Nina Williams Move List

Grappling Arts

Command Throw Name Type Damage Escape Properties
(1+3_F+1+3) Arm Grab Flip Front 35 1
(2+4_F+2+4) Lifting Toss Front 35 2
d/f,d/f+1 Embracing Elbow Strike Front 43 1+2 F!
u/f+1+2 Neck Throw Front 20,20 1+2 #1
d/f+1+3 Revolving Elbow Strike Front 37 1
d/f+2+4 Reverse Neck Break Front 37 2
b+(1+3_2+4) Divine Return #2
[F+] (1+3_2+4) Rolling Triangle Lock Left 40 1
[F+] (1+3_2+4) Swinging Toss Right 38 2
[F+] (1+3_2+4) Triangle Hold Back 60 None
Foot Notes #1 The throw can tech rolled to reduce damage by 20
#2 High and mid attack reversal, damage and escape depends on the attack

Multi Throw Arts

Command Throw Name Type Damage Escape Properties
(qcf+1+2_b+2+4) Palm Strike 15 2 #1
 = 3,4,3,1+2 New  = Gatelatch Arm Bar 30 1+2
 = 2,3,4,2,2  = Double Snap 25 2
   = 1,3+4,1,2,1+2    = Neck Crusher 25 1
   = 1,2,4,3,1+2+3    = Gale Tech Stretch 30 2
 = 1,3,2,1  = Standing Reverse Arm Lock 18 1
   = 3,1,4,1+2,1+2    = Rear Falcon Wing Squeeze 25 1
   = 2,1,3,4,1+2    = Falling Reverse Arm Lock 25 2
WS+3:1+2 Spider Double Snap 18,10 None #3
 = 1,3+4,1,2,1+2  = Neck Crusher 25 1
 = 1,2,4,3,1+2+3  = Gale Tech Stretch 30 2
2+4 Lifting Toss 35 2
 = 1,2,1  = Shoulder Buster 35 None #2
   = 2,1,3    = Arm Lock 7 None
(u/f+3+4_f,f,f+3) Leap Heel Hold 24,18 2
 = 1,3,2+4,3+4,1+2  = Achilles Tendon Lock 35 2
 = 3,1,4,2+4  = Knee Cross Lock 30 1
qcf+3+4 Crab Claw 15 1
 = 3+4,3,4,1+2  = Commando Arm Lock 35 1
 = 3+4,4,2,1+2  = Heel Hold 18 2
   = 3,1,4,2+4    = Knee Cross Lock 30 1
   = 1,3,2+4,3+4,1+2    = Achilles Tendon Lock 35 2
qcb+1+4 Betrayer 15 None
 = 1,3,2,1  = Standing Reverse Arm Lock 18 1
   = 3,1,4,1+2,1+2    = Rear Falcon Wing Squeeze 25 1
   = 2,1,3,4,1+2    = Falling Reverse Arm Lock 25 2
 = 2,1,1+2,1+2+3  = Twisted Nightmare 20 2
   = 1,3+4,1,2,1+2    = Neck Crusher 25 1
   = 1,2,4,3,1+2+3    = Gale Tech Stretch 30 2
Foot Notes #1 When reversing a left punch (b+2+4) Nina will execute the Palm Strike
#2 Initial throw does no damage
#3 The multi throw can also be done after any Spider Knee in strings

Basic Arts

Command Move Name Stance Damage Hit Range Properties
1 Jab 8 h
f+1 Forward Jab 8 h
d+1 Down Jab RC 6 s
FC+1 Crouch Jab RC 6 s
2 Straight 14 h
f+2 Forward Straight 14 h
(u_u/b)+2 New Axis Punch 20 h
FC+2 Crouch Straight RC 9 s
3 Spike Kick 21 h
d+3 Low Spin Kick RC 14 L
FC+3 Crouch Spin Kick RC 14 L
4 Roundhouse 18 h JGc
d+4 Shin Kick RC 8 l
FC+4 Crouch Shin Kick RC 12 l

