Waku Waku 7/Arina: Difference between revisions

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===== <span class="invisible-header">236X</span> =====
===== <span class="invisible-header">214X</span> =====
{{MoveData
{{MoveData
|image=
|image=
Line 749: Line 749:
         |Adv. Guard= -22
         |Adv. Guard= -22
         |description= *'''placeholder'''
         |description= *'''placeholder'''
}}
}}
===== <span class="invisible-header">623X</span> =====
{{MoveData
|image=
|image2=
|caption=
|caption2=
|name=Arina Crash
|linkname=623X
|input=623A/B 623AB (Mash it)
|data=
{{AttackData-WW7
|version=623A
|Damage=10+10
        |Guard= Mid
        |Dizzy= 0
        |Cancel= -
        |Startup= 5
        |Active= 1 (2) 8
        |Recovery= 31
        |Adv. Hit= KND
        |Adv. Guard= -26
        |description= *5F: Air Unblockable
*1~5F: invincible.
}}
{{AttackData-WW7
|version=623B
|Damage=11+11
        |Guard= Mid
        |Dizzy= 0
        |Cancel= -
        |Startup= 5
        |Active= 1 (2) 8
        |Recovery= 33
        |Adv. Hit= KND
        |Adv. Guard= -28
        |description= **5F: Air Unblockable
*1~5F: invincible.
}}
{{AttackData-WW7
|version=623AB
|Damage=71
        |Guard= Mid
        |Dizzy= 0
        |Cancel= -
        |Startup= 2!!0
        |Active= 1 (2) 10 (6) 2 (4) 3 (5) 3 (10) 4
        |Recovery= 35
        |Adv. Hit= KND
        |Adv. Guard= -30
        |description= *Hits on 18/20F of superflash.
*20F: Air Unblockable.
*16~20F: invincible.
}}
}}
}}
}}

Revision as of 21:26, 23 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


Air Normals

J.A
J.A
x1 Damage Guard Dizzy Cancel
10 high 5 y
Startup Active Recovery Adv. Hit Adv. Guard
7 8 3 - -
x2 Damage Guard Dizzy Cancel
10 high 5 y
Startup Active Recovery Adv. Hit Adv. Guard
9 8 4 - -
  • PLACEHOLDER


J.B
J.B
x1 Damage Guard Dizzy Cancel
26 high 10 y
Startup Active Recovery Adv. Hit Adv. Guard
9 12 GND - -
x2 Damage Guard Dizzy Cancel
26 high 10 y
Startup Active Recovery Adv. Hit Adv. Guard
9 12 GND - -
  • PLACEHOLDER


J.C
J.C
x1 Damage Guard Dizzy Cancel
12+13 high 10 n
Startup Active Recovery Adv. Hit Adv. Guard
5 GND - KND -
x2 Damage Guard Dizzy Cancel
12 high 10 n
Startup Active Recovery Adv. Hit Adv. Guard
3 GND - KND -
  • The rate and cause for j.C to KNOCKDOWN appears to be somewhat random, and this includes the non-Hehe~n hits. The percentage of a KNOCKDOWN seems to be higher if Hehe~n is not performed.
J.D
J.D
Damage Guard Dizzy Cancel
31 high 10 n
Startup Active Recovery Adv. Hit Adv. Guard
7 8 GND - -
  • PLACEHOLDER


Universal Mechanics =

Throw
Throw
4/6B
Damage Guard Dizzy Cancel
36 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Unblockable.
  • Switch sides
  • Can be throw softened within 34F.


