 4.
Plus on block5.9%40th of 41
How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.
Nina: 5.9% of the movelist is plus on block — 40th of 41. The roster median is 11%.
Lows12.4%28th of 41
How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.
Nina: 12.4% of the movelist is lows — 28th of 41. The roster median is 13.8%.
CH launchers213rd of 41
Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.
Nina: 21 moves launch on counter hit — 3rd of 41. The roster median is 12.
Stances040th of 41
Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.
Nina: 0 stances: — 40th of 41. The roster median is 2.
Homing45th of 41
Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.
Nina: 4 homing strikes — 5th of 41. The roster median is 3.
Wall / balcony30.8%4th of 41
How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.
Nina: 30.8% of the movelist carries a balcony break or wall crush — 4th of 41. The roster median is 24.8%.
Floor breakers031st of 41
Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.
Nina: 0 strikes break the floor — 31st of 41. The roster median is 2.
Side switches55th of 41
Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.
Nina: 5 moves switch sides on hit — 5th of 41. The roster median is 2.
Chip damage17.8%11th of 41
How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.
Nina: 17.8% do chip damage on block — 11th of 41. The roster median is 14.5%.
Power crushes141st of 41
Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.
Nina: 1 power crush — 41st of 41. The roster median is 3.
Fast mids217th of 41
Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.
Nina: 2 mids at i13 or faster — 17th of 41. The roster median is 2.
Parries / sabaki125th of 41
Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.
Nina: 1 parry or sabaki — 25th of 41. The roster median is 2.
Launchable lows52.4%8th of 41
How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.
Nina: 52.4% of their lows are -15 or worse — 8th of 41. The roster median is 37.5%.
Launchable mids/highs9.4%27th of 41
How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.
Nina: 9.4% of their highs and mids are -15 or worse — 27th of 41. The roster median is 10.9%.
Turn-keeping pokes40%11th of 41
How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.
Nina: 40% of their pokes stay plus on hit and safe on block — 11th of 41. The roster median is 35.5%.
Duckable highs34.3%2nd of 41
How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.
Nina: 34.3% of the movelist is highs — 2nd of 41. The roster median is 21.3%.
Low crushes10.7%29th of 41
How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.
Nina: 10.7% of the movelist jumps over lows — 29th of 41. The roster median is 12.8%.
High crushes11.8%13th of 41
How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.
Nina: 11.8% of the movelist ducks under highs — 13th of 41. The roster median is 9.7%.
Safe evasions45.5%21st of 41
How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.
Nina: 45.5% of their evasive moves are still safe when blocked — 21st of 41. The roster median is 45.5%.
Fast plus on block2.4%13th of 41
Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.
Nina: 2.4% of the movelist is plus on block at i15 or faster — 13th of 41. The roster median is 2%.
Safe poke damage12.724th of 41
What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.
Nina: their average safe poke does 12.7 damage — 24th of 41. The roster median is 13.2.
Follow-ups per move1.013rd of 41
Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.
Nina: 1.01 follow-ups per standalone move — 3rd of 41. The roster median is 0.61.
Shading shows where Nina sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Nina reaches it on 6 of 23.
Your back to the wall
This is where Nina wants you. Roughly 52 moves carry a balcony break or wall crush, in the top fifth of the roster — most of what they throw at a cornered opponent converts.
Their back to the wall
Expect a side switch. 5 of their moves swap positions on hit, in the top fifth of the roster — cornering Nina is a temporary state, and the move that undoes it is often the one they were saving.
Centre stage
4 homing strikes, in the top fifth of the roster, of which 3 are mids. Those are the ones that beat a step without giving you a ducking answer.
On a breakable floor
Only the grab. No strike of Nina's breaks the floor, but 1 throw does — so on these stages the floor is a reason to respect the throw, not the buttons.
Plus on block
Plus you cannot ignore
Fastest mids
Lows, safest first
Special lows
Panic buttons
Launches on counter-hit
Homing
Parries and sabaki
Free launches for you
| You are | Standing punish | Damage | From crouch | Damage |
|---|---|---|---|---|
| −10 or worse | 1,4 | 22 | — | |
| −12 or worse | b+1,4 | 32 | ws4 | 15 |
| −13 or worse | b+1,4 | 32 | ws1,1+2 | 35 |
| −15 or worse | 3,4 | 34 launches | ws2 | 15 launches |
Duck it and the whole string whiffs
Fuzzy guard candidates
Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.
