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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 ==
Line 8: Line 177:


== 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

Combos

Strategies

Versus

Vs Arina

Vs Bonus-Kun

Vs Dandy J

Vs Fernandez

Vs Mauru

Vs Politank-Z

Vs Rai

Vs Slash

Vs Tesse

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun