I figured it would be a good idea to compile an optimal damage comparison so people can choose what to go for with Nina. I'll list options for each launcher, and notes for wall conversions if helpful.

Option A is mutually exclusive to B, and both make it diffiuclt to get ws1's without ditching the uf3 in B (uf3 also renders option B far less consistent, see execution section for details on how to do it). Ws1's can lead to the wall, but do too many ws1's and you are relgated to fff1+2 post tailspin, which gives up the wall, or fff34 which can whiff after doing the maximum number of ws1's. For this reason some people tailspin with d23 early and do ws1's post tailspin, using the ws1 1+2 extension to reach the wall.

She has better possibilities after season 2 and 3 now (fff34, qcf423, d23, ws1). They are often more practical with walls than her old stuff and are much more flexible, but her max damage on open ground still comes from ws1's. I'd say its actually worth ditching ws1 combos on walled stages since you can usually get better damage elsewhere in these situations.

Easy (61): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (62): qcf1, qcf1, f2, d23 S!, b222

QCF1 (65): qcf1, qcf1, d23 S!, ws1, qcf423 (whiffs off axis right)

Uf3 (65): uf4, uf3, df1, d23 S!, b222 (or qcf423)

S2 (67): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1 1+2 (or ws1 into f1+2/1+4)

Ws1 (Hard) (68): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 (Extremely Hard) (72): uf4, uf3, df1, ws1, ws1, ws1 1+2 S!, fff1+2 (Barely works on ling, first ws1 must be extremely fast)

Easy (68): ss1b~uf4, df1, d23 S!, qcf423 (side step 1 to either side) (Wall: ws1 1+2 ender possible)

Medium (70): db2 S!, qcf1, df32~f, ws1, qcf423

QCF1 (70): qcf1, qcf1, f2, d23 S!, b222 (Wall: df32, qcf1 or qcf423 ender)

QCF1 (73): qcf1, qcf1, d23 S!, ws1, qcf423 (whiffs off axis right)

Ws1 (78): ssr1b~uf4, df32~f, ws1, ws1, ws1 1+2 S!, fff1+2

WS1 Hard (80): ssr1b~uf4, dash df1, instant ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Max (84): ssr qcf1, qcf1, instant ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (67): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (68): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

Uf3 (71): uf4, micro dash uf3, df1, d23 S!, qcf423 (Doesn't work on ling. Wall: Can also d23/qcf1 ender)

S2 (73): S2 (75): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (78): uf4, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2 (Wall: qcf1 ender, recommend cutting a ws1)

Ws1 (long carry) (82): uf4, ws1, ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

WS1 (super hard) (84): uf4, qcf1, ws1, ws1 , ws1, ws1, ws1 1+2 S!, fff1+2

Easy (70): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (73): uf4, qcf1, f2, d23 S!, b222 (Wall: qcf423 or ws1 1+2 ender possible)

Uf3 (74): uf4, micro dash uf3, df1, d23 S!, b222 (or qcf423) (micro dash is easier than usual due to height)

Ws1 (81): uf4, ssr, df12~f, ws1, ws1, ws1, ws1 1+2 S! fff1+2 (ssr, df1 is easier here due to height after uf4)

Easy (69): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (70): uf3, qcf1, f2, d23 S!, b222 (or qcf423)

QCF1 (from ranged launch) (70): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

Uf3 (73): uf4, micro dash uf3, df1, d23 S!, b222 (or qcf423)

Ws1 (80): uf4, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (58): d41, df32~f, ws1 1+2 S!, fff34

Easy (68): ws1, uf3, df1, d23 S!, b222 (df1 whiffs when off axis left)

Uf3 (66): CC (ff), uf3, df1, f2, d23 S!, b222 (or qcf423)

S2 (70): CC (u) df1, d23 S!, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (76): CC (u) df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (81): Uf4, df1, f2, d23 S!, b222 (or qcf423)

QCF1 (83): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

UF3 (86): uf4, micro dash uf3, df1, d23 S!, b222

S2 (90): uf4, d23, ssr, ws1, ws1, ws1, ws1, 1+4

Ws1 (91): ssr1b~uf4, df32~f, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (57): df32, df1, d23 S!, b222

Uf3 (close range only) (64): uf3, df1, d23 S!, ws1, qcf423

QCF1 (hard link) (70): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2

Ws1 (71): df32~ssr1b, uf4, ws1, ws1, ws1 1+2 S! fff1+2

Easy (60): uf4, d41, d23 S!, b222 (Wall: can d23 or qcf1 ender as well)