Documented gaps you can hit
Do not try to duck these
Steps out of a string, in wavu’s words
Jailing is unrecorded on 76% of Nina’s string continuations, so a string missing from the last list was probably never checked.
The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Nina there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.
SWA — 1 move out of it
No move in the movelist names SWA as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.
0 of the 1 stance in Nina’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.
Nina has 9 throws that can start from neutral.
Default break: 1. It covers 4 of 7 breakable throws (57%).
What 1 does not cover, most damaging first:
df,df+1Elbow Smash — breaks with 1+2, 43 damagedf+2+4Reverse Neck Breaker — breaks with 2, 37 damagef+2+4Backhand Slap (BHS) — breaks with 2, 15 damage
1 of their throws cannot be broken at all (qcb,B+1+3). No break input helps — the counterplay is not being in the state that lets them land it.
1 throw has no break documented at the source, and is left out of these counts.
| Throw | Name | Break | Damage | Leaves you | Likely used |
|---|---|---|---|---|---|
1+3 | Arm Grab Flip | 1 or 2 | 35 | FUFA | Against sidestepping |
2+4 | Over the Back Toss | 1 or 2 | 35 | — | Against sidesteppingTo escape a corner |
df,df+1 | Elbow Smash | 1+2 | 43 | — | On a breakable floor |
df+1+3 | Elbow > Arm Grab Flip | 1 | 37 | — | — |
df+2+4 | Reverse Neck Breaker | 2 | 37 | — | To escape a corner |
f+1+3 | Crab Hold (CHD) | 1 | 15 | — | — |
f+2+4 | Backhand Slap (BHS) | 2 | 15 | — | — |
qcb,B+1+3 | Betrayer (BTR) | unbreakable | 15 | — | — |
uf+1+2 | Jumping Flip | not documented | 30,10 | — | — |
Each fork is a guess the defender has to win. The chip on a link is what they press to escape it; 1 or 2 means the break depends on which button Nina used, and both hands come together on screen, so unlike every other throw in the game there is no tell to read. Damage is the published running total down that path, not a sum of the individual rows.
Betrayer — up to 50 damage
qcb,B+1+3 — i12, UNBREAKABLE. Alt input qcb,B+2+4.
The entry cannot be broken, so the first 50/50 is guaranteed and the 15 damage is banked. It reaches the same Arm Break endings as Backhand Slap and pays 5 more for them.
- Betrayer (BTR)qcb,B+1+3unbreakable+15 → 15free damage
This is the whole argument for Betrayer over Backhand Slap: i12 rather than i13, and the defender gets no guess at all until depth 1.
- Arm Break (ABK)BTR.11 break+13 → 28
Worth 13 where BHS.1 is worth 8, so the identical Arm Break endings pay 5 more from here. Take it when you do not want another gamble — both its children pay the same.
- Double Arm BreakABK.11 break+15 → 43ends hereremoves grey health
- Falling Arm BreakABK.22 break+15 → 43ends hereremoves grey health
- Twisted Nightmare (NTM)BTR.22 break+10 → 25
Lower now, higher ceiling: NTM.2 is the 50.
- Neck CrusherNTM.11 break+15 → 40ends hereremoves grey health
- Leg Stretch Arm LockNTM.22 break+25 → 50ends hereremoves grey health
The ceiling, and it comes off 2 then 2 from an unbreakable start — the highest-value line Nina has.
One link is unbreakable — free damage once the previous guess is missed.
Backhand Slap — up to 50 damage
f+2+4 — i13, 2 break. Alt input qcf+2+4.
Every link breaks on the button Nina pressed to reach it: BHS.1 is a 1 break, BHS.2 a 2, BHS.1+2 a 1+2. Unlike King, this chain is escapable on reaction rather than by memory.
- Backhand Slap (BHS)f+2+42 break+15 → 15
i13, and refusable outright — the entry itself is a 2 break, which is the difference between this and Betrayer.
- Arm Break (ABK)BHS.11 break+8 → 23
- Double Arm BreakABK.11 break+15 → 38ends hereremoves grey health
- Falling Arm BreakABK.22 break+15 → 38ends hereremoves grey health
Both ABK children pay 15, so from Arm Break the last guess costs the defender nothing in damage terms — only the grey health either way.
- Stomach Lock (TSS)BHS.22 break+15 → 30
The damage line: TSS.2 off this reaches 50, the most in the chain.
