Waku Waku 7/Arina

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Introduction

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.

(Disclaimer: Arina's special moves require an absurd amount of mashing. Please place a glove or protective hand gear to protect your hand... or y'know, don't.)

Arina
Strengths Weaknesses
  • Really Good Beginner Character: Arina is a easy character to pick up and she is quite simple to know her moves.
  • Great Combo Game: There are ONLY 2 characters in the game that have a full chain series, Arina being one of them. This gives her the best combo flexibility in the game tied with cancellable normals.
  • 236AB: This is by far the strongest move Arina has, and is one of the best moves in the entire game. inflicts an absurd amount of dizzy meter, so one mistake against Arina and the round ends there. Even with a different starter alongside 2A, the damage is still insane.
  • Great Pokes: Combined with 5D and 2C, she can be hard to approach; this gives her a great neutral game that won't allow the opponent to make her come any closer, making it hard to get in on her.
  • 0F Dokidoki: There are a few 0F Dokidokis in the game and it's 641236CD. Even crazier, if you are trying to block it just won't work after the super flash if you are close to her.
  • High Damage: Arina has one of the highest damage output in the game, as explained in the pro above.
  • She's a Bunny Girl: It's a bunny girl wearing goggles and a jacket, Pretty cool right?
  • Most Optimal Combos are Meter Reilant: If she wants to get the most damage out of her hits, she has to spend meter on 236AB and other ES moves. This makes her pretty meter hungry for most part, and thankfully she's still quite terrifying even if she doesn't have meter.
  • Mashing Issues: For some reason, most of her specials tend to be hard to complete some of her additional attacks, especially the DP. Thankfully you don't need to mash; you can just time the hits on the specials she has.
  • Predictable: Arina is mostly just as easy to pick up and play as Rai as she's dealt with.
Arina
WW7 Arina.gif
Character Data
Forward Run Duration 105F to cross stage
Back Step Duration 33 frames (1~33F: invincible)
Pre-jump Frames 4 frames
Jump Duration 43 frames
Landing Frames 4 frames
Jump Height Apex 113
Forward Jump Distance 114
Backward Jump Distance 112
Back Step Distance 114
Knockdown Recovery 31 frames
Chain Series Full Series

Move List

Standing Normals

5A
5A
WW7 Arina 5A x1 sprite.png
WW7 Arina 5A x2 sprite.png
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

Amazing button. Great in combos, standard get off me tool. Whiffing this move will be your best meter build
Chain Options: 5Snkb.gif, 5Snkc.gif, 5Snkd.gif.

5B
5B
WW7 Arina 5B sprite.png
"That description over there? It's not wrong."
Damage Guard Dizzy Cancel
10+26 Mid 25 y
Startup Active Recovery Adv. Hit Adv. Guard
6 7 15 +6 -4

Key move in Arina's combos due to the special cancel property. Will whiff over blocking opponents. Note that cancelling into specials is much more difficult on a crouching opponent.
Chain Options: 5Snkd.gif.

5C
5C
WW7 Arina 5C sprite.png
Damage Guard Dizzy Cancel
12 Mid 5 n
Startup Active Recovery Adv. Hit Adv. Guard
3 4 10 +2 -2

It works as a fast anti-air and is good for post stun combos, However rarely used outside of those situations. This whiffs on crouchers and will only hit standing opponents.

5D
5D
WW7 Arina 5D x1 sprite.png
WW7 Arina 5D x2 sprite.png
x1 Damage Guard Dizzy Cancel
20 Mid 20 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 13 +6 -4

Amazing poke and whiff punish tool, You will use this alot when approaching especially when combined with the dashing version. It's fast, has good range and is plus on hit making the button linkable into another normal. Both hits of this move and minus but however hard to punish unless this button is done point blank.

x2 Damage Guard Dizzy Cancel
20 Mid 20 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 13 WSL -4

Followup to 5D. This move wallsplats the opponent which starts Arina's strike/throw game.

Crouching Normals

2A
2A
WW7 Arina 2A x1 sprite.png
WW7 Arina 2A x2 sprite.png
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

Another good deterrent for approaches. Used in stun/TOD combos.

2B
2B
WW7 Arina 2B x1 sprite.png
WW7 Arina 2B x2 sprite.png
x1 Damage Guard Dizzy Cancel
23 Mid 15 n
Startup Active Recovery Adv. Hit Adv. Guard
5 6 15 +4 -6

Far more committal anti air but still decent as one. You won't be using this much outside of chains and anti-airs.

x2 Damage Guard Dizzy Cancel
11 Mid 15 n
Startup Active Recovery Adv. Hit Adv. Guard
5 6 15 KND -11

Mostly used to correct an early AA attempt, not much outside of that.