QCF1 (65): qcf1, qcf1, f2, d23 S!, b222 (Wall: qcf1 ender works)

Ws1 (60): df32 ssr1b~db2 S!, ws1, qcf423

Easy (64): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (65): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

Ws1 (damage) (75): uf4, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 (carry ) (70): qcf1, d23, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Easy (33): qcf delayed 3 (hold qcf an instance before 3 to get the distance)

Medium (42): dash up qcf2

Medium (47): ff1+2 (held) (use ff to get distance before the 1+2)

Easy (33): qcf delayed 3 (hold qcf an instance before 3 to get the distance)

Medium (47): ff1+2 (held) (use ff to get distance before the 1+2)

Hard (66): qcf delayed 3, d41, d23 S!, dash ws1, ws1, f1+2

Easy (46): d41, d23 S!, df32~f, qcf3 (Wall carry is jank with angle)

Easy (55): df1, df32~f, ws1 1+2 S!, fff34

Easy (62): uf3, d41, f214 S!, fff34 (Wall: qcf1 ender)

QCF1 (65): df1, qcf1, f2, d23 S!, b222 (Wall: qcf1, df32, d23 enders)

Uf3 (63): uf3, d41, d23 S!, qcf423 (Wall: qcf1, df32, d23 work)

Ws1 (Easy) (74): df12~ssr1f~ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 (Hard) (75): df12~ssrb~uf4, ws1, ws1, ws1 1+2 S!, fff1+2 (Doesn't work on ling)

Easy (74): dash uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (77): dash uf4, qcf1, f2, d23 S!, b222 (Wall: d23, qcf1, df32, ws1 1+2 enders)

Uf3 (78): far dash uf4, uf3, df1, d23 S! b222

S2 (82): dash uf4, d23, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (84): fast dash uf4, df32~ssr1f~ws1, ws1 1+2 S!, fff1+2

Add 18 damage to any normal hit uf21 or b1+4 combo + follow up. Carries further, be ready to adjust for the wall.

Easy (76): dash, uf3, df1, d23 S!, b222 (Wall: qcf1, df32 work)

Easy (79): dash, uf3, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (82): db2 S!, qcf1, df32~f, ws1, qcf423

Ws1 (90): qcf1, df32~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Bear specific Ws1 (91): ssl uf4, df1, df32~f, ws1, ws1, ws1 1+2 S!, fff1+2

Side dependant (92): ssr1b~ssl1b~uf4, ws1, ws1, ws1, ws1 1+2, fff1+2 (note: only works on p1 side)

Max (95): qcf1, qcf1, iws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (68): d23 S!, df32~f, qcf423

QCF1 (78): qcf1, qcf1, f2, d23 S!, b222 (or qcf1, df32, qcf423 etc.)

Uf3 (75): dash uf3, df1, df32~f, ws1 1+2 S!, fff34

S2 (77): ff3, d23 S!, ssr, dash df32~f, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (77): dash ssr, d41, ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (72): S!, dash qcf1, df32~f, qcf423

QCF1 (77): S!, dash qcf1, df32~f, ws1, qcf423

Ws1 (Hard) (84): S!, instant dash, ssr1b~uf4, ws1, ws1, ws1, ws1, f1+2

Close Range CH4 (No QCF) (Hard) (54): micro dash d41, df32~f, ws1 1+2 S!, fff34

Close Range CH4 (Medium) (64): qcf1, qcf1, f214 S!, fff34 (Wall: can qcf1 ender for 61)

Close Range CH4 (Medium) (67): qcf1, qcf1, f214 S!, dash iws1, f1+2 (Wall: can ws1 1+2 as ender for 64)

Medium Range CH4 (43): qcf1, ff3

Medium-Long Range CH4 (34): ff3

Tip Range CH4 (29): instant qcf3 (works any distance)

Easy (65): S! dash uf3, df1, df32~f, qcf423

QCF1 (70): S! qcf1, df1, df32~f, ws1, qcf423

Ws1 (73): S! dash df32~ssr1b~uf4, ws1, ws1, ws1, f1+2

WS1 Hard (77): S!, dash ssr1b~ssl1b~uf4, ws1, ws1, ws1, ws1, f1+2

Easy (56): d41, df32~f, ws1 1+2 S!, fff34 (Wall: qcf1 ender possible)

Medium (56): d41, df1, d23 S!, b222 (Wall: qcf1, df32, d23 enders work)

