Waku Waku 7/Arina

From SuperCombo Wiki


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
  • Full Chain series
  • Completely invincible backdash
  • Can Zone with her projectiles
  • 236AB inflicts an absurd amount of dizzy meter
  • Super Mode activation invincible
  • 0F Dokidoki, if the opponent isn't blocking when the flash appears they cannot block
  • Can use her Unblockable super (HaraHara super) a lot more than other character due to how easy she can dizzy the opponent
  • Her tatsu is really unsafe, unless all the spins are done
  • Tends to be hard to complete some of her additional attacks, especially the DP
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
  • Go to attack to whiff for meter build
  • Standard deterrent for approaches
  • This attack can lead into ES Heart which can lead into the TOD/Stun combos
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
  • Good for confirms on into 5DD
  • Cancelling into specials is much more difficult on a crouching opponent
  • Will whiff over blocking opponents.
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
  • Fast anti-air
  • Only lands on standing opponents
  • Can chain into 5B
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
  • Can cancel into 214D up close but nothing else
  • Good long range poke to strike the opponent from just outside of sweep range
x2 Damage Guard Dizzy Cancel
20 Mid 20 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 13 WSL -4
  • Very safe for a wall splatting move
  • Window for teching right next to the wall is non-existent

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
  • The BnB for the Arina stun combo/TOD combo
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
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
2C
2C
WW7 Arina 2C sprite.png
Damage Guard Dizzy Cancel
11 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 4 5 +8 +1
  • Good deterrent for approaches
  • Can lead to a quick KND combo into 2D
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
  • Average range
  • Difficult to punish when spaced well

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 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.
  • 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 - -
  • Jump in with decent range
  • The standard starter for Arina's stun/TOD combo

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 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -

She's the only character with a second throw

  • Unblockable.
  • Can be throw softened within 24F.
  • Softening/teching this throw can lead to being hit a follow up attack due to dead frames.
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).
  • 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.
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).
  • A dizzy inflicted by WP Arina Beam instead causes Hearts to hover around the opponent's head.
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
  • Last hit is a wall slam when mashed out fully
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
  • Last hit is a wall slam when mashed out fully
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.

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.

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.


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
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

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
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Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun