Difference between revisions of "SNK Heroines: Tag Team Frenzy/Zarina"
(Created page with "Image:Characters_zarina_thumb.png =Gameplay Overview= =Normals= =Throws= =Special Moves= =Dream Finish= =Videos= =External Links= {{Navbox SNKH}} Category:SNK He...") |
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[[ | {{TOClimit|2}} | ||
[[File:SNKH Zarina Profile.png|right]] | |||
=Gameplay Overview= | ==Gameplay Overview== | ||
'''Notable normal''': Far H - Zarina’s Far H is pretty nice. It has a nice angle and is pretty quick. You can also follow it up easily on grounded or airborne opponents. Probably her best general poking tool. | |||
= | ==Normal Moves== | ||
====== <font style="visibility:hidden" size="0">c.H</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_cH.png | |||
|caption= | |||
|name=c.H | |||
|input=5H | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=70 | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv=17 (With jump cancel) | |||
|HTC=SKD | |||
|BTC=17 | |||
|spirit=0 | |||
|description=Standard launcher. | |||
}} | |||
}} | |||
= | ====== <font style="visibility:hidden" size="0">f.L</font> ====== | ||
{{MoveData | |||
|image=SNKH_Zarina_fL.png | |||
|caption= | |||
|name=f.L | |||
|input= | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=30 | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|hitAdv=4 | |||
|blockAdv=2 | |||
|HTC=13 | |||
|BTC=11 | |||
|spirit=0 | |||
|description=Zarina does a far reaching kick. Has good range making for a good poke. | |||
}} | |||
}} | |||
= | ====== <font style="visibility:hidden" size="0">f.H</font> ====== | ||
{{MoveData | |||
|image=SNKH_Zarina_fH.png | |||
|caption= | |||
|name=f.H | |||
|input= | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=70 | |||
|startup=8 | |||
|active= | |||
|recovery= | |||
|hitAdv=-2 | |||
|blockAdv=-4 | |||
|HTC=19 | |||
|BTC=17 | |||
|spirit=0 | |||
|description=A kick that hits high in the air. Good for hitting airborne opponents. | |||
* After a back throw in the corner, you can do meaty f.H as the opponent is getting up. | |||
}} | |||
}} | |||
= | ====== <font style="visibility:hidden" size="0">j.L</font> ====== | ||
{{MoveData | |||
|image=SNKH_Zarina_jL.png | |||
|caption= | |||
|name=j.L | |||
|input= | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=30 | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit= | |||
|description=Basically her f.L but in the air. | |||
}} | |||
}} | |||
=External Links= | ====== <font style="visibility:hidden" size="0">j.H</font> ====== | ||
{{MoveData | |||
|image=SNKH_Zarina_jH.png | |||
|caption= | |||
|name=j.H | |||
|input= | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=50 | |||
|startup=9 | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=0 | |||
|description=Zarina does a flip and does a downward kick. | |||
* Absolutely ridiculous air to air move. Use it to anti-air jumping opponents. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">66H</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_66H.png | |||
|caption= | |||
|name=66H | |||
|input= | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=80 | |||
|startup=16 | |||
|active= | |||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv=-6 | |||
|HTC=SKD | |||
|BTC=17 | |||
|spirit=0 | |||
|description=One of the slower dash attacks in the game. It has a bit of recovery making it somewhat tricky for combos. With it being -6 on block and having decent pushback, it's a decent move to throw out once in a while. | |||
}} | |||
}} | |||
==Universal Mechanics== | |||
====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_FT.png | |||
|caption= | |||
|name=Forward Throw | |||
|input=5G | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=100 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv=Unblockable | |||
|HTC= | |||
|BTC= | |||
|spirit= | |||
|description=Zarina grabs the opponent, does a backflip and kicks the opponent. | |||
* Sends the opponent ridiculously far. | |||
* If you throw them inTO/close to the corner, you can get a safe jump by doing IAD j.H. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_BT.png | |||
|caption= | |||
|name=Back Throw | |||
|input=4G | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=100 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv=Unblockable | |||
|HTC= | |||
|BTC= | |||
|spirit= | |||
|description= | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_AT.png | |||
|caption= | |||
|name=Air Throw | |||
|input=j.5G | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=100 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv=Unblockable | |||