Easy (75): tech left, d41, df32~f, ws1 1+2 S!, fff34

Easy (68): uf3, df1, d23 S!, b222

Uf3 (71): uf3, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (73): qcf1, qcf1, f2, d23 S!, dash ws1, f1+2 (Wall: ws1 1+2 extension. Can replace ws1 with df1 for easier combo)

S2 (79): qcf1, d23 S!, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (wall: ws1 1+2 extension)

Ws1 (80): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 Alt (82): qcf1, df32, ws1, ws1, ws1, ws1 1+2 S1, fff1+2

Max (88): qcf1, qcf1, iws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (71): see uf3 variant

Uf3 (71): dash up, uf3, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (74): qcf1, qcf1, f2, d23 S!, b222

S2 (79): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (80): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (72): ssr1b~uf4, df1, d23 S! b222

QCF1 (70): qcf1, qcf1, f214 S!, fff1+2

Uf3 (66): deep ssr, uf3, d41, f214 S!, fff1+2

Easy (64): uf3, df1, d23 S!, b222

Uf3 (67): uf3, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (68): qcf1, qcf1, f2, d23 S!, df32~f, qcf3

S2 (75): qcf1, d23 S!, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (wall: ws1 1+2 extension)

Ws1 (78): qcf1, df32~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Max (81): qcf1, ws1, df1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (69): d23 S!, df32~f, qcf423 (Wall: d23 ender also works)

Medium (73): d23 S!, df32~f, ws1, qcf423 (finicky) (Wall: can ws1 1+2 ender instead of ws1, qcf423)

QCF1 (78): qcf1, qcf1, f2, d23 S!, qcf423 (Wall: df32, d23, qcf1 enders)

Uf3 (86): ssl uf3, df12~f, ws1, ws1, ws1, ws1 1+2 S! fff1+2 )

Ws1 (84): df32~ssl1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (63): df32~ssl1b~db2 S!, ws1, qcf423

Uf3 (66): ssl, uf3, df1, f3 S!, ws1, qcf423

Ws1 (74): df32~sslb~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 (close hit) (76): ssl1b~uf4, df32~f, ws1, ws1, ws1 1+2, fff1+2 (Wall: can do 4th ws1 but no hit post tailspin)

S2 (80): qcf1, d23 S!, ws1, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Easy (70): qcf1, f2, d23 S!, b222

QCF1 (79): qcf1, qcf1, d23 S!, ws1, qcf423

Ws1 (82): ssr, df32~ssrb~uf4, ws1, ws1, ws1 1+2, fff1+2

Easy (67): (use uf3 variant)

Uf3 (67): uf3, d41, d23 S!, qcf423 (uf3 works at all ranges, no dash required)

S2 (74): cc (tap up) df1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (extremely difficult)(79): cc (tap up) df12~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2 (finicky) (maximum side step required)

Easy (70): d23 S!, df32~f, ws1, qcf423

Uf3 (68): micro dash uf3, d41, d23 S!, b222 (finicky)

QCF1 (68): df1, qcf1, d23 S!, b222

S2 (75): df1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (77): df1, ws1, ws1, ws1, ws1, ws1 1+2 S! fff1+2

Max (79): df1, qcf1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Easy (64): df32~ssr1b~db2 S!, qcf423 (Wall: can ws1 1+2 or d23 ender)

Uf3 (70): quick dash uf3, df1, f214 S!, b222

QCF1 (71): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

S2 (79): qcf1, d23 S!, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (80): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2 (Wall: qcf1 after tailspin, cut ws1's, or use S! for wall splat)

Easy (76): uf4, df1, df32~f, ws1 1+2 S!, fff34

Uf3 (80): uf4, micro dash uf3, df1, d23 S!, b222 (Wall: can also do d23 ender)

QCF1 (77): delay, qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

Ws1 (87): uf4, ssr, df1~f, ws1, ws1, ws1, ws1 1+2, fff1+2

Easy (from any distance) (65): d23 S!, df32~f, ws1, qcf423

Easy (alt, any distance) (63): uf434, d23 S!, ws1, qcf423

QCF1 (any distance) (70): qcf1, qcf1

Uf3 (only from close) (63): uf3, d41, d23 S! b222

S2 (71): d23 S!, deep ssr, ws1, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Easy (all ranges) (60): d23 S!, df32~f, qcf423

