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=Introduction= | =Introduction= | ||
=Move List= | =Move List= | ||
[Hissatsu Waza] | |||
Back Throw When close, b/f + D | |||
Butt Springer When close, b/f + B | |||
Air Raid When close in air, b/f/d + D | |||
Arina Beam Horizontal qcf + C, hold C, then release (air) | |||
Arina Beam Up-Diagonal qcf + D, hold D, then release (air) | |||
Arina Tornado qcb + K, tap K rapidly | |||
Arina Crash f,d,df + P, tap P rapidly | |||
[Powered up Hissatsu Waza] | |||
ES Arina Beam qcf + 2P (air) | |||
ES Arina Tornado qcb + 2K | |||
ES Arina Crash f,d,df + 2P, tap D steadily | |||
[Miscellaneous Moves] | |||
2 Dan Kick Press B,B | |||
Renzoku Punch Tap C rapidly | |||
Renzoku Shagami Jaku Punch While crouching, tap C rapidly | |||
Renzoku Shagami Kyou Punch While crouching, tap D rapidly | |||
Renzoku Jump Jaku Punch While jumping, tap C rapidly | |||
Renzoku Jump Kyou Punch While jumping, tap D rapidly | |||
Hehe~n While jumping, tap A rapidly | |||
Arina Hop Kick Press HP + HK | |||
[WakuWaku] | |||
Face Crusher When close, hcb + B | |||
[HaraHara] | |||
Arina Special d,d + 2P/2K (air) | |||
[DokiDoki] | |||
Arina Carnival f,hcf + 2K | |||
- To make the ES Arina Crash get the full 10 hits, you have to press D in a | |||
steady pace. Jamming on D won't get the full hits. | |||
- If the ES Arina Beam hits opponent twice, it will cause a dizzy. | |||
- All versions of the Renzoku Punch are just normal punches that are able to | |||
chain into each other. There's no special animation when doing it. | |||
- The Hehe~n hits each time you press A. | |||
== Special Moves == | == Special Moves == | ||
Horizontal Arina Beam qcf + LP (hold LP to hold LP for: | |||
empower) 0 seconds = small yellow | |||
star; shortest | |||
.5 second = medium green | |||
star; short | |||
.75 second = large blue | |||
star; medium | |||
1+ second = huge purple | |||
star; far; grounds | |||
opponent | |||
Note that the fully | |||
charged Arina Beam will | |||
"destroy" most | |||
projectiles while the | |||
weakest version of the | |||
Arina Beam will be | |||
"destroyed" by most | |||
projectiles; this | |||
projectile can also be | |||
completely "destroyed" | |||
by a well timed | |||
normal/special | |||
move/etc. | |||
Air Horiz. Arina Beam qcf + LP in air (hold hold LP for: | |||
LP to empower) 0 seconds = small yellow | |||
star; shortest | |||
.5 second = medium green | |||
star; short | |||
.75 second = large blue | |||
star; medium | |||
1+ second = huge purple | |||
star; far; grounds | |||
opponent | |||
Note that the fully | |||
charged Arina Beam will | |||
"destroy" most | |||
projectiles while the | |||
weakest version of the | |||
Arina Beam will be | |||
"destroyed" by most | |||
projectiles; this | |||
projectile can also be | |||
completely "destroyed" | |||
by a well timed | |||
normal/special | |||
move/etc. | |||
Upward Arina Beam qcf + HP (hold HP to hold HP for: | |||
empower) 0 seconds = small yellow | |||
star; shortest | |||
.5 second = medium green | |||
star; short | |||
.75 second = large blue | |||
star; medium | |||
1+ second = huge purple | |||
star; far; grounds | |||
opponent | |||
Note that the fully | |||
charged Arina Beam will | |||
"destroy" most | |||
projectiles while the | |||
weakest version of the | |||
Arina Beam will be | |||
"destroyed" by most | |||
projectiles; this | |||
projectile can also be | |||
completely "destroyed" | |||
by a well timed | |||
normal/special | |||
move/etc. | |||
Air Downward Arina Beam qcf + HP in air (hold hold HP for: | |||
HP to empower) 0 seconds = small yellow | |||
star; slowest | |||
.5 second = medium green | |||
star; slow | |||
.75 second = large blue | |||
