Difference between revisions of "SNK Heroines: Tag Team Frenzy/Zarina"
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==Special Moves== | ==Special Moves== | ||
====== <font style="visibility:hidden" size="0">5S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_5S.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_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_Nakoruru_2S.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_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_Nakoruru_6S.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_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_Nakoruru_4S.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_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= | |||
* 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. | |active= | ||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv= | |||
|HTC=SKD | |||
* 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. | |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== | ==Dream Finish== |
Revision as of 05:04, 10 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.L
c.L |
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c.H
c.H 5H |
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f.L
f.L |
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f.H
f.H |
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j.L
j.L |
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j.H
j.H |
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66H
66H |
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Universal Mechanics
Forward Throw
Forward Throw 5G |
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Back Throw
Back Throw 4G |
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Air Throw
Air Throw j.5G |
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Assist
Assist 5I |
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Special Moves
5S
Growing Flower 5S |
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2S
Spinning Petal 2S |
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4S
Floral Screw 6S |
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j.S
Peduncle Pruning 4S |
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Dream Finish
5D
Yellow Eruption 5D |
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2D
Hurricane Dance 2D |
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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