QCF1 (all ranges) (70): qcf1, qcf1, f2, d23 S!, qcf423

Uf3 (close range) (63): uf3, d41, d23 S!, qcf423

Ws1 (medium-close range) (76): df32~ssl1b~uf4, ws1, ws1, ws1 1+2 S! fff1+2

Easy (32): qcf2, ff3 if they don't side tech for 50

QCF1 (65): qcf1, qcf1, f2, d23 S!, b222

Ws1 (close range) (64): d23 S!, df32~f, ws1, ws1, ws1, f1+2

Easy (97): uf3, df1, df32~f, ws1 1+2 S!, fff34

Uf3 (98): uf3, df1, d23 S!, ws1, qcf423

S2 (105): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Close (68): uf4 W!, 2, df12f1+2

Medium (68): same as above

Far (70): f214 W!, 2, df12f1+2 (still works if last hit of f214 hits them high on the wall)

Easy (46): (Check uf3 variant)

Medium (48): ssl1b~uf4, df1, f3 S!, qcf423

Uf3 (47): uf3, df1, df32~f, ws1 1+2 S!, fff34 (Wall: df32 or qcf1 enders possible)

QCF1 (50): qcf1, qcf1, d23 S!, ws1, qcf423

S2 (55): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 Easy (53): df1, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 Medium (58): ssr1b~uf4, df32~df, ws1, ws1, ws1, 1+2 S!, fff1+2

Ws1 Extreme (61): db2 S!, instant dash, instant ssr1b~uf4, ws1, ws1, ws1, ws1, ws1, f1+2

Ws1 Max (64): ssr, qcf1, qcf1, ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Uf3 (57): ws1, uf3, df1, f3 S!, qcf423 (Wall: can also ws1 1+2 ender)

Ws1 (66): CC (tap up) df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Max (69): uf3, df1, ws1, ws1, ws1, ws1 1+2 S! fff1+2 (might not work on everyone)

Areal float with 1 or df1 (36): d23 S!, ws1, qcf423

Blocked slides (43): uf3, df1, d23 S!, b222

AOP sweep block (40): ws1, d41, d23 S!, b222

Eddy Handstand float (40): f214 S!, df32~f, ws1, 1+4 or f1+2 (wall: can end with ws1 1+2 instead)

Eddy b33 into Relax (47): uf3, df1, df32~f, ws1 1+2 S!, fff34)

DJ u4u (54): ufn4 (hopkick), qcf1, d23 S!, df32~f, qcf1

Punish vs back turned (83): df34 3+4, ff1+2 (note: guaranteed against Raven QCF4)

__Execution explanations for everything are contained in the 2nd post below this, along with the wall options__. Feedback appreciated.*Notes on damage:*You can deal reasonable damage in 5 main ways with nina:__A.__Frontload the combo with QCF1's__B.__Frontload the combo with uf4, uf3, df1__C.__Loop multiple ws1's__D.__Reach the wall with a clean splat__E.__Land one of her CH high's (B4, F3, QCF1) to start the combo.Option A is mutually exclusive to B, and both make it diffiuclt to get ws1's without ditching the uf3 in B (uf3 also renders option B far less consistent, see execution section for details on how to do it). Ws1's can lead to the wall, but do too many ws1's and you are relgated to fff1+2 post tailspin, which gives up the wall, or fff34 which can whiff after doing the maximum number of ws1's. For this reason some people tailspin with d23 early and do ws1's post tailspin, using the ws1 1+2 extension to reach the wall.

She has better possibilities after season 2 and 3 now (fff34, qcf423, d23, ws1). They are often more practical with walls than her old stuff and are much more flexible, but her max damage on open ground still comes from ws1's. I'd say its actually worth ditching ws1 combos on walled stages since you can usually get better damage elsewhere in these situations.

**DF2:**Safe. Short range. Low damage launcher.Easy (61): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (62): qcf1, qcf1, f2, d23 S!, b222

QCF1 (65): qcf1, qcf1, d23 S!, ws1, qcf423 (whiffs off axis right)

Uf3 (65): uf4, uf3, df1, d23 S!, b222 (or qcf423)

S2 (67): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1 1+2 (or ws1 into f1+2/1+4)

Ws1 (Hard) (68): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 (Extremely Hard) (72): uf4, uf3, df1, ws1, ws1, ws1 1+2 S!, fff1+2 (Barely works on ling, first ws1 must be extremely fast)