star; medium | |||
1+ second = huge purple | |||
star; fast; grounds | |||
opponent | |||
Note that the fully | |||
charged Arina Beam will | |||
"destroy" most | |||
projectiles while the | |||
weakest version of the | |||
Arina Beam will be | |||
"destroyed" by most | |||
projectiles; this | |||
projectile can also be | |||
completely "destroyed" | |||
by a well timed | |||
normal/special | |||
move/etc. | |||
Arina Uppercut f, d, df + P LP=short, HP=far; grounds | |||
opponent | |||
Arina Crash tap P rapidly grounds opponent | |||
Arina Tornado qcb + K LK=short, HK=long | |||
More Spins tap K rapidly the last kick will knock the | |||
opponent against the wall | |||
if it connects (not | |||
blocked) | |||
Face Crusher hcb + HK close unblockable; grounds opponent | |||
EX Moves | |||
-------- | |||
EX Arina Beam qcf + LP+HP absorbs projectiles; brings | |||
opponent close to dizzy | |||
status; in fact, hitting | |||
two successful EX Arina | |||
Beams in a row causes auto | |||
dizzy; grounds opponent | |||
EX Air Arina Beam qcf + LP+HP in air absorbs projectiles; brings | |||
opponent close to dizzy | |||
status; in fact, hitting | |||
two successful EX Arina | |||
Beams in a row causes auto | |||
dizzy; grounds opponent | |||
EX Arina Uppercut f, d, df + LP+HP grounds opponent | |||
Arina Crash tap P rapidly grounds opponent | |||
EX Arina Tornado qcb + LK+HK the last kick will knock the | |||
opponent against the wall | |||
if it connects (not | |||
blocked) | |||
== Super Special Moves == | == Super Special Moves == | ||
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== DokiDoki == | == DokiDoki == | ||
Super | |||
----- | |||
Arina Carnival f, hcf + LK+HK dash in must touch opponent | |||
to perform the first part | |||
of the super; one of the | |||
attacks from the first part | |||
must connect (not blocked) | |||
to perform the rest of the | |||
super; grounds opponent | |||
== HaraHara == | == HaraHara == | ||
Hara Haras | |||
---------- | |||
Arina Startup d, d + LK+HK/LP+HP | |||
Arina Special any direction the direction pressed | |||
determines where Arina | |||
will fly to; unblockable; | |||
grounds opponent | |||
Cancel do nothing can still hit opponent if | |||
they are really close; | |||
grounds opponent | |||
Arina Air Startup d, d + LK+HK/LP+HP in | |||
air | |||
Arina Special any direction the direction pressed | |||
determines where Arina | |||
will fly to; unblockable; | |||
grounds opponent | |||
Cancel do nothing can still hit opponent if | |||
they are really close; | |||
grounds opponent | |||
=Combos= | =Combos= | ||
=Strategies= | =Strategies= |
Revision as of 11:30, 8 December 2015
Introduction
Move List
[Hissatsu Waza] Back Throw When close, b/f + D Butt Springer When close, b/f + B Air Raid When close in air, b/f/d + D Arina Beam Horizontal qcf + C, hold C, then release (air) Arina Beam Up-Diagonal qcf + D, hold D, then release (air) Arina Tornado qcb + K, tap K rapidly Arina Crash f,d,df + P, tap P rapidly
[Powered up Hissatsu Waza] ES Arina Beam qcf + 2P (air) ES Arina Tornado qcb + 2K ES Arina Crash f,d,df + 2P, tap D steadily
[Miscellaneous Moves] 2 Dan Kick Press B,B Renzoku Punch Tap C rapidly Renzoku Shagami Jaku Punch While crouching, tap C rapidly Renzoku Shagami Kyou Punch While crouching, tap D rapidly Renzoku Jump Jaku Punch While jumping, tap C rapidly Renzoku Jump Kyou Punch While jumping, tap D rapidly Hehe~n While jumping, tap A rapidly Arina Hop Kick Press HP + HK
[WakuWaku] Face Crusher When close, hcb + B
[HaraHara] Arina Special d,d + 2P/2K (air)
[DokiDoki] Arina Carnival f,hcf + 2K
- To make the ES Arina Crash get the full 10 hits, you have to press D in a
steady pace. Jamming on D won't get the full hits.