- Neck CrusherTSS.11 break+15 → 45ends hereremoves grey health
- Leg Stretch Arm LockTSS.22 break+20 → 50ends hereremoves grey health
The chain ceiling, off a 2 then a 2 — the same button twice, which is the read a defender conditioned by Nina’s honesty is least likely to commit to.
- Seoi Gyaku Juji-gatameBHS.1+21+2 break+20 → 35ends hereside switchremoves grey health
Cashing out at depth 1 on the input fewest defenders hold, and the only depth-1 link that deletes recoverable health. A real alternative to fishing for 50.
Shoulder Through Buster — up to 90 damage
2+4 — the GENERIC throw, i12~14, breakable with 1 or 2.
The only place in Tekken 8 where a generic throw chains — and once 2+4 lands unbroken, both continuations are unbreakable. 90 damage off a 12-frame throw with no further defensive input possible.
- Over the Back Toss2+41 or 2 — either works+35 → 35homingside switch
A generic throw, so either 1 or 2 escapes it — the easiest break in the game. Everything after it is free, which is what makes the entry worth contesting.
- Shoulder Through Buster (STB)2+4,2unbreakable+25 → 60free damageside switch
- Shoulder Through Arm BreakerSTB.2unbreakable+30 → 90ends herefree damageside switchremoves grey health
Guaranteed once the generic throw connects, and it deletes recoverable health. Both continuations also side switch, so this is a corner escape as well as damage.
2 links are unbreakable — free damage once the previous guess is missed.
Crab Hold — up to 48 damage
f+1+3 — i13, 1 break. Alt input qcf+1+3.
The one Nina chain where cashing out early is correct: Commando Arm Lock ends it at 40, and taking another 50/50 for the best case is worth only 8 more.
- Crab Hold (CHD)f+1+31 break+15 → 15
- Commando Arm LockCHD.11 break+25 → 40ends hereremoves grey health
The correct greedy default, which is NOT true in Nina’s other chains. 40 and done, against 48 for continuing and guessing right — 8 more for a whole extra 50/50.
- Heel Hold (HHD)CHD.22 break+8 → 23
- KneebarHHD.11 break+20 → 43ends hereremoves grey health
- Double Heel HoldHHD.22 break+25 → 48ends hereremoves grey health
Leaping Heel Hold — up to 43 damage
uf+3+4 — i23, 2 break, transitions to the throw on a front hit.
A jumping entry straight into the Heel Hold pair, skipping the Crab Hold guess entirely — for an i23 airborne commitment. It breaks on 2 where Crab Hold breaks on 1, and both end in the same two moves.
- Leaping Heel Hold (HHD)uf+3+42 break+18 → 18
i23 and airborne, so it is a read rather than a pressure tool — but it buys the Heel Hold branch with one guess instead of two.
- KneebarHHD.11 break+20 → 38ends hereremoves grey health
- Double Heel HoldHHD.22 break+25 → 43ends hereremoves grey health