|HTC=SKD | |||
|BTC= | |||
|spirit= | |||
|description=Zarina does a Hurricanrana and slams the other person down. Keeps them in the perfect range to do IAD j.H afterwards. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Assist</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_SP.png | |||
|caption= | |||
|name=Assist | |||
|input=5I | |||
|data= | |||
{{AttackData-SNKH | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit= | |||
|description=Requires SP Item. | |||
}} | |||
}} | |||
==Special Moves== | |||
====== <font style="visibility:hidden" size="0">5S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_5S.png | |||
|caption= | |||
|image2=SNKH_Zarina_5SEX.png | |||
|caption2= | |||
|name=Growing Flower | |||
|input=5S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=4 hits = 80 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=1 | |||
|description= | |||
* Zarina spins on her hands, doing a series of 4 kicks, with the 4th one popping the opponent up into the air. | |||
* This can be done twice in a standard combo, with the second one only letting you hit 3 of the 4 hits. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=4 hits = 90 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=0 | |||
|description= | |||
* The EX Growing Flower is faster on startup and recovery, and does more damage. | |||
* It also sends the opponent into the wall to crumple. | |||
* Like the regular version, though, it can only be done twice in a standard combo, with three of the four hits connecting. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_2S.png | |||
|caption= | |||
|image2=SNKH_Zarina_2SEX.png | |||
|caption2= | |||
|name=Spinning Petal | |||
|input=2S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=70 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=1 | |||
|description= | |||
* A three-hit anti-air kick. | |||
* While it can only hit once in a combo, Zarina can actually follow up on this fairly easily, whether she’s in midscreen or the corner. | |||
* A Dash Attack after will open up more combo opportunities. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=90 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit= | |||
|description= | |||
* The EX version of this hits 5 times instead of 3, giving increased damage. | |||
* The follow ups you can do with it are generally the same, though, since despite the move knocking them a bit higher, they fall faster. | |||
* You’ve got some solid startup invincibility on this one. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">4S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_6S.png | |||
|caption= | |||
|image2=SNKH_Zarina_6SEX.png | |||
|caption2= | |||
|name=Floral Screw | |||
|input=6S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=80 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv= | |||
|HTC=SKD | |||
|BTC= | |||
|spirit=1 | |||
|description= | |||
* A two-hit lunging, spinning kick. | |||
* Pushing the obvious out of the way, this move will take you over low angled moves and low projectiles, like Terry’s Power Wave. | |||
* The recovery on it is poor, though, not letting you follow up normally afterward, and leaving you open if it’s blocked. | |||
* Be careful. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=80 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC=HKD | |||
|BTC= | |||
|spirit= | |||
|description= | |||
* The EX Floral Screw wallbounces your opponent if the second hit of it connects. | |||
* The recovery of this one’s also faster, giving you room to do more with it in regards to follow ups. | |||
* Damage is the same as normal. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_4S.png | |||
|caption= | |||
|image2=SNKH_Zarina_4SEX.png | |||
|caption2= | |||
|name=Peduncle Pruning | |||
|input=4S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=100 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|HTC=SKD | |||
|BTC= | |||
|spirit=1 | |||
|description= | |||
* Zarina vaults up and toward her opponent. | |||
* If they’re still standing, they get grabbed and kicked aside. | |||
* If they even THINK about jumping, though, you’ll miss the move, and it takes Zarina a full second after landing to recover. | |||
* In an odd twist, if you’re juggling the opponent, you can combo into this. | |||
* You can also combo into this from a Far H if the distance is right. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=80 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv= | |||
|HTC=SKD | |||
|BTC= | |||
|spirit=0 | |||