Throw
Throw
4/6D
Damage Guard Dizzy Cancel
36 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -

She's the only character with a second throw

  • Unblockable.
  • Can be throw softened within 24F.
Air Throw
Air Throw
J.4/6B
Damage Guard Dizzy Cancel
36 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Unblockable.
Command Grab
Command grab
63214B
Damage Guard Dizzy Cancel
46 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Unblockable
Universal Overhead
Overhead
A/B+C/D
Damage Guard Dizzy Cancel
26+26 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
26 2 (11) 2 17 +1 -9
  • placeholder
Pursuit
Pursuit
When a opponent is down 8+any move
Damage Guard Dizzy Cancel
31 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
50 4 32 KND -28
  • In general is not very used due to long start up and that you can mash out of knockdown to get up quicker
Rissing attack
Reversal
When down, [8]
Damage Guard Dizzy Cancel
26 High 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 2 19 KND -6
  • Good to use when being down but can be punished if the opponent blocks it
Super mode
Super Mode
Any 3 buttons
Damage Guard Dizzy Cancel
37 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
4 61 11 KND -68
  • 1~64F: invincible.

Special Moves

236X
236A/B (Air Ok)
Yellow Damage Guard Dizzy Cancel
20 Mid 4~5 -
Startup Active Recovery Adv. Hit Adv. Guard
10~13 - 31 -16 -18

PROJECTILE: Yellow (Tier 2); Green (Tier 4); Blue (Tier 5); Pink (Tier 6).

  • A lasts 30F (yellow); 38F (green); 36F (blue); 35F (pink).
  • B lasts 23F (yellow); 32F (green); 32F (blue); 32F (pink).
  • The longer the Arina Beam is charged increases its distance. At full charge,
  • it reaches half-screen.
  • After 57F of charge, the Arina Beam fires automatically.
  • Arina Beam Yellow inflicts more dizzy meter from afar.
  • It takes 5F after releasing the button for Arina to release the blast, and the Arina Beam continues to charge until its first active frame. So if it's charged for 22F, the star rolls over from Green to Blue when it's fired.
Green Damage Guard Dizzy Cancel
6~7 Mid 5~21 -
Startup Active Recovery Adv. Hit Adv. Guard
26~37 - 31 -10 -14
Blue Damage Guard Dizzy Cancel
5~6 Mid 5~42 -
Startup Active Recovery Adv. Hit Adv. Guard
38~57 - 31 KND -12
Pink Damage Guard Dizzy Cancel
5~6 Mid 5~42 -
Startup Active Recovery Adv. Hit Adv. Guard
38~57 - 31 -KND -18


236X
236AB (Air Ok)
Damage Guard Dizzy Cancel
31 Mid 90 -
Startup Active Recovery Adv. Hit Adv. Guard
2!!4 - 44 KND -41
  • Projectile (Tier 8).
  • A dizzy inflicted by WP Arina Beam instead causes Hearts to hover around the opponent's head.
214X
Arina Tornado
214C/D 214CD (Mash it)
214C Damage Guard Dizzy Cancel
5+5+5 Mid 15 -
Startup Active Recovery Adv. Hit Adv. Guard
11 1 (6) 1 (6) 2 32 -17 -21
  • Last hit Wall slam when mash it enough
214D Damage Guard Dizzy Cancel
5+5+5+5 Mid 15 -
Startup Active Recovery Adv. Hit Adv. Guard
11 1 (6) 1 (6) 1 (6) 2 30 -15 -19
  • Last hit Wall slam when mash it enough
214CD Damage Guard Dizzy Cancel
63 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2!!4 1 (6) 1 (5) 1 (6) 1 (5) 1 (6) 1 (5) 1 (2) 10 33 WSL -22
  • placeholder


623X
Arina Crash
623A/B 623AB (Mash it)
623A Damage Guard Dizzy Cancel
10+10 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
5 1 (2) 8 31 KND -26
  • 5F: Air Unblockable
  • 1~5F: invincible.
623B Damage Guard Dizzy Cancel
11+11 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
5 1 (2) 8 33 KND -28
    • 5F: Air Unblockable
  • 1~5F: invincible.
623AB Damage Guard Dizzy Cancel
71 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2!!0 1 (2) 10 (6) 2 (4) 3 (5) 3 (10) 4 35 KND -30
  • Hits on 18/20F of superflash.
  • 20F: Air Unblockable.
  • 16~20F: invincible.

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