Ironfist Insights
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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.

How they play

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.

Key Nina moves

Plus on block

  • H.2+3Bullet Assassination (Close)situationali16, mid, +6 on block at best, needs Heat
  • u+4Leaping Axe Kicki23~28, mid, +5 on block at best
  • f+3Siren's Kissi14, high, +4 on block at best
  • f,f,F+1+2Spiral Bombshell Blasti20, mid, +4 on block

Plus you cannot ignore

  • f,f,F+1+2Spiral Bombshell Blasti20, mid, +4 on block

Fastest mids

  • df+4i12, mid, -4 on block
  • df+1Uppercuti13, mid, -1 on block

Lows, safest first

  • db+4Sliceri16, low, -9 on block, too fast to see coming
  • CD.3Sideslipsituationali19~28, low, -11 on block at best
  • d+2i20, low, -12 on block, borderline — some players react to it
  • 4,4,4High Kick > Deadly Hunterfrom 4 (i11), low ending a string that opens high, -12 on block

Special lows

  • hFC.2Crouch Straightsituationali11, special low, -4 on block, too fast to see coming
  • d+1Low Jabi10, special low, -5 on block, too fast to see coming
  • hFC.1Crouch Jabsituationali10, special low, -5 on block, too fast to see coming

Panic buttons

  • f+1+2Blonde Bombi17, absorbs a hit, -14 on block
  • b+1+3_b+2+4Attack Reversalparries, -6 on block
  • uf+3Catapult Kicki14, jumps lows, -10 on block
  • u+3i14, jumps lows, -15 on block

Launches on counter-hit

  • b+1,4Throat Slasher > Glass Jawfrom b+1 (i12), counter-hit +71a (+55)
  • d+2,2Vertical Slitterfrom d+2 (i20), counter-hit +71a (+55)
  • 1,4,1PK Combo > Assassin's Bladefrom 1 (i10), counter-hit +67a (+47a)
  • db+2Right Backhand Body Blowi24, counter-hit +61a

Homing

  • 1+2Ray Handsi16, homing, -3 on block
  • db+2Right Backhand Body Blowi24, homing, -5 on block
  • 3+4Fatal Blowi18, homing, -10 on block
  • b+2i12, homing, -14 on block

Parries and sabaki

  • b+1+3_b+2+4Attack ReversalParries mid or high punches or kicks

Free launches for you

  • d+4Right Low Kicki12, -15 on block
  • hFC.4Crouch Shin Kicksituationali12, -15 on block
  • u+3i14, -15 on block
  • ub+3i14, -15 on block
What Nina punishes you with
Nina’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,422—
−12 or worseb+1,432ws415
−13 or worseb+1,432ws1,1+235
−15 or worse3,434 launchesws215 launches
What you get to do about Nina’s strings

Duck it and the whole string whiffs

  • 12 follow-ups, all high
  • 1,2,12 follow-ups, all high
  • CD.4,32 follow-ups, all high
  • df+1,2,12 follow-ups, all high
  • ws4,32 follow-ups, all high

Fuzzy guard candidates

  • df+3,2,1,2high, 7f before df+3,2,1,4
  • d+3,4high, 5f before d+3,2
  • df+3,2,1,2,4high, 5f before df+3,2,1,2,1+2
  • uf,n,D+3,4high, 5f before uf,n,D+3,2

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

  • 4,3interrupt with i13

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 1,2,1,1+2jails — you stay in blockstun
  • 1,2,1,H.1+2jails — you stay in blockstun
  • 3,3jails — you stay in blockstun
  • 3,3,3jails — you stay in blockstun
  • …and 15 more

Steps out of a string, in wavu’s words

  • 4,3“Whiffs vs SSR from 1st block”

Jailing is unrecorded on 76% of Nina’s string continuations, so a string missing from the last list was probably never checked.

Getting into Nina’s stances

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.

Throws and breaks

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+1 Elbow Smash — breaks with 1+2, 43 damage
  • df+2+4 Reverse Neck Breaker — breaks with 2, 37 damage
  • f+2+4 Backhand 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.

Nina neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Arm Grab Flip1 or 235FUFAAgainst sidestepping
2+4Over the Back Toss1 or 235—Against sidesteppingTo escape a corner
df,df+1Elbow Smash1+243—On a breakable floor
df+1+3Elbow > Arm Grab Flip137——
df+2+4Reverse Neck Breaker237—To escape a corner
f+1+3Crab Hold (CHD)115——
f+2+4Backhand Slap (BHS)215——
qcb,B+1+3Betrayer (BTR)unbreakable15——
uf+1+2Jumping Flipnot documented30,10——
Chain throws

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.

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.

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.

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.

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.

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.

Frame data

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
Level
Properties

201 moves

Search any column from its heading.

Nina frame data — 201 moves
DetailsProperties
(back to wall).b,b,UBWall Jump BackflipMid35~38+1+34d—21
1JabHigh10+1+8—5—
1,2Left Right ComboHighi10 rel-3+8—,10—
1,2,1—Highi26~27 rel-3+2—,17—
1,2,1,1+2Biting Kiss ShotHigh ⋯i25i32i39 rel-9+8c—,6,6,6
1,2,1,H.1+2Biting Kiss ShotHigh ⋯i25i6i6i5i5 rel-2+29a (+3)—,6,6,6,[5],[5]
1,2,1+2Double ExplosionMidi23 rel-14+17a (+8)+36d (+28),22
1,2,4Bermuda TriangleHighi22 rel-6+20a (+11)+49a,22
1,4PK ComboHighi17~18 rel-4+1+50a,17—
1,4,1PK Combo > Assassin's BladeMidi25~26 rel-11+15g+67a (+47a),21
1+2Ray HandsMid16~17-3+8—19
1+2+3+4Ki Charge———————
1+3Arm Grab FlipThrow12~14-6-2—35
1+4Ivory CutterMid ⋯15~16-5+4c+6c4,20
2Right JabHigh10+1+7—10—
2,3Right Jab > Spider KneeMidi18 rel-13+0d—,15
2+4Over the Back TossThrow12~14+0+0d—35
2+4,2Shoulder Through Buster (STB)Throw—+0-5d—25—
3—High14-16-5—14—
3,2Left High Kick > Spiral ExplosionMidi19 rel-9+36a—,22
3,3—Highi17 rel-14-3—,4—
3,3,3—Highi17 rel-14-3—,6—
3,3,3,4Flash KicksHighi24 rel-6+20a (+11)—,20
3,4Head RingerHighi22 rel-6+20a (+11)—,20
3+4Fatal BlowMid18~19-10+11g—20
4High KickHigh11-9+7+7s15—
4,2Right High Kick > Spiral ExplosionMidi19 rel-9+3+37a,22
4,3Easy Prey Kick ComboMidi29~30 rel-2+5c+21a,20
4,4—Highi28~39 rel-7+4—,21
4,4,3+4High Kick > Deadly AssaultMid ⋯i35~39i43~49 rel-6~+0+20a—,8,21
4,4,4High Kick > Deadly HunterLowi30~31 rel-12+4c+46a,20
ABK.1Double Arm BreakThrow—-3+0d—15
ABK.1Double Arm BreakThrow—-3+0d—15