- If the ES Arina Beam hits opponent twice, it will cause a dizzy. - All versions of the Renzoku Punch are just normal punches that are able to
chain into each other. There's no special animation when doing it.
- The Hehe~n hits each time you press A.
Special Moves
Horizontal Arina Beam qcf + LP (hold LP to hold LP for:
empower) 0 seconds = small yellow star; shortest .5 second = medium green star; short .75 second = large blue star; medium 1+ second = huge purple star; far; grounds opponent Note that the fully charged Arina Beam will "destroy" most projectiles while the weakest version of the Arina Beam will be "destroyed" by most projectiles; this projectile can also be completely "destroyed" by a well timed normal/special move/etc.
Air Horiz. Arina Beam qcf + LP in air (hold hold LP for:
LP to empower) 0 seconds = small yellow star; shortest .5 second = medium green star; short .75 second = large blue star; medium 1+ second = huge purple star; far; grounds opponent Note that the fully charged Arina Beam will "destroy" most projectiles while the weakest version of the Arina Beam will be "destroyed" by most projectiles; this projectile can also be completely "destroyed" by a well timed normal/special move/etc.
Upward Arina Beam qcf + HP (hold HP to hold HP for:
empower) 0 seconds = small yellow star; shortest .5 second = medium green star; short .75 second = large blue star; medium 1+ second = huge purple star; far; grounds opponent Note that the fully charged Arina Beam will "destroy" most projectiles while the weakest version of the Arina Beam will be "destroyed" by most projectiles; this projectile can also be completely "destroyed" by a well timed normal/special move/etc.
Air Downward Arina Beam qcf + HP in air (hold hold HP for:
HP to empower) 0 seconds = small yellow star; slowest .5 second = medium green star; slow .75 second = large blue star; medium 1+ second = huge purple star; fast; grounds opponent Note that the fully charged Arina Beam will "destroy" most projectiles while the weakest version of the Arina Beam will be "destroyed" by most projectiles; this projectile can also be completely "destroyed" by a well timed normal/special move/etc.
Arina Uppercut f, d, df + P LP=short, HP=far; grounds
opponent Arina Crash tap P rapidly grounds opponent
Arina Tornado qcb + K LK=short, HK=long
More Spins tap K rapidly the last kick will knock the opponent against the wall if it connects (not blocked)
Face Crusher hcb + HK close unblockable; grounds opponent
EX Moves
EX Arina Beam qcf + LP+HP absorbs projectiles; brings
opponent close to dizzy status; in fact, hitting two successful EX Arina Beams in a row causes auto dizzy; grounds opponent
EX Air Arina Beam qcf + LP+HP in air absorbs projectiles; brings
opponent close to dizzy status; in fact, hitting two successful EX Arina Beams in a row causes auto dizzy; grounds opponent
EX Arina Uppercut f, d, df + LP+HP grounds opponent
Arina Crash tap P rapidly grounds opponent
EX Arina Tornado qcb + LK+HK the last kick will knock the
opponent against the wall if it connects (not blocked)
Super Special Moves
WakuWaku
DokiDoki
Super
Arina Carnival f, hcf + LK+HK dash in must touch opponent
to perform the first part of the super; one of the attacks from the first part must connect (not blocked) to perform the rest of the super; grounds opponent
HaraHara
Hara Haras
Arina Startup d, d + LK+HK/LP+HP
Arina Special any direction the direction pressed determines where Arina will fly to; unblockable; grounds opponent Cancel do nothing can still hit opponent if they are really close; grounds opponent
Arina Air Startup d, d + LK+HK/LP+HP in
air Arina Special any direction the direction pressed determines where Arina will fly to; unblockable; grounds opponent Cancel do nothing can still hit opponent if they are really close; grounds opponent