Waku Waku 7/Arina: Difference between revisions

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Revision as of 23:44, 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


Crouching Normals

2A
2A
x1 Damage Guard Dizzy Cancel
9 Low 5 y
Startup Active Recovery Adv. Hit Adv. Guard
5 5 4 +6 +1
x2 Damage Guard Dizzy Cancel
9 Low 5 y
Startup Active Recovery Adv. Hit Adv. Guard
5 5 4 +3 -1
  • PLACEHOLDER


2B
2B
x1 Damage Guard Dizzy Cancel
23 Mid 15 n
Startup Active Recovery Adv. Hit Adv. Guard
5 6 15 +4 -6
x2 Damage Guard Dizzy Cancel
11 Mid 15 n
Startup Active Recovery Adv. Hit Adv. Guard
5 6 15 KND -11
  • PLACEHOLDER
2C
2C
Damage Guard Dizzy Cancel
11 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 4 5 +8 +1
  • PLACEHOLDER
2D
2D
Damage Guard Dizzy Cancel
28 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
10 4 26 KND -15
  • placeholder

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