Introduction
Move List
[Hissatsu Waza] Back Throw When close, b/f + D Butt Springer When close, b/f + B Air Raid When close in air, b/f/d + D Arina Beam Horizontal qcf + C, hold C, then release (air) Arina Beam Up-Diagonal qcf + D, hold D, then release (air) Arina Tornado qcb + K, tap K rapidly Arina Crash f,d,df + P, tap P rapidly
[Powered up Hissatsu Waza] ES Arina Beam qcf + 2P (air) ES Arina Tornado qcb + 2K ES Arina Crash f,d,df + 2P, tap D steadily
[Miscellaneous Moves] 2 Dan Kick Press B,B Renzoku Punch Tap C rapidly Renzoku Shagami Jaku Punch While crouching, tap C rapidly Renzoku Shagami Kyou Punch While crouching, tap D rapidly Renzoku Jump Jaku Punch While jumping, tap C rapidly Renzoku Jump Kyou Punch While jumping, tap D rapidly Hehe~n While jumping, tap A rapidly Arina Hop Kick Press HP + HK
[WakuWaku] Face Crusher When close, hcb + B
[HaraHara] Arina Special d,d + 2P/2K (air)
[DokiDoki] Arina Carnival f,hcf + 2K
- 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
EX 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)
Super Special Moves
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