Waku Waku 7/Arina: Difference between revisions

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Line 65: Line 65:
  |Adv. Hit= +6
  |Adv. Hit= +6
  |Adv. Guard= +1
  |Adv. Guard= +1
  |description=  
  |description= *'''placeholder'''
  }}
  }}
  }}
  }}
Line 72: Line 72:
===== <span class="invisible-header">5B</span> =====
===== <span class="invisible-header">5B</span> =====
{{MoveData
{{MoveData
|image=WW7_Mauru_5B_sprite.png
|image=
|caption= Boy if you don't-
|caption=  
|name=5B
|name=5B
|linkname=5B
|linkname=5B
Line 79: Line 79:
|data=
|data=
{{AttackData-WW7
{{AttackData-WW7
  |Damage=37
  |Damage=10+26
  |Guard= Mid
  |Guard= Mid
  |Dizzy= 25
  |Dizzy= 25
  |Cancel= n
  |Cancel= y
  |Startup= 7
  |Startup= 6
  |Active= 5
  |Active= 7
  |Recovery= 12
  |Recovery= 15
  |Adv. Hit= +8
  |Adv. Hit= +6
  |Adv. Guard= -2
  |Adv. Guard= -4
  |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
  |description= *'''placeholder'''
*-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> =====
===== <span class="invisible-header">5C</span> =====
{{MoveData
{{MoveData
|image=WW7_Mauru_5C_sprite.png
|image=
|caption= Big steppy
|caption=  
|name=5C
|name=5C
|linkname=5C
|linkname=5C
Line 103: Line 101:
|data=
|data=
{{AttackData-WW7
{{AttackData-WW7
  |Damage=18
  |Damage=12
  |Guard= Mid
  |Guard= Mid
  |Dizzy= 10
  |Dizzy= 5
  |Cancel= y
  |Cancel= n
  |Startup= 4
  |Startup= 3
  |Active= 2
  |Active= 4
  |Recovery= 6
  |Recovery= 10
  |Adv. Hit= +9
  |Adv. Hit= +2
  |Adv. Guard= +1
  |Adv. Guard= -2
  |description= *Fastest Mauru Normal
  |description= *'''placeholder'''
*Safe on block
*best normal at close ranges
*less range than 5A and 5B
  }}
  }}
}}
}}
Line 121: Line 116:
===== <span class="invisible-header">5D</span> =====
===== <span class="invisible-header">5D</span> =====
{{MoveData
{{MoveData
|image=WW7_Mauru_5D_sprite.png
|image=  
|caption=  
|caption=  
|name=5D
|name=5D
Line 128: Line 123:
|data=
|data=
{{AttackData-WW7
{{AttackData-WW7
  |Damage=44
|version=x1
|Damage=20
|Guard= Mid
|Dizzy= 20
|Cancel= n
|Startup= 7
|Active= 6
|Recovery= 13
|Adv. Hit= +6
|Adv. Guard= -4
|description=
}}
{{AttackData-WW7
|version=x2
  |Damage=20
  |Guard= Mid
  |Guard= Mid
  |Dizzy= 25
  |Dizzy= 20
  |Cancel= n
  |Cancel= n
  |Startup= 7
  |Startup= 7
  |Active= 6
  |Active= 6
  |Recovery= 24
  |Recovery= 13
  |Adv. Hit= KND
  |Adv. Hit= WSL
  |Adv. Guard= -15
  |Adv. Guard= -4
  |description= Excelent tool as a combo finisher due to the Knockdown state it gets, main combo finsher when you don't have any meter
  |description=  
*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
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 ==

Revision as of 23:36, 22 April 2021


WW7 Arina.gif

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.


Arina
Pros Cons
  • Really good beginner character
  • Full Chain series
  • Completely invincible backdash
  • Can Zone with her projectiles
  • 236AB inflicts an absurd amount of dizzy meter
  • Super Mode activation invincible
  • 0F Dokidoki, if the opponent isn't blocking when the flash appears they cannot block
  • Can use her Unblockable super (HaraHara super) a lot more than other character due to how easy she can dizzy the opponent
  • Her tatsu is really unsafe, unless all the spins are done
  • Tends to be hard to complete some of her addittional attacks, especially the DP

Normal Moves

5A

Standing Normals

5A
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
  • placeholder


5B
5B
Damage Guard Dizzy Cancel
10+26 Mid 25 y
Startup Active Recovery Adv. Hit Adv. Guard
6 7 15 +6 -4
  • placeholder
5C
5C
Damage Guard Dizzy Cancel
12 Mid 5 n
Startup Active Recovery Adv. Hit Adv. Guard
3 4 10 +2 -2
  • placeholder
5D
5D
x1 Damage Guard Dizzy Cancel
20 Mid 20 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 13 +6 -4
x2 Damage Guard Dizzy Cancel
20 Mid 20 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 13 WSL -4

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

Combos

Strategies

WW7 Navigation

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