2C
2C
WW7 Arina 2C sprite.png
A low that can link into 236AB? YES!
Damage Guard Dizzy Cancel
11 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 4 5 +8 +1

2C is an incredible normal for a lot of reasons. This is Arina's primary low because it's decently plus on hit, has quick startup and good range for a light attack. This move is followed up with 2D and is linkable into 236AB which makes her even scarier in the corner. This is a great poke to throw out anytime.

2D
2D
WW7 Arina 2D sprite.png
Damage Guard Dizzy Cancel
28 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
10 4 26 KND -15

One of the best 2Ds in the entire game. You can use 2C to link into this which makes it hard to punished if done right. This is only outclassed by Rai's 2D. This move KND's on hit and even when the damage is not that great it can add over time due to her consistent ability to hit confirm into it.

Air Normals

J.A
J.A
WW7 Arina JA x1 sprite.png
WW7 Arina JA x2 sprite.png
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 - -

Good for building meter while jumping or Air to air'ing Rai on the descend from a super jump

J.B
J.B
WW7 Arina JB x1 sprite.png
WW7 Arina JB x2 sprite.png
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 - -

Decent jump in and air-to-air attack. 2nd hit doesn't do much outside of an additional air to air attempt

J.C
J.C
WW7 Arina JC sprite.png
WW7 Arina JC x2 sprite.png
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 -

The rate and cause for j.C to KNOCKDOWN appears to be somewhat random, and this includes the non-Hehe~n hits. The percentage of a KNOCKDOWN seems to be higher if Hehe~n is not performed. There is a small and strange hitbox attached to the move, leading to even an inconsistent amount of hits from jump to jump.

J.D
J.D
WW7 Arina JD sprite.png
Damage Guard Dizzy Cancel
31 high 10 n
Startup Active Recovery Adv. Hit Adv. Guard
7 8 GND - -

Arina's primary jump in. You will be using this alot once 236AB has stunned correctly. It also works as an air-to-air due to the range.

Universal Mechanics

Throw
Throw
4/6B
WW7 Arina Throw sprite.png
Damage Guard Dizzy Cancel
36 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Unblockable.
  • Switch sides
  • Can be throw softened within 34F.


Throw
Throw
4/6D
WW7 Arina Throw 2 sprite.png
Damage Guard Dizzy Cancel
36 Throw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -

She's the only character with a second throw. This is actually one of the best throws in the game. This is because softening/teching this throw can lead to being hit a follow up attack due to dead frames! This throw can be looped if done correctly which makes her even more deadly

Air Throw
Air Throw
J.4/6B
WW7 Arina Air Throw sprite.png
Damage Guard Dizzy Cancel
36 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Unblockable.
Command Grab
Command grab
63214D
WW7 Arina Command Grab sprite.png
WakuWaku Nage
Damage Guard Dizzy Cancel
46 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Unblockable
  • Overlaps with 214K, use with caution
Universal Overhead
Middle Attack
A/B+C/D
WW7 Arina Overhead sprite.png
Damage Guard Dizzy Cancel
26+26 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
26 2 (11) 2 17 +1 -9
  • placeholder
Pursuit
Pursuit
When a opponent is down 8+any move
WW7 Arina Air Throw sprite.png
Damage Guard Dizzy Cancel
31 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
50 4 32 KND -28
  • In general is not very used due to long start up and that you can mash out of knockdown to get up quicker
Rissing attack
Reversal
When down, [8]
WW7 Arina RissingAttack sprite.png
Damage Guard Dizzy Cancel
26 High 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 2 19 KND -6
  • Good to use when being down but can be punished if the opponent blocks it
Super mode
Super Mode
Any 3 buttons
WW7 Arina SuperMode sprite.png
Suppa Arina
Damage Guard Dizzy Cancel
37 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
4 61 11 KND -68
  • 1~64F: invincible.

Special Moves

236X
236A/B (Air Ok)
WW7 Arina 236A B sprite.png
WW7 Arina Star yellow sprite.png
WW7 Arina Star Green sprite.png
WW7 Arina Star Blue sprite.png
WW7 Arina Star Pink sprite.png
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).

  • A lasts 30F (yellow); 38F (green); 36F (blue); 35F (pink).
  • B lasts 23F (yellow); 32F (green); 32F (blue); 32F (pink).

Arina's primary zoning tool. The color of the star changes depending on how long the button has been held for. The longer the button has been held, the stronger the move becomes. There's a problem with this fireball, is not bad but is not great.

