Waku Waku 7/Arina: Difference between revisions

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=Move List=
== Normal Moves ==
{| class="wikitable"
===== <span class="invisible-header">5A</span> =====
!Move
==== Standing Normals ====
!Command
===== <span class="invisible-header">5A</span> =====
|-
{{MoveData
![Hissatsu Waza]
|image=
|-
|caption=
|Back Throw               
|name=5A
|When close, b/f + D
|linkname=5A
|-
|input=
|Butt Springer         
|data=
|When close, b/f + B
{{AttackData-WW7
|-
|version=x1
|Air Raid                 
|Damage=10
|When close in air, b/f/d + D
|Guard= Mid
|-
|Dizzy= 5
|Arina Beam Horizontal 
|Cancel= y
|qcf + C, hold C, then release (air)
|Startup= 5
|-
|Active= 4
|Arina Beam Up-Diagonal  
|Recovery= 5
|qcf + D, hold D, then release (air)
|Adv. Hit= +6
|-
  |Adv. Guard= +1
|Arina Tornado         
|description=
|qcb + K, tap K rapidly
}}
|-
{{AttackData-WW7
|Arina Crash             
|version=x2
| f,d,df + P, tap P rapidly
|Damage=10
|-
|Guard= Mid
![Powered up Hissatsu Waza]
|Dizzy= 5
|-
|Cancel= y
|ES Arina Beam           
|Startup= 5
|qcf + 2P (air)
|Active= 4
|-
|Recovery= 5
|ES Arina Tornado             
|Adv. Hit= +6
|qcb + 2K
|Adv. Guard= +1
|-
|description=
|ES Arina Crash               
}}
|f,d,df + 2P, tap D steadily
}}
|-
![Miscellaneous Moves]
 
|-
===== <span class="invisible-header">5B</span> =====
|2 Dan Kick               
{{MoveData
|Press B,B
|image=WW7_Mauru_5B_sprite.png
|-
|caption= Boy if you don't-
|Renzoku Punch             
|name=5B
|Tap C rapidly
|linkname=5B
|-
|input=
|Renzoku Shagami Jaku Punch   
|data=
|While crouching, tap C rapidly
{{AttackData-WW7
|-
|Damage=37
|Renzoku Shagami Kyou Punch     
|Guard= Mid
|While crouching, tap D rapidly
|Dizzy= 25
|-
|Cancel= n
|Renzoku Jump Jaku Punch     
|Startup= 7
|While jumping, tap C rapidly
|Active= 5
|-
|Recovery= 12
|Renzoku Jump Kyou Punch       
|Adv. Hit= +8
|While jumping, tap D rapidly
|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
|Hehe~n                       
*-2 on block so can be a bit risky if your opponent is mashing, can be more helpful used in combos for decent damage
|While jumping, tap A rapidly
*Less range than 5A
|-
}}
|Arina Hop Kick               
}}
|Press HP + HK
 
|-
===== <span class="invisible-header">5C</span> =====
![WakuWaku]
{{MoveData
|-
|image=WW7_Mauru_5C_sprite.png
|Face Crusher                 
|caption= Big steppy
|When close, hcb + B
|name=5C
|-
|linkname=5C
![HaraHara]
|input=
|-
|data=
|Arina Special             
{{AttackData-WW7
|d,d + 2P/2K (air)
|Damage=18
|-
|Guard= Mid
|-
|Dizzy= 10
![DokiDoki]
|Cancel= y
|-
|Startup= 4
|Arina Carnival               
|Active= 2
|f,hcf + 2K
|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


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


5B
5B
WW7 Mauru 5B sprite.png
Boy if you don't-
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

  • -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
5C
5C
WW7 Mauru 5C sprite.png
Big steppy
Damage Guard Dizzy Cancel
18 Mid 10 y
Startup Active Recovery Adv. Hit Adv. Guard
4 2 6 +9 +1
  • Fastest Mauru Normal
  • Safe on block
  • best normal at close ranges
  • less range than 5A and 5B
5D
5D
WW7 Mauru 5D sprite.png
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

  • 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

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