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
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
70
6
-
-
SKD
17 (With jump cancel)
SKD
17
0
Standard launcher.
f.L
f.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
5
-
-
4
2
13
11
0
Zarina does a far reaching kick. Has good range making for a good poke.
f.H
f.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
70
8
-
-
-2
-4
19
17
0
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.
j.L
j.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
6
-
-
-
-
-
-
-
Basically her f.L but in the air.
j.H
j.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
50
9
-
-
-
-
-
-
0
Zarina does a flip and does a downward kick.
Absolutely ridiculous air to air move. Use it to anti-air jumping opponents.
66H
66H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
80
16
-
-
SKD
-6
SKD
17
0
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
Forward Throw
Forward Throw 5G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
-
-
-
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.
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.
EX
80
-
-
-
SKD
-
SKD
-
0
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
5D
Yellow Eruption 5D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
-
-
-
HKD
-
-
-
4
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.
2D
Hurricane Dance 2D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
-
-
-
HKD
-
-
-
4
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.