Special Arts

Command Move Name Stance Damage Hit Range Properties
(1_d/f+1),2 Twin Palms (8_15),12 (h_m)h
 = <3  = Spider Knee 18 m MS
   = :1+2    = Double Snap 10 - TT
 = <4  = Head Ringer 26 h KND
 = <f+1+2  = Blonde Bomb 26 m KND
 = <1<4  = Biting Snake RC 7,9 hL
 = 1<2<f+1+2  = Punch Rush Blonde Bomb 7,7,26 hhm KND
1,4 PK Combo 8,18 hh CSc
 = 1  = Assassin Blade 25 m MS FSc
 = 3  = Deadly Scythe 21 L BS KS KNDc
(d_FC)+1 Crouch Jab 6 s TC
 = 2,4  = Twin Low Toe Kick 9,12 sm TC
 = N+4  = Rising Kick 12 m
b+1 Killing Blade 18 m CF
u/f+1 Skull Splitter RC 21 m JG TJ
WS+1,1+2 New Fluttering Butterfly 16,7,15 mhh JG
FC,b+1 Helping Hand 15 m CSc
qcf+1 Hell Bringer 25 m JG
SS+1 Snake Shot 18 m
 = ~F  = Crouch Dash - - #1
 = ~B  = Sway RC - - #2
 = 2  = Double Shot 18 m
(f_WS)+1+2 Blonde Bomb 28 m KND
f,f+(1+2_1+2?) New Bombshell Blast (31_38) m KND
d/f+1+2 Cross Blade 4,7 mm MS FSc HA
b+1+2 Palm Destruction 7,31 m CFS
SS+1+2 Spiral Explosion 26 m KND
1+4 Ivory Cutter 7,21 mm OCb KS B!
b+1+4 Reverse Ivory Cutter 4,16 mm JG
2 Straight 12 h
 = <1<4  = Biting Snake RC 7,9 hL
 = <f+1+2  = Blonde Bomb 26 m KND
 = <3  = Spider Knee 18 m MS
   = :1+2    = Double Snap 10 - TT
 = <4  = Head Ringer 26 h KND
f,f+2 Sadistic Stab 18,21 h CS
d/f+2 Uppercut 14 m JG
d+2,3 New Cutthroat 18,24 Lh KND CSc TC
d/b+2 Backhand Strike 24 m KND CFSc HA
b+2,2<2 New Backhand Combo 10,16,24 hhh KND
 = [~u_~d]  = Side Step - - #4
u/f+2<1 New Binding Whip 15,9 mm #5 JGc KS B!
FC+2,4 Toe Kick Combo 9,12 sm TC[1]
WS+2 Spike Upper 18 m JG
qcf+2 Shut Up 28 M JG
SS+2 Lift Shot 18 m JG
3 Spike Kick 21 h
 = (~u_~d)  = Assassin Roll - - #6
   = 1+2    = Spiral Explosion 26 m KND
 = 3  = Spike Combo 12 L
   = 2    = Spike Upper 12 m JG
   = 4    = Roundhouse 24 h JGc
   = d+4    = Shin Kick 8 L
 = <4  = Head Ringer 18 h KND CFc
f+3 Siren's Kiss 16,19 hh GB KND CSc
f,f+3 Bad Habit 30 m MS CSc
d/f+3<1 Assault 15,12 mh
 = [~u_~d]  = Side Step - - #6
 = 2,f+1+2  = Blonde Bomb 7,26 hm KND
d/f+3<2 Creeping Snake 15,14 mh
 = [~u_~d]  = Side Step - -
 = <1<4  = Biting Snake RC 7,9 hL
 = <3  = Divine Cannon 25 m JG
 = d+3  = Low Spin Kick RC 12 L
   = 2    = Spike Upper 12 m JG
   = 4    = Roundhouse 24 h JGc
 = <4  = Head Ringer 26 h KND
d/f+3<3<3<4 Flash Kicks Combo 15,7,9,18 mhhh KND CSc
d/f+3<4 Flash Head Ringer 15,18 mh KND CSc
