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 |
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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 | ||
---|---|---|---|---|---|
10+26 | Mid | 25 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 7 | 15 | +6 | -4 | |
|
5C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
12 | Mid | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 | 4 | 10 | +2 | -2 | |
|
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
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 | ||
|
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 | ||
|
2C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
11 | Low | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 4 | 5 | +8 | +1 | |
|
2D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
28 | Low | 0 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 4 | 26 | KND | -15 | |
|
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