Move List
Move | Command |
---|---|
[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
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