ABK.2Falling Arm BreakThrow—-3+3d—15
ABK.2Falling Arm BreakThrow—-3+3d—15
b,B+2+3Hunting Swan, Power ChargeMid65—+25a—50—
b+1Throat SlasherHigh12~13-7+4—10
b+1,4Throat Slasher > Glass JawMidi28~29 rel-12+7+71a (+55),22
b+1+2Shockwave PalmMid ⋯16-4+5a—5,20
b+1+3_b+2+4Attack Reversal——-6———
b+1+4Reverse Ivory CutterMid ⋯15-15+34a (+24)—4,14
b+2—High12-14-3—12
b+2,2—Highi14~15 rel-6+5—,12—
b+2,2,2Backhand ComboHighi25~26 rel-9+9g+14c,20
b+3—Mid18-6+6c—10
b+3,4Stinger Heel Kick ComboHighi20~21 rel-8+14c+45a,17—
b+3+4Out of SightHigh14~15-5+6—16
b+3+4,1+2Out of Sight > Kiss ShotHigh ⋯i28i5i5 rel-5+8c—,6,6,6
b+3+4,3Out of Sight > Assassin Somersault KickMidi28~29 rel-15~-14+27a—,20
b+3+4,H.1+2Out of Sight > Kiss ShotHigh ⋯i28i5i5i6i6 rel-2+29a (+3)—,6,6,6,[5],[5]
b+4Spear KickHigh14-9+9+1515
Back throwLeaping Triangle HoldThrow——+3d—60
BHS.1Arm Break (ABK)Throw—-3+3d—8—
BHS.1+2Seoi Gyaku Juji-gatameThrow ⋯—-3+3d—10,10
BHS.2Stomach Lock (TSS)Throw ⋯—-3+0d—9,6—
BT+1Twist JabHigh8-8+3—15—
BTR.1Arm Break (ABK)Throw—-3+4d—13—
BTR.2Twisted Nightmare (NTM)Throw—-3+3d—10—
CD.1HellbringerHigh14~161~+3+3~+5+47a (+37)21
CD.2Shut UpMid16~17-8 HD+32a (+17)—25
CD.2+3Evil MistHigh24~38—+36g~+50g—[10;10]
CD.3SideslipLow19~28-20~-11+0c~+9c+21a17
CD.4—Mid14-8+6s—15
CD.4,3—Highi25 rel-10+14a (+5)—,23
CD.4,3,1+2Lapwing Kiss ShotHigh ⋯i28i5i5 rel-9+8c—,6,6,6
CHD.1Commando Arm LockThrow—+0+3d—25
CHD.2Heel Hold (HHD)Throw—+0+7—8—
d,DF+4Wipe the FloorLow20~24-37+14a+55a (+39)20
d+1Low JabLow sl10-5+5—5
d+1,4Low Jab > Mid KickMidi16~17 rel-11+0—,10—
d+2—Low20-12+0+513
d+2,2Vertical SlitterMidi28~29 rel-12+17a (+0)+71a (+55),20
d+3Left Spin Low KickLow16-17-6—10
d+3,2Left Spin Low Kick > Right UpperMidi25~27 rel-11~-9+12~+14—,18—
d+3,4—Highi20 rel-8+1—,14—
d+3,4,3Easy PreyMidi29~30 rel-7+22a—,20
d+4Right Low KickLow12-15-4—6
d+4,1Right Low Kick > Back Spin ChopHighi24 rel+0+6+11,10—
db,qcf,n,DB+2+3————————
db+1+2Reverberation Palm BombHigh ⋯11-14 HD+10a (+1)—5,22
db+2Right Backhand Body BlowMid24~25-5+8+61a20
db+3Stiletto HeelLow20-13+4c+13a17
db+3+4Geyser CannonMid18~19-17+36a (+26)—21
db+4SlicerLow16~17-9+2—5
db+4,3Geyser Cannon ComboMidi27~28 rel-13+71a (+55)—,21
df,df+1Elbow SmashThrow12-6-2d—43
df+1UppercutMid13~14-1+5—10
df+1,2Uppercut > JabHighi16 rel-5+2—,10—
df+1,2,1—Highi26~27 rel-3+2—,17—
df+1,2,1,1+2Biting Kiss ShotHigh ⋯i25i32i39 rel-9+8c—,6,6,6