**UF21:**Hit confirmable, only -13 on 2nd hit, NC and probably best effort to reward ratio of her launchers. Combos after unbroken evil mist, otherwise simply spikes. Also combos after CH b4.Easy (68): ss1b~uf4, df1, d23 S!, qcf423 (side step 1 to either side) (Wall: ws1 1+2 ender possible)

Medium (70): db2 S!, qcf1, df32~f, ws1, qcf423

QCF1 (70): qcf1, qcf1, f2, d23 S!, b222 (Wall: df32, qcf1 or qcf423 ender)

QCF1 (73): qcf1, qcf1, d23 S!, ws1, qcf423 (whiffs off axis right)

Ws1 (78): ssr1b~uf4, df32~f, ws1, ws1, ws1 1+2 S!, fff1+2

WS1 Hard (80): ssr1b~uf4, dash df1, instant ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Max (84): ssr qcf1, qcf1, instant ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

**B1+4:**Super unsafe, ideal long range whiff punisher or post b4 CH. Works after evil mist.Easy (67): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (68): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

Uf3 (71): uf4, micro dash uf3, df1, d23 S!, qcf423 (Doesn't work on ling. Wall: Can also d23/qcf1 ender)

S2 (73): S2 (75): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (78): uf4, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2 (Wall: qcf1 ender, recommend cutting a ws1)

Ws1 (long carry) (82): uf4, ws1, ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

WS1 (super hard) (84): uf4, qcf1, ws1, ws1 , ws1, ws1, ws1 1+2 S!, fff1+2

**DB3+4:**Super unsafe, one of her few hard hitting launchers though. Good range. Best option after evil mist.Easy (70): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (73): uf4, qcf1, f2, d23 S!, b222 (Wall: qcf423 or ws1 1+2 ender possible)

Uf3 (74): uf4, micro dash uf3, df1, d23 S!, b222 (or qcf423) (micro dash is easier than usual due to height)

Ws1 (81): uf4, ssr, df12~f, ws1, ws1, ws1, ws1 1+2 S! fff1+2 (ssr, df1 is easier here due to height after uf4)

**QCB 4:**Launch punishable, huge damage, hard to land.Easy (69): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (70): uf3, qcf1, f2, d23 S!, b222 (or qcf423)

QCF1 (from ranged launch) (70): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

Uf3 (73): uf4, micro dash uf3, df1, d23 S!, b222 (or qcf423)

Ws1 (80): uf4, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

**UF1:**Safe orbital, jumps lows, good range, easy combo is good. Hits after unbroken evil mist.Easy (58): d41, df32~f, ws1 1+2 S!, fff34

Easy (68): ws1, uf3, df1, d23 S!, b222 (df1 whiffs when off axis left)

Uf3 (66): CC (ff), uf3, df1, f2, d23 S!, b222 (or qcf423)

S2 (70): CC (u) df1, d23 S!, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (76): CC (u) df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

**FFF34:**Very unsafe but high damage NC.Easy (81): Uf4, df1, f2, d23 S!, b222 (or qcf423)

QCF1 (83): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

UF3 (86): uf4, micro dash uf3, df1, d23 S!, b222

S2 (90): uf4, d23, ssr, ws1, ws1, ws1, ws1, 1+4

Ws1 (91): ssr1b~uf4, df32~f, ws1, ws1, ws1 1+2 S!, fff1+2

**WS2:**Her i15 ws launcher. Suffers from short range, and low height follow ups.Easy (57): df32, df1, d23 S!, b222

Uf3 (close range only) (64): uf3, df1, d23 S!, ws1, qcf423

QCF1 (hard link) (70): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2

Ws1 (71): df32~ssr1b, uf4, ws1, ws1, ws1 1+2 S! fff1+2

**SS2 (Left):**Easy (60): uf4, d41, d23 S!, b222 (Wall: can d23 or qcf1 ender as well)

QCF1 (65): qcf1, qcf1, f2, d23 S!, b222 (Wall: qcf1 ender works)

Ws1 (60): df32 ssr1b~db2 S!, ws1, qcf423

**SS2 (Right):**Easy (64): uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (65): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

Ws1 (damage) (75): uf4, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 (carry ) (70): qcf1, d23, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

**SSL 1+2:**Easy (33): qcf delayed 3 (hold qcf an instance before 3 to get the distance)

Medium (42): dash up qcf2

Medium (47): ff1+2 (held) (use ff to get distance before the 1+2)

**SSR 1+2:**Goes into easy rage art on hit (if performed immediately).Easy (33): qcf delayed 3 (hold qcf an instance before 3 to get the distance)