(d_FC)+3 Low Spin Kick RC 14 L TC
 = 2  = Spike Upper 12 m JG
 = 4,3 New  = Easy Prey 21,24 hm KS
 = d+4  = Shin Kick 8 L
d/b+3 New Stiletto Heel 16 L MS
b+3,4 Siren Assault 14,25 mh KND TJ
 = 3+4  = Hunter 9,25 mm KND TJ
 = 4  = Deadly Scythe 21 L JG
(u/f_u_u/b)+3 Catapult Kick 24 m KND TJ
u/f,N,(d_d/b_d/f)+3 Hop Low Kick 18 L
 = 2  = Spike Upper 12 m JG
 = 3  = Front Kick 18 m
 = 4  = Roundhouse 21 h
WS+3 Spider Knee 18 m MS
 = :1+2  = Double Snap 10 - TT
qcf+3 New Sideslip 18 L KS SLDc
(d_d/f)+3+4 Twisted Mind 16 - #3
d/b+3+4 Divine Cannon 25 m JG
4 Roundhouse 18 h JGc
 = (~u_~d)  = Assassin Roll - - #6
   = 1+2    = Spiral Explosion 26 m KND
 = 3  = Low Spin Kick RC 15 L
   = 2    = Spike Upper 12 m JG
   = 4    = Roundhouse 24 h JGc
   = d+4    = Shin Kick 8 L
f+4 Whip Kick 16 h
 = <4  = Double Whip 19 h OS PLDc
 = 3 New  = Siren Assault 15 m JG TJ
   = 3    = Siren Slam 24 M KND B!
(f,f_qcf)+4 Flip Heel Kick KND 24 M #7 OC OCb KSco TJ
d/f+4 Front Kick 18 m
(d_FC)+4,1 Assassin Spin (8_12),12 lh
 = (~u_~d)  = Side Step - - #4
(d_FC),d/f+4 Wipe the Floor RC 26 L BS TC KND
d/b+4 Slicer FCD 6 L TC
 = 3  = Divine Cannon 25 m JG
b+4 Stinger Heel 18 h SH MSc
(u/b_u_U/F)+4 Leaping Axe 25 m KS JGc TJ B!
u/f+4,3,4 Can Opener 27,12,16 hlh JGc
WS+4,3 New Flashing Escape 18,28 mh PLD CSc
qcb+4 Jigsaw Heel 26 m JG
SS+4 Heel Slicer 16 L KS JGc BS TC
u,u/b Evasive Backflip - -
b,b,u/b Wall Jump BT 25 m SLD
Foot Notes #1 Follow up with any crouch dash (qcf) move, however for Evil Mist you need to double tap d/b
#2 Follow up with any sway (qcb) move
#3 Move can only be done when the opponent is grounded
#4 Cancels the previous hit
#5 The 1st hit must connect in order for JG to occur, otherwise the 2nd hit causes KS unless it is a CH
#6 You can only roll in the opposite direction of the kick, can either be u or d depending on screen position
#7 Nina takes damage if the move whiffs the opponent, Nina can tech roll after the move hits or is blocked

Unblockable Arts

Command Move Name Stance Damage Hit Range Properties
d/b+1+2 [u,u] Hunting Swan [Cancel] 78 ! JG
qcf,d/b+2+3 Evil Mist 0 (!) SH

String Hit Arts

Command Hits Damage Hit Range
(1_d/f+1_BT 1),2,1,2 (8_15_18),12,7,7 (h_m_h)hhh
 = 3,3,2,1,2,4 10 8,10,7,7,7,36 hlhhhh
 = 3,3,2,1,4,3 10 8,10,7,7,6,30 hlhhlm
 = 4,3,4,2,4,3 10 10,10,6,7,6,30 hllmlm