|description= | |||
* This one’s got faster startup than the standard version, and if it catches, it’ll even wallbounce. | |||
* You also have very brief invul frames on startup -- just enough to disrespect something during the first few frames. | |||
* The tradeoff for the added utility, though, is less damage. | |||
}} | |||
}} | |||
==Dream Finish== | |||
====== <font style="visibility:hidden" size="0">5D</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_5D1.png | |||
|caption= | |||
|image2=SNKH_Zarina_5D2.png | |||
|caption2= | |||
|name=Yellow Eruption | |||
|input=5D | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=350 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=4 | |||
|description= | |||
* Zarina brings her arm up, a burst of yellow, flower shaped energy firing upward, accompanied by fluttering Toucans. Cute~ | |||
* This reaches up fairly high, and since it’s a single hit, there isn’t massive concern about scaling. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2D</font> ====== | |||
{{MoveData | |||
|image=SNKH_Zarina_2D1.png | |||
|caption= | |||
|image2=SNKH_Zarina_2D2.png | |||
|caption2= | |||
|name=Hurricane Dance | |||
|input=2D | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=350 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=4 | |||
|description= | |||
* Zarina flips in and hits with a series of 4 kicks. | |||
* Not a whole lot to say about this one. | |||
* It’s easy to follow up on a juggle with this, but it leaves you really open if it’s blocked, so use it only if you know you can hit it. | |||
* This is Zarina’s invul on startup super. | |||
}} | |||
}} | |||
==Combos== | |||
IAD = Instant Air Dash | |||
cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent) | |||
far. = Far (i.e, doing a Light or Heavy farther away from the opponent) | |||
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D) | |||
~ = Means you press the next command immediately after (i.e, cl.H~2D) | |||
jc. = Jump Cancel | |||
dj. = Double Jump | |||
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward. | |||
dash = This means to dash to close distance. | |||
'''Mid-screen, 1000 health''' | |||
1: j.H, L,L,L~2S, 66H, far.H~5S, cl.H, jc, IAD.H, IAD.L, 66H, 2D (475 damage) | |||
2: j.H, L,L,L~2S, 66H, far.H~5S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2D (491 damage) | |||
3: j.H, L,L,H, 66H, dash, far.H~5S, cl.H, jc, IAD.H, IAD.L, 66H, 2S, 66H, 2D (504 damage) | |||
'''Mid-screen, 500 health''' | |||
1: j.H, L,L,L~2S, 66H, far.H~5S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S xx 2D (500 damage) | |||
2: j.H, L,L,H, 66H, IAD.H, 66H, 2S, 66H, 5S, cl.H, jc, IAD.L, 66H, 5S xx 2D (516 damage) | |||
3: j.H, L,L,H, 66H, walk(6), far.H~5S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2S, 66H, 6S xx 2D (536 damage) | |||
'''Opponent in corner, 1000 health''' | |||
1: j.H, L,L,L~2S, 66H, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S xx 5D (477 damage) | |||
2: j.H, L,L,H, 2S, 66H, dash, IAD.L, 66H, IAD.H, 66H, 5S, cl.H, 66H, 2D (503 damage) | |||
'''Opponent in corner, 500 health''' | |||
1: j.H, L,L,H, cl.H, jc, IAD.L, 66H, dash, IAD.H, 66H, dash, far.H~5S, 2S, 66H, 5S xx 2D (517 damage) | |||
2: j.H, L,L,H, 2S, 66H, dash, IAD.L, 66H, IAD.H, 66H, 5S, cl.H, 66H, 6S xx 2D (519 damage) | |||
'''Corner-to-Corner, 1000 health''' | |||
1: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, far.H~2S, 66H, 5D (447 damage) | |||
2: L,L,L~2S, 66H, dash, IAD.L, 66H, IAD.H, 66H, 5S, cl.H, 66H, 5D (466 damage) | |||
'''Corner-to-Corner, 500 health''' | |||
1: L,L,L~2S, 66H, dash, IAD.L, 66H, IAD.H, 66H, 5S, cl.H, 66H, 5S xx 2D (475 damage) | |||
2: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, far.H~5S, cl.H, 66H, 2S, 66H, 5S xx 2D (502 damage) | |||
==Videos== | |||
{{#ev:youtube|K59LNa31Azk|||'''SNK Heroines - Zarina combos''' by [https://twitter.com/AriaMikado Mikadok]|frame}} | |||
==Costumes== | |||
{{Costumes-SNKH|Character=SNKH Zarina}} | |||
==External Links== | |||
*[https://docs.google.com/spreadsheets/d/1ymluKechf6RzEm0hVAnpuE-F4l47IBilWh3ePCT4oxg/edit#gid=1470975778 SNKH Zarina Frame Data] | |||
{{Navbox SNKH}} | {{Navbox SNKH}} | ||
[[Category:SNK Heroines Tag Team Frenzy]] [[Category: | |||
[[Category:SNK Heroines: Tag Team Frenzy]] | |||
[[Category:Zarina]] |
Latest revision as of 11:54, 28 December 2020
Gameplay Overview
Notable normal: Far H - Zarina’s Far H is pretty nice. It has a nice angle and is pretty quick. You can also follow it up easily on grounded or airborne opponents. Probably her best general poking tool.