Medium (47): ff1+2 (held) (use ff to get distance before the 1+2)

Hard (66): qcf delayed 3, d41, d23 S!, dash ws1, ws1, f1+2

**B1:**Evasive to the left, unsafe.Easy (46): d41, d23 S!, df32~f, qcf3 (Wall carry is jank with angle)

**QCF 42:**Knee move, which means it beats most parries (including asuka). Safe.Easy (55): df1, df32~f, ws1 1+2 S!, fff34

**WS(1)4:**When the 2nd hit of ws14 lands.Easy (62): uf3, d41, f214 S!, fff34 (Wall: qcf1 ender)

QCF1 (65): df1, qcf1, f2, d23 S!, b222 (Wall: qcf1, df32, d23 enders)

Uf3 (63): uf3, d41, d23 S!, qcf423 (Wall: qcf1, df32, d23 work)

Ws1 (Easy) (74): df12~ssr1f~ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 (Hard) (75): df12~ssrb~uf4, ws1, ws1, ws1 1+2 S!, fff1+2 (Doesn't work on ling)

**CH QCF1:**+1 on block, ok range. Floats opponent if they hold down after evil mist.Easy (74): dash uf4, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (77): dash uf4, qcf1, f2, d23 S!, b222 (Wall: d23, qcf1, df32, ws1 1+2 enders)

Uf3 (78): far dash uf4, uf3, df1, d23 S! b222

S2 (82): dash uf4, d23, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (84): fast dash uf4, df32~ssr1f~ws1, ws1 1+2 S!, fff1+2

**CH B4:**Safe. Good keepout move. Highest damage CH launch, follow up with uf21 or b1+4.Add 18 damage to any normal hit uf21 or b1+4 combo + follow up. Carries further, be ready to adjust for the wall.

**CH F3:**+ on block, doesn't jail, wallsplat on normal hit.Easy (76): dash, uf3, df1, d23 S!, b222 (Wall: qcf1, df32 work)

Easy (79): dash, uf3, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (82): db2 S!, qcf1, df32~f, ws1, qcf423

Ws1 (90): qcf1, df32~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Bear specific Ws1 (91): ssl uf4, df1, df32~f, ws1, ws1, ws1 1+2 S!, fff1+2

Side dependant (92): ssr1b~ssl1b~uf4, ws1, ws1, ws1, ws1 1+2, fff1+2 (note: only works on p1 side)

Max (95): qcf1, qcf1, iws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

**CH FF3:**Easy (68): d23 S!, df32~f, qcf423

QCF1 (78): qcf1, qcf1, f2, d23 S!, b222 (or qcf1, df32, qcf423 etc.)

Uf3 (75): dash uf3, df1, df32~f, ws1 1+2 S!, fff34

S2 (77): ff3, d23 S!, ssr, dash df32~f, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (77): dash ssr, d41, ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

**CH F214:**2nd and third hit only NCC off the first. 2nd can be delayed, 3rd must be done fast to connect. Safe but last hit can be ducked for launch, mid ender is -12.Easy (72): S!, dash qcf1, df32~f, qcf423

QCF1 (77): S!, dash qcf1, df32~f, ws1, qcf423

Ws1 (Hard) (84): S!, instant dash, ssr1b~uf4, ws1, ws1, ws1, ws1, f1+2

**CH 4:**i11, -9 on block, +8 on hit, CH launch, combos are range specific. Highly recommend the qcf1 route here.Close Range CH4 (No QCF) (Hard) (54): micro dash d41, df32~f, ws1 1+2 S!, fff34

Close Range CH4 (Medium) (64): qcf1, qcf1, f214 S!, fff34 (Wall: can qcf1 ender for 61)

Close Range CH4 (Medium) (67): qcf1, qcf1, f214 S!, dash iws1, f1+2 (Wall: can ws1 1+2 as ender for 64)

Medium Range CH4 (43): qcf1, ff3

Medium-Long Range CH4 (34): ff3

Tip Range CH4 (29): instant qcf3 (works any distance)

**CH DB2:**Homing move, -5 on block. Not a high crush.Easy (65): S! dash uf3, df1, df32~f, qcf423

QCF1 (70): S! qcf1, df1, df32~f, ws1, qcf423

Ws1 (73): S! dash df32~ssr1b~uf4, ws1, ws1, ws1, f1+2

WS1 Hard (77): S!, dash ssr1b~ssl1b~uf4, ws1, ws1, ws1, ws1, f1+2

**CH QCF3:**Easy (56): d41, df32~f, ws1 1+2 S!, fff34 (Wall: qcf1 ender possible)

Medium (56): d41, df1, d23 S!, b222 (Wall: qcf1, df32, d23 enders work)

