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 | |
|
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
623X
{{MoveData |image= |image2= |image3= |image4= |caption= |caption2= |caption3= |caption4= |name=236A/B (Air Ok) |linkname=236X |input= |data= |- style="line-height:1em" ! style="min-width:70px;" rowspan=4 | Yellow ! colspan=2 | Damage ! style="width:16.7%" | Guard ! style="width:16.6%" | Dizzy ! style="width:16.6%" | Cancel |- | colspan=2 | 20 | Mid | 4~5 | - |- style="line-height:1em" ! style="width:16.6%" | Startup ! style="width:16.6%" | Active ! Recovery ! Adv. Hit ! Adv. Guard |- | 10~13 | - | 31 | -16 | -18 |- | style="width:100%; text-align:left" colspan=7 | PROJECTILE: Yellow (Tier 2); Green (Tier 4); Blue (Tier 5); Pink (Tier 6).
- A lasts 30F (yellow); 38F (green); 36F (blue); 35F (pink).
- B lasts 23F (yellow); 32F (green); 32F (blue); 32F (pink).
- The longer the Arina Beam is charged increases its distance. At full charge,
- it reaches half-screen.
- After 57F of charge, the Arina Beam fires automatically.
- Arina Beam Yellow inflicts more dizzy meter from afar.
- It takes 5F after releasing the button for Arina to release the blast, and the Arina Beam continues to charge until its first active frame. So if it's charged for 22F, the star rolls over from Green to Blue when it's fired.
|- }} |- style="line-height:1em" ! style="min-width:70px;" rowspan=4 | Green ! colspan=2 | Damage ! style="width:16.7%" | Guard ! style="width:16.6%" | Dizzy ! style="width:16.6%" | Cancel |- | colspan=2 | 6~7 | Mid | 5~21 | - |- style="line-height:1em" ! style="width:16.6%" | Startup ! style="width:16.6%" | Active ! Recovery ! Adv. Hit ! Adv. Guard |- | 26~37 | - | 31 | -10 | -14 |-
|- }} |- style="line-height:1em" ! style="min-width:70px;" rowspan=4 | Blue ! colspan=2 | Damage ! style="width:16.7%" | Guard ! style="width:16.6%" | Dizzy ! style="width:16.6%" | Cancel |- | colspan=2 | 5~6 | Mid | 5~42 | - |- style="line-height:1em" ! style="width:16.6%" | Startup ! style="width:16.6%" | Active ! Recovery ! Adv. Hit ! Adv. Guard |- | 38~57 | - | 31 | KND | -12 |-
|- }} |- style="line-height:1em" ! style="min-width:70px;" rowspan=4 | Pink ! colspan=2 | Damage ! style="width:16.7%" | Guard ! style="width:16.6%" | Dizzy ! style="width:16.6%" | Cancel |- | colspan=2 | 5~6 | Mid | 5~42 | - |- style="line-height:1em" ! style="width:16.6%" | Startup ! style="width:16.6%" | 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