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 |
|
|
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 | |
|
Air Normals
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 | - | - | ||
|
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 | - | - | ||
|
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 | - | ||
|
J.D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
31 | high | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 8 | GND | - | - | |
|
Universal Mechanics =
Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
36 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KND | - | |
|
Throw
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
|
Air Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
36 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KND | - | |
|
Command Grab
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
46 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KND | - | |
|
Universal Overhead
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
26+26 | High | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
26 | 2 (11) 2 | 17 | +1 | -9 | |
|
Pursuit
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
31 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
50 | 4 | 32 | KND | -28 | |
|
Rissing attack
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
26 | High | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 2 | 19 | KND | -6 | |
|
Super mode
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | Mid | 50 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 61 | 11 | KND | -68 | |
|
Special Moves
236X
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).
| ||||||
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 |
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