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.)
Strengths | Weaknesses |
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Arina | |
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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
5B
5C
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
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
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
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
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
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
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
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
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
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
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
36 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KND | - | |
|
Throw
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
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).
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 | ||
| ||||||
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 | ||
|
236X
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
31 | Mid | 90 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
2!!4 | - | 44 | KND | -41 | |
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
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 | ||
| ||||||
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
623A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
10+10 | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
5 | 1 (2) 8 | 31 | KND | -26 | ||
| ||||||
623B | Damage | Guard | Dizzy | Cancel | ||
11+11 | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
5 | 1 (2) 8 | 33 | KND | -28 | ||
| ||||||
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 | ||
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
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
89 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8‼0 | 36 | 1 | KND | -22 | |
The followup to the Kick Throw and the optimal ender for Arina's combos. |
HaraHara
HaraHara
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37+38x3 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
125 | 24 | 2 | KND | - | |
|
Palette options
Notable Players
Name | Color | Location | Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|
Paul Knives | ![]() |
Argentina | None | active | The Arina player and mostly considered strongest player in Fightcade. | Link |
AlexAlchemy | ![]() |
Puerto Rico | active | Tournament organiser, usual commentator in the Waku tournaments. | Link | |
JacobDRAG | ![]() |
USA | Inactive/Retired | Great player on Fightcade. Doesn't play much as he used to. | Link | |
Afroshouji | ![]() |
U.S | 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 |