Structure and break inputs read from wavu’s movelist headings and cross-checked against two community chain charts, with every damage total reconciled against both. wavu does not record chain structure in its data, so none of this is derived from the frame table.
Five questions from the vetted quiz corpus, scoped to this character.
What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.
Filters · 201 moves
201 moves
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| Details | Properties | ||||||||
|---|---|---|---|---|---|---|---|---|---|
(back to wall).b,b,UB | Wall Jump Backflip | Mid | 35~38 | +1 | +34d | — | 21 | ||
1 | Jab | High | 10 | +1 | +8 | — | 5 | — | |
1,2 | Left Right Combo | High | i10 rel | -3 | +8 | — | ,10 | — | |
1,2,1 | — | High | i26~27 rel | -3 | +2 | — | ,17 | — | |
1,2,1,1+2 | Biting Kiss Shot | High ⋯ | i25i32i39 rel | -9 | +8c | — | ,6,6,6 | ||
1,2,1,H.1+2 | Biting Kiss Shot | High ⋯ | i25i6i6i5i5 rel | -2 | +29a (+3) | — | ,6,6,6,[5],[5] | ||
1,2,1+2 | Double Explosion | Mid | i23 rel | -14 | +17a (+8) | +36d (+28) | ,22 | ||
1,2,4 | Bermuda Triangle | High | i22 rel | -6 | +20a (+11) | +49a | ,22 | ||
1,4 | PK Combo | High | i17~18 rel | -4 | +1 | +50a | ,17 | — | |
1,4,1 | PK Combo > Assassin's Blade | Mid | i25~26 rel | -11 | +15g | +67a (+47a) | ,21 | ||
1+2 | Ray Hands | Mid | 16~17 | -3 | +8 | — | 19 | ||
1+2+3+4 | Ki Charge | — | — | — | — | — | — | — | |
1+3 | Arm Grab Flip | Throw | 12~14 | -6 | -2 | — | 35 | ||
1+4 | Ivory Cutter | Mid ⋯ | 15~16 | -5 | +4c | +6c | 4,20 | ||
2 | Right Jab | High | 10 | +1 | +7 | — | 10 | — | |
2,3 | Right Jab > Spider Knee | Mid | i18 rel | -13 | +0d | — | ,15 | ||
2+4 | Over the Back Toss | Throw | 12~14 | +0 | +0d | — | 35 | ||
2+4,2 | Shoulder Through Buster (STB) | Throw | — | +0 | -5d | — | 25 | — | |
3 | — | High | 14 | -16 | -5 | — | 14 | — | |
3,2 | Left High Kick > Spiral Explosion | Mid | i19 rel | -9 | +36a | — | ,22 | ||
3,3 | — | High | i17 rel | -14 | -3 | — | ,4 | — | |
3,3,3 | — | High | i17 rel | -14 | -3 | — | ,6 | — | |
3,3,3,4 | Flash Kicks | High | i24 rel | -6 | +20a (+11) | — | ,20 | ||
3,4 | Head Ringer | High | i22 rel | -6 | +20a (+11) | — | ,20 | ||
3+4 | Fatal Blow | Mid | 18~19 | -10 | +11g | — | 20 | ||
4 | High Kick | High | 11 | -9 | +7 | +7s | 15 | — | |
4,2 | Right High Kick > Spiral Explosion | Mid | i19 rel | -9 | +3 | +37a | ,22 | ||
4,3 | Easy Prey Kick Combo | Mid | i29~30 rel | -2 | +5c | +21a | ,20 | ||
4,4 | — | High | i28~39 rel | -7 | +4 | — | ,21 | ||
4,4,3+4 | High Kick > Deadly Assault | Mid ⋯ | i35~39i43~49 rel | -6~+0 | +20a | — | ,8,21 | ||
4,4,4 | High Kick > Deadly Hunter | Low | i30~31 rel | -12 | +4c | +46a | ,20 | ||
ABK.1 | Double Arm Break | Throw | — | -3 | +0d | — | 15 | ||
ABK.1 | Double Arm Break | Throw | — | -3 | +0d | — | 15 | ||
ABK.2 | Falling Arm Break | Throw | — | -3 | +3d | — | 15 | ||
ABK.2 | Falling Arm Break | Throw | — | -3 | +3d | — | 15 | ||