**CH FF4:**Easy (75): tech left, d41, df32~f, ws1 1+2 S!, fff34

**CH B(22)2:**When the last hit of b222 independently lands on counter.Easy (68): uf3, df1, d23 S!, b222

Uf3 (71): uf3, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (73): qcf1, qcf1, f2, d23 S!, dash ws1, f1+2 (Wall: ws1 1+2 extension. Can replace ws1 with df1 for easier combo)

S2 (79): qcf1, d23 S!, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (wall: ws1 1+2 extension)

Ws1 (80): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 Alt (82): qcf1, df32, ws1, ws1, ws1, ws1 1+2 S1, fff1+2

Max (88): qcf1, qcf1, iws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

**CH DF(34)4:**When the last hit of df344 counterhits.Easy (71): see uf3 variant

Uf3 (71): dash up, uf3, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (74): qcf1, qcf1, f2, d23 S!, b222

S2 (79): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (80): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

**D(2)3 CH:**When 2nd hit lands on counter without the first hitting.Easy (72): ssr1b~uf4, df1, d23 S! b222

QCF1 (70): qcf1, qcf1, f214 S!, fff1+2

Uf3 (66): deep ssr, uf3, d41, f214 S!, fff1+2

**CH B(3)4:**When the last hit of b34 lands on CH on its own.Easy (64): uf3, df1, d23 S!, b222

Uf3 (67): uf3, df1, df32~f, ws1 1+2 S!, fff34

QCF1 (68): qcf1, qcf1, f2, d23 S!, df32~f, qcf3

S2 (75): qcf1, d23 S!, ssr ws1, ws1, ws1, ws1, 1+4 or f1+2 (wall: ws1 1+2 extension)

Ws1 (78): qcf1, df32~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Max (81): qcf1, ws1, df1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

**WS(4)3 CH:**If 2nd hit of ws43 lands on counter.Easy (69): d23 S!, df32~f, qcf423 (Wall: d23 ender also works)

Medium (73): d23 S!, df32~f, ws1, qcf423 (finicky) (Wall: can ws1 1+2 ender instead of ws1, qcf423)

QCF1 (78): qcf1, qcf1, f2, d23 S!, qcf423 (Wall: df32, d23, qcf1 enders)

Uf3 (86): ssl uf3, df12~f, ws1, ws1, ws1, ws1 1+2 S! fff1+2 )

Ws1 (84): df32~ssl1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

**CH (1)4:**Easy (63): df32~ssl1b~db2 S!, ws1, qcf423

Uf3 (66): ssl, uf3, df1, f3 S!, ws1, qcf423

Ws1 (74): df32~sslb~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 (close hit) (76): ssl1b~uf4, df32~f, ws1, ws1, ws1 1+2, fff1+2 (Wall: can do 4th ws1 but no hit post tailspin)

S2 (80): qcf1, d23 S!, ws1, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

**CH (12)4, (2)4, df(12)4, df(32)4:**Easy (70): qcf1, f2, d23 S!, b222

QCF1 (79): qcf1, qcf1, d23 S!, ws1, qcf423

Ws1 (82): ssr, df32~ssrb~uf4, ws1, ws1, ws1 1+2, fff1+2

**CH D,DF4:**Ws1's off of this are difficultEasy (67): (use uf3 variant)

Uf3 (67): uf3, d41, d23 S!, qcf423 (uf3 works at all ranges, no dash required)

S2 (74): cc (tap up) df1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (extremely difficult)(79): cc (tap up) df12~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2 (finicky) (maximum side step required)

**CH UF 4 (Held):**Easy (70): d23 S!, df32~f, ws1, qcf423

Uf3 (68): micro dash uf3, d41, d23 S!, b222 (finicky)

QCF1 (68): df1, qcf1, d23 S!, b222

S2 (75): df1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (77): df1, ws1, ws1, ws1, ws1, ws1 1+2 S! fff1+2

Max (79): df1, qcf1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

**CH D32:**Fast, ducks highs, requires CH to combo, otherwise its -13.Easy (64): df32~ssr1b~db2 S!, qcf423 (Wall: can ws1 1+2 or d23 ender)

Uf3 (70): quick dash uf3, df1, f214 S!, b222

QCF1 (71): qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

S2 (79): qcf1, d23 S!, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 (80): df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2 (Wall: qcf1 after tailspin, cut ws1's, or use S! for wall splat)