Green Damage Guard Dizzy Cancel
6~7 Mid 5~21 -
Startup Active Recovery Adv. Hit Adv. Guard
26~37 - 31 -10 -14
  • 1 hit
Blue Damage Guard Dizzy Cancel
5~6 Mid 5~42 -
Startup Active Recovery Adv. Hit Adv. Guard
38~57 - 31 KND -12
  • 3 hits
Pink Damage Guard Dizzy Cancel
5~6 Mid 5~42 -
Startup Active Recovery Adv. Hit Adv. Guard
38~57 - 31 -KND -18
  • 6 hits
236X
236AB (Air Ok)
WW7 Arina 236AB sprite.png
Damage Guard Dizzy Cancel
31 Mid 90 -
Startup Active Recovery Adv. Hit Adv. Guard
2!!4 - 44 KND -41
  • Projectile (Tier 8).

This is the one. Arina sends out a heart that adds 90 stun added to the dizzy gauge. This is a incredible tool because you can use this move to extend your combos, and it is what makes Arina's TODs possible. You will be using this alot in her combos since it is an important part of her toolkit. Unfortunately this move is EXTREMELY MINUS on block so it can be punished really really easily if blocked.

214X
Arina Tornado
214C/D 214CD (Mash it)
WW7 Arina Tatsu sprite.png
WW7 Arina ES Tatsu sprite.png
214C Damage Guard Dizzy Cancel
5+5+5 Mid 15 -
Startup Active Recovery Adv. Hit Adv. Guard
11 1 (6) 1 (6) 2 32 -17 -21

One of Arina's most committal moves. Unless done fully on hit, This move is very punishable and is punishable if done fully on block. Evade using this move unless you know how to use it in combos.

214D Damage Guard Dizzy Cancel
5+5+5+5 Mid 15 -
Startup Active Recovery Adv. Hit Adv. Guard
11 1 (6) 1 (6) 1 (6) 2 30 -15 -19
  • Last hit is a wall slam when mashed out fully
214CD Damage Guard Dizzy Cancel
63 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2!!4 1 (6) 1 (5) 1 (6) 1 (5) 1 (6) 1 (5) 1 (2) 10 33 WSL -22

Mainly used to end combos. Not much outside of that.

623X
Arina Crash
623A/B 623AB (Mash it)
WW7 Arina DP sprite.png
623A Damage Guard Dizzy Cancel
10+10 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
5 1 (2) 8 31 KND -26
  • 5F: Air Unblockable
  • 1~5F: invincible.
623B Damage Guard Dizzy Cancel
11+11 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
5 1 (2) 8 33 KND -28
    • 5F: Air Unblockable
  • 1~5F: invincible.
623AB Damage Guard Dizzy Cancel
71 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2!!0 1 (2) 10 (6) 2 (4) 3 (5) 3 (10) 4 35 KND -30
  • Hits on 18/20F of superflash.
  • 20F: Air Unblockable.
  • 16~20F: invincible.

Arina's most damaging ES move. This is a great tool to use for combos and post stun ES Beam because of the quick startup. NOTE: You can increase the hits by mashing, but you don't actually need to mash. You can to time your hits instead.

DokiDoki

DokiDoki
Arina Carnival
641236CD
WW7 Arina JA x1 sprite.png
"Did you tech the throw? Yes? Well, say bye bye to your eyes"
Damage Guard Dizzy Cancel
89 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
8‼0 36 1 KND -22
  • Hits on 37/46F of superflash.
  • Air Unblockable, but full super will not catch and causes 0 damage.
  • If guarded, Arina still performs the first 10 ground hits before stopping.The Advantage on Guard shows Arina's disadvantage after that point.

The followup to the Kick Throw and the optimal ender for Arina's combos.

HaraHara

HaraHara
22+AB/CD (Air OK)
WW7 Arina HaraHara sprite.png
"It's a bird. It's a plane. NO, it's a "CHANCE" stun!"
Damage Guard Dizzy Cancel
37+38x3 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
125 24 2 KND -
  • Unblockable.
  • Can be aimed to fly in any direction, making the Arina Special hit up to 4x.If the joystick is left neutral, Arina detonates once in place.
  • Aimed in any downward direction from a grounded state Arina has only one active frame (at least the animation is of her normal active state), but the hitbox doesn't strike the opponent even at point-blank range.
  • Can be followed up after 236AB.

Palette options

Color 1
Color 2
Color 3
Color 4
Color 5

Notable Players

Name Color Location Contact Status Notes Example Play
Paul Knives Paul Argentina None active The Arina player and mostly considered strongest player in Fightcade. Link
AlexAlchemy Alex Puerto Rico Twitter active Tournament organiser, usual commentator in the Waku tournaments. Link
JacobDRAG Jacob USA Twitter Inactive/Retired Great player on Fightcade. Doesn't play much as he used to. Link
Afroshouji Afroshouji U.S Twitter active Creator of the Waku GameFAQ that is from most of this wiki info comes from and also a really good Arina player that has seen some decent success in recent tournaments. Link

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