b,B+2+3 | Hunting Swan, Power Charge | Mid | 65 | — | +25a | — | 50 | — | |
b+1 | Throat Slasher | High | 12~13 | -7 | +4 | — | 10 | ||
b+1,4 | Throat Slasher > Glass Jaw | Mid | i28~29 rel | -12 | +7 | +71a (+55) | ,22 | ||
b+1+2 | Shockwave Palm | Mid ⋯ | 16 | -4 | +5a | — | 5,20 | ||
b+1+3_b+2+4 | Attack Reversal | — | — | -6 | — | — | — | ||
b+1+4 | Reverse Ivory Cutter | Mid ⋯ | 15 | -15 | +34a (+24) | — | 4,14 | ||
b+2 | — | High | 12 | -14 | -3 | — | 12 | ||
b+2,2 | — | High | i14~15 rel | -6 | +5 | — | ,12 | — | |
b+2,2,2 | Backhand Combo | High | i25~26 rel | -9 | +9g | +14c | ,20 | ||
b+3 | — | Mid | 18 | -6 | +6c | — | 10 | ||
b+3,4 | Stinger Heel Kick Combo | High | i20~21 rel | -8 | +14c | +45a | ,17 | — | |
b+3+4 | Out of Sight | High | 14~15 | -5 | +6 | — | 16 | ||
b+3+4,1+2 | Out of Sight > Kiss Shot | High ⋯ | i28i5i5 rel | -5 | +8c | — | ,6,6,6 | ||
b+3+4,3 | Out of Sight > Assassin Somersault Kick | Mid | i28~29 rel | -15~-14 | +27a | — | ,20 | ||
b+3+4,H.1+2 | Out of Sight > Kiss Shot | High ⋯ | i28i5i5i6i6 rel | -2 | +29a (+3) | — | ,6,6,6,[5],[5] | ||
b+4 | Spear Kick | High | 14 | -9 | +9 | +15 | 15 | ||
Back throw | Leaping Triangle Hold | Throw | — | — | +3d | — | 60 | ||
BHS.1 | Arm Break (ABK) | Throw | — | -3 | +3d | — | 8 | — | |
BHS.1+2 | Seoi Gyaku Juji-gatame | Throw ⋯ | — | -3 | +3d | — | 10,10 | ||
BHS.2 | Stomach Lock (TSS) | Throw ⋯ | — | -3 | +0d | — | 9,6 | — | |
BT+1 | Twist Jab | High | 8 | -8 | +3 | — | 15 | — | |
BTR.1 | Arm Break (ABK) | Throw | — | -3 | +4d | — | 13 | — | |
BTR.2 | Twisted Nightmare (NTM) | Throw | — | -3 | +3d | — | 10 | — | |
CD.1 | Hellbringer | High | 14~16 | 1~+3 | +3~+5 | +47a (+37) | 21 | ||
CD.2 | Shut Up | Mid | 16~17 | -8 HD | +32a (+17) | — | 25 | ||
CD.2+3 | Evil Mist | High | 24~38 | — | +36g~+50g | — | [10;10] | ||
CD.3 | Sideslip | Low | 19~28 | -20~-11 | +0c~+9c | +21a | 17 | ||
CD.4 | — | Mid | 14 | -8 | +6s | — | 15 | ||
CD.4,3 | — | High | i25 rel | -10 | +14a (+5) | — | ,23 | ||
CD.4,3,1+2 | Lapwing Kiss Shot | High ⋯ | i28i5i5 rel | -9 | +8c | — | ,6,6,6 | ||
CHD.1 | Commando Arm Lock | Throw | — | +0 | +3d | — | 25 | ||
CHD.2 | Heel Hold (HHD) | Throw | — | +0 | +7 | — | 8 | — | |
d,DF+4 | Wipe the Floor | Low | 20~24 | -37 | +14a | +55a (+39) | 20 | ||
d+1 | Low Jab | Low sl | 10 | -5 | +5 | — | 5 | ||
d+1,4 | Low Jab > Mid Kick | Mid | i16~17 rel | -11 | +0 | — | ,10 | — | |
d+2 | — | Low | 20 | -12 | +0 | +5 | 13 | ||
d+2,2 | Vertical Slitter | Mid | i28~29 rel | -12 | +17a (+0) | +71a (+55) | ,20 | ||
d+3 | Left Spin Low Kick | Low | 16 | -17 | -6 | — | 10 | ||
d+3,2 | Left Spin Low Kick > Right Upper | Mid | i25~27 rel | -11~-9 | +12~+14 | — | ,18 | — | |
d+3,4 | — | High | i20 rel | -8 | +1 | — | ,14 | — | |
d+3,4,3 | Easy Prey | Mid | i29~30 rel | -7 | +22a | — | ,20 | ||
d+4 | Right Low Kick | Low | 12 | -15 | -4 | — | 6 | ||