df+1,2,1,H.1+2Biting Kiss ShotHigh ⋯i25i6i6i5i5 rel-2+29a (+3)—,6,6,6,[5],[5]
df+1,2,1+2Double ExplosionMidi23 rel-14+17a (+8)+36d (+28),22
df+1,2,4Bermuda TriangleHighi22 rel-6+20a (+11)+49a,22
df+1+3Elbow > Arm Grab FlipThrow11-2+1d—37—
df+2Silent UppercutMid15~16-7+34a (+24)—12
df+2+4Reverse Neck BreakerThrow11-2+1d—37
df+3—Mid14-11+0+113
df+3,1—Highi30 rel-8+3—,10—
df+3,1,2Dead Drop ComboMidi25~27 rel-12+16a+16a,20
df+3,2—Highi19 rel+1+5+12,12—
df+3,2,1—Highi16 rel-3+4—,6—
df+3,2,1,2—Highi16 rel—+1—,6—
df+3,2,1,2,1+2—Midi23 rel-14+17a (+8)+36d (+28),22
df+3,2,1,2,4—Highi18 rel-20-4—,9—
df+3,2,1,2,4,3—Lowi18 rel-25-14—,9—
df+3,2,1,2,4,3,4—Lowi21 rel-15-4—,5—
df+3,2,1,2,4,3,4,2—Midi29~30 rel-19-8—,6—
df+3,2,1,2,4,3,4,2,4—Lowi22 rel-15-4—,5—
df+3,2,1,2,4,3,4,2,4,3—Midi24 rel-23+60a (+44)—,25—
df+3,2,1,4Creeping SnakeLowi23 rel-13-2—12
df+3,2,3Creeping Snake > Geyser CannonMidi19~20 rel-17+36a (+26)—,21
df+3,2,4Creeping Snake > Right High KickHighi22 rel-6+20a (+11)+49a,22
df+3,3Bisection ComboMidi28 rel-10+2c—,14
df+3+4——31~35————
df+4—Mid12-4+7—15
f,f,F+1+2Spiral Bombshell BlastMid20~21+4+12a (+3)—30
f,f,F+3—Mid20~21-8+1—10
f,f,F+3,3Electric RayMidi32~35 rel-4~-1+17a—,20
f,f,F+3,4StingrayMidi24~25 rel-13+34a (+19)—,21
f,F+1+2Bombshell BlastMid23~24-5+12a (+3)—26
f,F+1+2*Bombshell BlastMid33~34+8 g+19a (+9)—32
f,F+2Sunset StrikeHigh14-4+32a (+24)—20
f,F+3Bad HabitMid15-14+8+52a24—
f,F+4Kneel KickMid28~32-10~-6+9g~+13g+21a20
f+1+2Blonde BombMid17-14+11a (+2)—24
f+1+3Crab Hold (CHD)Throw13-2+1d—15—
f+2—High13-3+8—12
f+2,1—Midi19~20 rel-13-6s—,12—
f+2,1,3SwallowtailMidi27~29 rel-15~-13+27a—,20
f+2,1,4Mimosa ComboHighi25~27 rel-3~-1+23a (+14)+40a,22
f+2+4Backhand Slap (BHS)Throw13-2+0—15—
f+3Siren's KissHigh ⋯14~153~+4+24a (+15)+54a10,20
f+3+4—Mid14-6+1+612
f+3+4,1Impact Palm BombMidi27 rel-14 HD+10a (+1)—,22
f+3+4,2Quick Kiss ShotMid sm ⋯i30i5 rel-9+8c—,12,12
f+3+4,H.2Quick Kiss ShotMid sm ⋯i30i5i6i6 rel-6+19a (+9)—,12,12,5,5
f+4—Mid21~22-5+5—15
f+4,2AconiteHighi18 rel-9 HD+13c—,22
FC.1,4—Midi16~17 rel-11+0—,10—
FC.df+2Sadistic CupidMid14-11-4d—30
H.2+3Bullet Assassination (Close)Mid ⋯165~+6-2d—20,30
H.2+3Bullet Assassination (Far)Mid ⋯16+14+43a (+10)—20,9,12,9,12
H.b+1+2Shockwave Palm > Kiss Shot PenetratorMid ⋯16+0+33a (+7)—5,20,2,2,3,3
H.CD.4,3,1+2Lapwing Kiss ShotHigh ⋯i28i5i5i6i6 rel-2+29a (+3)—,6 (4),6 (3),6 (2),[5] ([1]),[5] ([1])