Normal Moves
c.H
c.H 5H |
---|
f.L
f.L |
---|
f.H
f.H |
---|
j.L
j.L |
---|
j.H
j.H |
---|
66H
66H |
---|
Universal Mechanics
Forward Throw
Forward Throw 5G |
---|
Back Throw
Back Throw 4G |
---|
Air Throw
Air Throw j.5G |
---|
Assist
Assist 5I |
---|
Special Moves
5S
Growing Flower 5S |
---|
2S
Spinning Petal 2S |
---|
4S
Floral Screw 6S |
---|
j.S
Peduncle Pruning 4S |
---|
Dream Finish
5D
Yellow Eruption 5D |
---|
2D
Hurricane Dance 2D |
---|
Combos
IAD = Instant Air Dash
cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.
dash = This means to dash to close distance.
Mid-screen, 1000 health
1: j.H, L,L,L~2S, 66H, far.H~5S, cl.H, jc, IAD.H, IAD.L, 66H, 2D (475 damage)
2: j.H, L,L,L~2S, 66H, far.H~5S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2D (491 damage)
3: j.H, L,L,H, 66H, dash, far.H~5S, cl.H, jc, IAD.H, IAD.L, 66H, 2S, 66H, 2D (504 damage)
Mid-screen, 500 health
1: j.H, L,L,L~2S, 66H, far.H~5S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S xx 2D (500 damage)
2: j.H, L,L,H, 66H, IAD.H, 66H, 2S, 66H, 5S, cl.H, jc, IAD.L, 66H, 5S xx 2D (516 damage)
3: j.H, L,L,H, 66H, walk(6), far.H~5S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2S, 66H, 6S xx 2D (536 damage)
Opponent in corner, 1000 health
1: j.H, L,L,L~2S, 66H, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S xx 5D (477 damage)
2: j.H, L,L,H, 2S, 66H, dash, IAD.L, 66H, IAD.H, 66H, 5S, cl.H, 66H, 2D (503 damage)
Opponent in corner, 500 health
1: j.H, L,L,H, cl.H, jc, IAD.L, 66H, dash, IAD.H, 66H, dash, far.H~5S, 2S, 66H, 5S xx 2D (517 damage)
2: j.H, L,L,H, 2S, 66H, dash, IAD.L, 66H, IAD.H, 66H, 5S, cl.H, 66H, 6S xx 2D (519 damage)
Corner-to-Corner, 1000 health
1: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, far.H~2S, 66H, 5D (447 damage)
2: L,L,L~2S, 66H, dash, IAD.L, 66H, IAD.H, 66H, 5S, cl.H, 66H, 5D (466 damage)
Corner-to-Corner, 500 health
1: L,L,L~2S, 66H, dash, IAD.L, 66H, IAD.H, 66H, 5S, cl.H, 66H, 5S xx 2D (475 damage)
2: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, far.H~5S, cl.H, 66H, 2S, 66H, 5S xx 2D (502 damage)
Videos
Costumes