d+4,1 | Right Low Kick > Back Spin Chop | High | i24 rel | +0 | +6 | +11 | ,10 | — | |
db,qcf,n,DB+2+3 | — | — | — | — | — | — | — | — | |
db+1+2 | Reverberation Palm Bomb | High ⋯ | 11 | -14 HD | +10a (+1) | — | 5,22 | ||
db+2 | Right Backhand Body Blow | Mid | 24~25 | -5 | +8 | +61a | 20 | ||
db+3 | Stiletto Heel | Low | 20 | -13 | +4c | +13a | 17 | ||
db+3+4 | Geyser Cannon | Mid | 18~19 | -17 | +36a (+26) | — | 21 | ||
db+4 | Slicer | Low | 16~17 | -9 | +2 | — | 5 | ||
db+4,3 | Geyser Cannon Combo | Mid | i27~28 rel | -13 | +71a (+55) | — | ,21 | ||
df,df+1 | Elbow Smash | Throw | 12 | -6 | -2d | — | 43 | ||
df+1 | Uppercut | Mid | 13~14 | -1 | +5 | — | 10 | ||
df+1,2 | Uppercut > Jab | High | i16 rel | -5 | +2 | — | ,10 | — | |
df+1,2,1 | — | High | i26~27 rel | -3 | +2 | — | ,17 | — | |
df+1,2,1,1+2 | Biting Kiss Shot | High ⋯ | i25i32i39 rel | -9 | +8c | — | ,6,6,6 | ||
df+1,2,1,H.1+2 | Biting Kiss Shot | High ⋯ | i25i6i6i5i5 rel | -2 | +29a (+3) | — | ,6,6,6,[5],[5] | ||
df+1,2,1+2 | Double Explosion | Mid | i23 rel | -14 | +17a (+8) | +36d (+28) | ,22 | ||
df+1,2,4 | Bermuda Triangle | High | i22 rel | -6 | +20a (+11) | +49a | ,22 | ||
df+1+3 | Elbow > Arm Grab Flip | Throw | 11 | -2 | +1d | — | 37 | — | |
df+2 | Silent Uppercut | Mid | 15~16 | -7 | +34a (+24) | — | 12 | ||
df+2+4 | Reverse Neck Breaker | Throw | 11 | -2 | +1d | — | 37 | ||
df+3 | — | Mid | 14 | -11 | +0 | +1 | 13 | ||
df+3,1 | — | High | i30 rel | -8 | +3 | — | ,10 | — | |
df+3,1,2 | Dead Drop Combo | Mid | i25~27 rel | -12 | +16a | +16a | ,20 | ||
df+3,2 | — | High | i19 rel | +1 | +5 | +12 | ,12 | — | |
df+3,2,1 | — | High | i16 rel | -3 | +4 | — | ,6 | — | |
df+3,2,1,2 | — | High | i16 rel | — | +1 | — | ,6 | — | |
df+3,2,1,2,1+2 | — | Mid | i23 rel | -14 | +17a (+8) | +36d (+28) | ,22 | ||
df+3,2,1,2,4 | — | High | i18 rel | -20 | -4 | — | ,9 | — | |
df+3,2,1,2,4,3 | — | Low | i18 rel | -25 | -14 | — | ,9 | — | |
df+3,2,1,2,4,3,4 | — | Low | i21 rel | -15 | -4 | — | ,5 | — | |
df+3,2,1,2,4,3,4,2 | — | Mid | i29~30 rel | -19 | -8 | — | ,6 | — | |
df+3,2,1,2,4,3,4,2,4 | — | Low | i22 rel | -15 | -4 | — | ,5 | — | |
df+3,2,1,2,4,3,4,2,4,3 | — | Mid | i24 rel | -23 | +60a (+44) | — | ,25 | — | |
df+3,2,1,4 | Creeping Snake | Low | i23 rel | -13 | -2 | — | 12 | ||
df+3,2,3 | Creeping Snake > Geyser Cannon | Mid | i19~20 rel | -17 | +36a (+26) | — | ,21 | ||
df+3,2,4 | Creeping Snake > Right High Kick | High | i22 rel | -6 | +20a (+11) | +49a | ,22 | ||
df+3,3 | Bisection Combo | Mid | i28 rel | -10 | +2c | — | ,14 | ||
df+3+4 | — | — | 31~35 | — | — | — | — | ||
df+4 | — | Mid | 12 | -4 | +7 | — | 15 | ||
f,f,F+1+2 | Spiral Bombshell Blast | Mid | 20~21 | +4 | +12a (+3) | — | 30 | ||
f,f,F+3 | — | Mid | 20~21 | -8 | +1 | — | 10 | ||
f,f,F+3,3 | Electric Ray | Mid | i32~35 rel | -4~-1 | +17a | — | ,20 | ||
f,f,F+3,4 | Stingray | Mid | i24~25 rel | -13 | +34a (+19) | — | ,21 | ||
f,F+1+2 | Bombshell Blast | Mid | 23~24 | -5 | +12a (+3) | — | 26 | ||
f,F+1+2* | Bombshell Blast | Mid | 33~34 | +8 g | +19a (+9) | — | 32 | ||
f,F+2 | Sunset Strike | High | 14 | -4 | +32a (+24) | — | 20 | ||
f,F+3 | Bad Habit | Mid | 15 | -14 | +8 | +52a | 24 | — | |
f,F+4 | Kneel Kick | Mid | 28~32 | -10~-6 | +9g~+13g | +21a | 20 | ||
f+1+2 | Blonde Bomb | Mid | 17 | -14 | +11a (+2) | — | 24 | ||
f+1+3 | Crab Hold (CHD) | Throw | 13 | -2 | +1d | — | 15 | — | |
f+2 | — | High | 13 | -3 | +8 | — | 12 | ||
f+2,1 | — | Mid | i19~20 rel | -13 | -6s | — | ,12 | — | |
f+2,1,3 | Swallowtail | Mid | i27~29 rel | -15~-13 | +27a | — | ,20 | ||
f+2,1,4 | Mimosa Combo | High | i25~27 rel | -3~-1 | +23a (+14) | +40a | ,22 | ||
f+2+4 | Backhand Slap (BHS) | Throw | 13 | -2 | +0 | — | 15 | — | |
f+3 | Siren's Kiss | High ⋯ | 14~15 | 3~+4 | +24a (+15) | +54a | 10,20 | ||
f+3+4 | — | Mid | 14 | -6 | +1 | +6 | 12 | ||
f+3+4,1 | Impact Palm Bomb | Mid | i27 rel | -14 HD | +10a (+1) | — | ,22 | ||
f+3+4,2 | Quick Kiss Shot | Mid sm ⋯ | i30i5 rel | -9 | +8c | — | ,12,12 | ||
f+3+4,H.2 | Quick Kiss Shot | Mid sm ⋯ | i30i5i6i6 rel | -6 | +19a (+9) | — | ,12,12,5,5 | ||
f+4 | — | Mid | 21~22 | -5 | +5 | — | 15 | ||
f+4,2 | Aconite | High | i18 rel | -9 HD | +13c | — | ,22 | ||
FC.1,4 | — | Mid | i16~17 rel | -11 | +0 | — | ,10 | — | |
FC.df+2 | Sadistic Cupid | Mid | 14 | -11 | -4d | — | 30 | ||
H.2+3 | Bullet Assassination (Close) | Mid ⋯ | 16 | 5~+6 | -2d | — | 20,30 | ||
H.2+3 | Bullet Assassination (Far) | Mid ⋯ | 16 | +14 | +43a (+10) | — | 20,9,12,9,12 | ||
H.b+1+2 | Shockwave Palm > Kiss Shot Penetrator | Mid ⋯ | 16 | +0 | +33a (+7) | — | 5,20,2,2,3,3 | ||
H.CD.4,3,1+2 | Lapwing Kiss Shot | High ⋯ | i28i5i5i6i6 rel | -2 | +29a (+3) | — | ,6 (4),6 (3),6 (2),[5] ([1]),[5] ([1]) | ||
hFC.1 | Crouch Jab | Low sl | 10 | -5 | +6 | — | 5 | ||
hFC.2 | Crouch Straight | Low sl | 11 | -4 | +7 | — | 8 | ||
hFC.3 | Crouch Spin Kick | Low | 16 | -17 | -6 | — | 10 | ||
hFC.4 | Crouch Shin Kick | Low | 12 | -15 | -4 | — | 6 | ||
HHD.1 | Kneebar | Throw | — | -9 | +3 | — | 20 | ||
HHD.2 | Double Heel Hold | Throw | — | -9 | +0d | — | 25 | ||
Left throw | Kneebar | Throw | — | -3 | +1d | — | 40 | ||
NTM.1 | Neck Crusher | Throw | — | -3 | +3d | — | 15 | ||
NTM.2 | Leg Stretch Arm Lock | Throw | — | -3 | +3d | — | 25 | ||
OTG.d+3+4 | Twisted Mind | Low | 17~18 | -17 | -7d | — | 30 | ||
qcb | Sway | — | — | — | — | — | — | ||
qcb,B+1+3 | Betrayer (BTR) | Throw | 12 | — | +6c | — | 15 | — | |
qcf | Crouch Dash, Ducking Step | — | — | — | — | — | — | ||
R.df+1+2 | Death by Degrees | Mid | 20 | -18 | +0d | — | 55+ | ||
Right throw | Hammer Throw | Throw | — | -3 | +1d | — | 38 | — | |
SS.1 | Snakeshot | Mid | 14~15 | -10 | +3 | — | 15 | — | |
SS.1,2 | Double Shot | Mid | i16~18 rel | -3 | +3 | — | ,15 | — | |