hFC.1Crouch JabLow sl10-5+6—5
hFC.2Crouch StraightLow sl11-4+7—8
hFC.3Crouch Spin KickLow16-17-6—10
hFC.4Crouch Shin KickLow12-15-4—6
HHD.1KneebarThrow—-9+3—20
HHD.2Double Heel HoldThrow—-9+0d—25
Left throwKneebarThrow—-3+1d—40
NTM.1Neck CrusherThrow—-3+3d—15
NTM.2Leg Stretch Arm LockThrow—-3+3d—25
OTG.d+3+4Twisted MindLow17~18-17-7d—30
qcbSway——————
qcb,B+1+3Betrayer (BTR)Throw12—+6c—15—
qcfCrouch Dash, Ducking Step——————
R.df+1+2Death by DegreesMid20-18+0d—55+
Right throwHammer ThrowThrow—-3+1d—38—
SS.1SnakeshotMid14~15-10+3—15—
SS.1,2Double ShotMidi16~18 rel-3+3—,15—
SS.1+2Spiral ExplosionMid19-8+3+37a22
SS.1+2,1+2Spiral Kiss ShotMid sm ⋯i30i5 rel-9+16a (+16)—,8,8
SS.1+2,H.1+2Spiral Kiss ShotMid sm ⋯i30i5i6i6 rel-2+29a (+3)—,8,8,[5],[5]
SS.2Lift ShotMid13~14-14+33a (+23)—15—
SS.4Heel SlicerLow20-14+6c—14
SS.4,2TranquilizerHighi22 rel-7+11cg—,22
STB.2Shoulder Through Arm BreakerThrow—+0-6d—30
SWA.b+4Ice PickMid19~20-12+68a (+52)—20
TSS.1Neck CrusherThrow—-3+0d—15
TSS.2Leg Stretch Arm LockThrow——+3d—20
u+3—Mid14-15+16a (+6)—20
u+4Leaping Axe KickMid23~280~+5+5g~+10g+22a21
ub+1Left Backhand Body BlowMid20~21-16+20a—15
ub+3—Mid14-15-4—15
uf,n,D+3—Low43-17-6—15
uf,n,D+3,2Hopping Low Kick to Right UppercutMidi25~27 rel-11~-9+12~+14—,18—
uf,n,D+3,4—Highi20 rel-8+1—,14—
uf,n,D+3,4,3Hopping Low Kick to Easy PreyMidi29~30 rel-7+22a—,20
uf+1Skull SplitterMid26-5+26a—20
uf+1+2Jumping FlipThrow ⋯12+0+29a (-32)—30,10—
uf+2—Mid18-10+1—10
uf+2,1Binding WhipMidi21 rel-13+49a (+40)—,10
uf+3Catapult KickMid14-10+21a (+11)—20
uf+3+4Leaping Heel Hold (HHD)Throwi23 rel-23~-16+9a (-1)—,18
uf+3+4Running Jump KickMid ⋯23~30-23~-16+2d—20,13
uf+4—High18-9-1—23
uf+4,3—Lowi18 rel-19-8—,10
uf+4,3,4Can OpenerHighi20 rel-6+5—,14—
ws1—Mid13~14-6+5—17
ws1,1+2Fluttering Kiss ShotHigh ⋯i25i5i5 rel-9+8c—,6,6,6
ws1,4Diving HornetMidi34~35 rel-3+21d—,20
ws1,H.1+2Fluttering Kiss ShotHigh ⋯i25i5i6i6i6 rel-2+29a (+3)—,6,6,6,[5],[5]
ws2Palm UppercutMid15~16-13+28a (+18)—15
ws3Spider KneeMid13-13+0d—15
ws3+4Geyser CannonMid18~19-17+36a (+26)—21
ws4Toe SmashMid11~12-4+7—15
ws4,2Toe Smash > Spiral ExplosionMidi19 rel-9+36a—,22
ws4,3Flashing EscapeHighi25 rel-10+14a (+5)—,24
ws4,3,1+2Haematopus Kiss ShotHigh ⋯i28i5i5 rel-9+8c—,6 (4),6 (3),6 (2)
ws4,3,H.1+2Haematopus Kiss ShotHigh ⋯i28i5i5i6i6 rel-2+29a (+3)—,6 (4),6 (3),6 (2),[5] ([1]),[5] ([1])