**CH DB43:**CH combo only, unsafe at -18 on block.Easy (76): uf4, df1, df32~f, ws1 1+2 S!, fff34

Uf3 (80): uf4, micro dash uf3, df1, d23 S!, b222 (Wall: can also do d23 ender)

QCF1 (77): delay, qcf1, qcf1, f2, d23 S!, b222 (or qcf423)

Ws1 (87): uf4, ssr, df1~f, ws1, ws1, ws1, ws1 1+2, fff1+2

**CH SS4 (left):**Easy (from any distance) (65): d23 S!, df32~f, ws1, qcf423

Easy (alt, any distance) (63): uf434, d23 S!, ws1, qcf423

QCF1 (any distance) (70): qcf1, qcf1

Uf3 (only from close) (63): uf3, d41, d23 S! b222

S2 (71): d23 S!, deep ssr, ws1, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

**CH SS4 (right):**Easy (all ranges) (60): d23 S!, df32~f, qcf423

QCF1 (all ranges) (70): qcf1, qcf1, f2, d23 S!, qcf423

Uf3 (close range) (63): uf3, d41, d23 S!, qcf423

Ws1 (medium-close range) (76): df32~ssl1b~uf4, ws1, ws1, ws1 1+2 S! fff1+2

**CH WS B1:**Niche move. 1 frame faster than ws2, safe.Easy (32): qcf2, ff3 if they don't side tech for 50

QCF1 (65): qcf1, qcf1, f2, d23 S!, b222

Ws1 (close range) (64): d23 S!, df32~f, ws1, ws1, ws1, f1+2

**DB1+2:**Easy (97): uf3, df1, df32~f, ws1 1+2 S!, fff34

Uf3 (98): uf3, df1, d23 S!, ws1, qcf423

S2 (105): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

**FF1+2:**Wall bounce. Can be delayed by holding, adding 6 damage when fully held.Close (68): uf4 W!, 2, df12f1+2

Medium (68): same as above

Far (70): f214 W!, 2, df12f1+2 (still works if last hit of f214 hits them high on the wall)

**Low Parry:**Easy (46): (Check uf3 variant)

Medium (48): ssl1b~uf4, df1, f3 S!, qcf423

Uf3 (47): uf3, df1, df32~f, ws1 1+2 S!, fff34 (Wall: df32 or qcf1 enders possible)

QCF1 (50): qcf1, qcf1, d23 S!, ws1, qcf423

S2 (55): qcf1, d23 S!, ssr, ws1, ws1, ws1, ws1, 1+4 or f1+2 (Wall: ws1 1+2 extension)

Ws1 Easy (53): df1, df12~f, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

Ws1 Medium (58): ssr1b~uf4, df32~df, ws1, ws1, ws1, 1+2 S!, fff1+2

Ws1 Extreme (61): db2 S!, instant dash, instant ssr1b~uf4, ws1, ws1, ws1, ws1, ws1, f1+2

Ws1 Max (64): ssr, qcf1, qcf1, ws1, ws1, ws1, ws1, ws1 1+2 S!, fff1+2

**Wake Up 3:**Starter requires clean hit from face down, CH clean hit from face up. Low attack. ws1, uf3 is easy off this one.Uf3 (57): ws1, uf3, df1, f3 S!, qcf423 (Wall: can also ws1 1+2 ender)

Ws1 (66): CC (tap up) df32~ssr1b~uf4, ws1, ws1, ws1 1+2 S!, fff1+2

Max (69): uf3, df1, ws1, ws1, ws1, ws1 1+2 S! fff1+2 (might not work on everyone)

**Float Punish Variants:**Areal float with 1 or df1 (36): d23 S!, ws1, qcf423

Blocked slides (43): uf3, df1, d23 S!, b222

AOP sweep block (40): ws1, d41, d23 S!, b222

Eddy Handstand float (40): f214 S!, df32~f, ws1, 1+4 or f1+2 (wall: can end with ws1 1+2 instead)

Eddy b33 into Relax (47): uf3, df1, df32~f, ws1 1+2 S!, fff34)

DJ u4u (54): ufn4 (hopkick), qcf1, d23 S!, df32~f, qcf1

Punish vs back turned (83): df34 3+4, ff1+2 (note: guaranteed against Raven QCF4)

*Last edited by UberDuder on Oct 3rd, 2019 at 08:29*