SS.1+2 | Spiral Explosion | Mid | 19 | -8 | +3 | +37a | 22 | ||
SS.1+2,1+2 | Spiral Kiss Shot | Mid sm ⋯ | i30i5 rel | -9 | +16a (+16) | — | ,8,8 | ||
SS.1+2,H.1+2 | Spiral Kiss Shot | Mid sm ⋯ | i30i5i6i6 rel | -2 | +29a (+3) | — | ,8,8,[5],[5] | ||
SS.2 | Lift Shot | Mid | 13~14 | -14 | +33a (+23) | — | 15 | — | |
SS.4 | Heel Slicer | Low | 20 | -14 | +6c | — | 14 | ||
SS.4,2 | Tranquilizer | High | i22 rel | -7 | +11cg | — | ,22 | ||
STB.2 | Shoulder Through Arm Breaker | Throw | — | +0 | -6d | — | 30 | ||
SWA.b+4 | Ice Pick | Mid | 19~20 | -12 | +68a (+52) | — | 20 | ||
TSS.1 | Neck Crusher | Throw | — | -3 | +0d | — | 15 | ||
TSS.2 | Leg Stretch Arm Lock | Throw | — | — | +3d | — | 20 | ||
u+3 | — | Mid | 14 | -15 | +16a (+6) | — | 20 | ||
u+4 | Leaping Axe Kick | Mid | 23~28 | 0~+5 | +5g~+10g | +22a | 21 | ||
ub+1 | Left Backhand Body Blow | Mid | 20~21 | -16 | +20a | — | 15 | ||
ub+3 | — | Mid | 14 | -15 | -4 | — | 15 | ||
uf,n,D+3 | — | Low | 43 | -17 | -6 | — | 15 | ||
uf,n,D+3,2 | Hopping Low Kick to Right Uppercut | Mid | i25~27 rel | -11~-9 | +12~+14 | — | ,18 | — | |
uf,n,D+3,4 | — | High | i20 rel | -8 | +1 | — | ,14 | — | |
uf,n,D+3,4,3 | Hopping Low Kick to Easy Prey | Mid | i29~30 rel | -7 | +22a | — | ,20 | ||
uf+1 | Skull Splitter | Mid | 26 | -5 | +26a | — | 20 | ||
uf+1+2 | Jumping Flip | Throw ⋯ | 12 | +0 | +29a (-32) | — | 30,10 | — | |
uf+2 | — | Mid | 18 | -10 | +1 | — | 10 | ||
uf+2,1 | Binding Whip | Mid | i21 rel | -13 | +49a (+40) | — | ,10 | ||
uf+3 | Catapult Kick | Mid | 14 | -10 | +21a (+11) | — | 20 | ||
uf+3+4 | Leaping Heel Hold (HHD) | Throw | i23 rel | -23~-16 | +9a (-1) | — | ,18 | ||
uf+3+4 | Running Jump Kick | Mid ⋯ | 23~30 | -23~-16 | +2d | — | 20,13 | ||
uf+4 | — | High | 18 | -9 | -1 | — | 23 | ||
uf+4,3 | — | Low | i18 rel | -19 | -8 | — | ,10 | ||
uf+4,3,4 | Can Opener | High | i20 rel | -6 | +5 | — | ,14 | — | |
ws1 | — | Mid | 13~14 | -6 | +5 | — | 17 | ||
ws1,1+2 | Fluttering Kiss Shot | High ⋯ | i25i5i5 rel | -9 | +8c | — | ,6,6,6 | ||
ws1,4 | Diving Hornet | Mid | i34~35 rel | -3 | +21d | — | ,20 | ||
ws1,H.1+2 | Fluttering Kiss Shot | High ⋯ | i25i5i6i6i6 rel | -2 | +29a (+3) | — | ,6,6,6,[5],[5] | ||
ws2 | Palm Uppercut | Mid | 15~16 | -13 | +28a (+18) | — | 15 | ||
ws3 | Spider Knee | Mid | 13 | -13 | +0d | — | 15 | ||
ws3+4 | Geyser Cannon | Mid | 18~19 | -17 | +36a (+26) | — | 21 | ||
ws4 | Toe Smash | Mid | 11~12 | -4 | +7 | — | 15 | ||
ws4,2 | Toe Smash > Spiral Explosion | Mid | i19 rel | -9 | +36a | — | ,22 | ||
ws4,3 | Flashing Escape | High | i25 rel | -10 | +14a (+5) | — | ,24 | ||
ws4,3,1+2 | Haematopus Kiss Shot | High ⋯ | i28i5i5 rel | -9 | +8c | — | ,6 (4),6 (3),6 (2) | ||
ws4,3,H.1+2 | Haematopus Kiss Shot | High ⋯ | i28i5i5i6i6 rel | -2 | +29a (+3) | — | ,6 (4),6 (3),6 (2),[5] ([1]),[5] ([1]) |