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= | == Normal Moves == | ||
===== <span class="invisible-header">5A</span> ===== | |||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | |||
| | {{MoveData | ||
|image= | |||
| | |caption= | ||
| | |name=5A | ||
| | |linkname=5A | ||
|- | |input= | ||
| | |data= | ||
| | {{AttackData-WW7 | ||
| | |version=x1 | ||
| | |Damage=10 | ||
| | |Guard= Mid | ||
| | |Dizzy= 5 | ||
| | |Cancel= y | ||
| | |Startup= 5 | ||
| | |Active= 4 | ||
|Recovery= 5 | |||
| | |Adv. Hit= +6 | ||
|- | |Adv. Guard= +1 | ||
| | |description= | ||
| | }} | ||
| | {{AttackData-WW7 | ||
| | |version=x2 | ||
| | |Damage=10 | ||
| | |Guard= Mid | ||
|Dizzy= 5 | |||
| | |Cancel= y | ||
| | |Startup= 5 | ||
| | |Active= 4 | ||
|- | |Recovery= 5 | ||
| | |Adv. Hit= +6 | ||
| | |Adv. Guard= +1 | ||
| | |description= | ||
| | }} | ||
| | }} | ||
|- | |||
| | ===== <span class="invisible-header">5B</span> ===== | ||
| | {{MoveData | ||
| | |image=WW7_Mauru_5B_sprite.png | ||
| | |caption= Boy if you don't- | ||
| | |name=5B | ||
| | |linkname=5B | ||
|- | |input= | ||
| | |data= | ||
{{AttackData-WW7 | |||
|Damage=37 | |||
| | |Guard= Mid | ||
| | |Dizzy= 25 | ||
| | |Cancel= n | ||
| | |Startup= 7 | ||
| | |Active= 5 | ||
|- | |Recovery= 12 | ||
| | |Adv. Hit= +8 | ||
| | |Adv. Guard= -2 | ||
| | |description= Fast but has more recovery so is more recomended to use as an anti air on reaction, due to the vertical space it covers unlike 5A | ||
| | *-2 on block so can be a bit risky if your opponent is mashing, can be more helpful used in combos for decent damage | ||
| | *Less range than 5A | ||
| | }} | ||
| | }} | ||
| | |||
|- | ===== <span class="invisible-header">5C</span> ===== | ||
{{MoveData | |||
| | |image=WW7_Mauru_5C_sprite.png | ||
| | |caption= Big steppy | ||
| | |name=5C | ||
| | |linkname=5C | ||
|input= | |||
|- | |data= | ||
| | {{AttackData-WW7 | ||
| | |Damage=18 | ||
| | |Guard= Mid | ||
| | |Dizzy= 10 | ||
|Cancel= y | |||
| | |Startup= 4 | ||
| | |Active= 2 | ||
| | |Recovery= 6 | ||
|- | |Adv. Hit= +9 | ||
|} | |Adv. Guard= +1 | ||
|description= *Fastest Mauru Normal | |||
*Safe on block | |||
*best normal at close ranges | |||
*less range than 5A and 5B | |||
}} | |||
}} | |||
===== <span class="invisible-header">5D</span> ===== | |||
{{MoveData | |||
|image=WW7_Mauru_5D_sprite.png | |||
|caption= | |||
|name=5D | |||
|linkname=5D | |||
|input= | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=44 | |||
|Guard= Mid | |||
|Dizzy= 25 | |||
|Cancel= n | |||
|Startup= 7 | |||
|Active= 6 | |||
|Recovery= 24 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -15 | |||
|description= Excelent tool as a combo finisher due to the Knockdown state it gets, main combo finsher when you don't have any meter | |||
*Good anti air | |||
*mostly used to set Oki or even catch someone mashing on wake up if they don't wake up with a rising upper | |||
*Really minus on block, this can be punished hard if you use it on any other situation | |||
*Decent horizontal range | |||
}} | |||
}} | |||
- To make the ES Arina Crash get the full 10 hits, you have to press D in a | - 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. | steady pace. Jamming on D won't get the full hits. |
Revision as of 23:24, 22 April 2021
Arina is a junior high school student who likes sports. Arina learned fighting skills as a compulsory subject at school. She loves sweets and shopping and has big, charming long ears.
The "shoto" of the game, exceds in neutral having good anti airs, a tatsu that can be combo into it, a good projectiles for zoning opponents, combos and links that can easily TOD the opponent. Good to pick up as a beginner.
Pros | Cons |
|
|
Normal Moves
5A
Standing Normals
5A
x1 | Damage | Guard | Dizzy | Cancel | |
---|---|---|---|---|---|
10 | Mid | 5 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 4 | 5 | +6 | +1 | |
x2 | Damage | Guard | Dizzy | Cancel | |
10 | Mid | 5 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 4 | 5 | +6 | +1 |
5B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 5 | 12 | +8 | -2 | |
Fast but has more recovery so is more recomended to use as an anti air on reaction, due to the vertical space it covers unlike 5A
|
5C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
18 | Mid | 10 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 2 | 6 | +9 | +1 | |
|
5D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
44 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 6 | 24 | KND | -15 | |
Excelent tool as a combo finisher due to the Knockdown state it gets, main combo finsher when you don't have any meter
|
- 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
Super Special 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)
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