Difference between revisions of "SNK Heroines: Tag Team Frenzy/Zarina"
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==Normal Moves== | ==Normal Moves== | ||
====== <font style="visibility:hidden" size="0">c.H</font> ====== | ====== <font style="visibility:hidden" size="0">c.H</font> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage=70 | |damage=70 | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=SKD | ||
|blockAdv= | |blockAdv=17 (With jump cancel) | ||
|HTC= | |HTC=SKD | ||
|BTC= | |BTC=17 | ||
|spirit= | |spirit=0 | ||
|description= | |description=Standard launcher. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage=30 | |damage=30 | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=4 | ||
|blockAdv= | |blockAdv=2 | ||
|HTC= | |HTC=13 | ||
|BTC= | |BTC=11 | ||
|spirit= | |spirit=0 | ||
|description= | |description=Zarina does a far reaching kick. Has good range making for a good poke. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage=70 | |damage=70 | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-2 | ||
|blockAdv= | |blockAdv=-4 | ||
|HTC= | |HTC=19 | ||
|BTC= | |BTC=17 | ||
|spirit=0 | |spirit=0 | ||
|description= | |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. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage=30 | |damage=30 | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description= | |description=Basically her f.L but in the air. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage=50 | |damage=50 | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|HTC= | |HTC= | ||
|BTC= | |BTC= | ||
|spirit= | |spirit=0 | ||
|description= | |description=Zarina does a flip and does a downward kick. | ||
* Absolutely ridiculous air to air move. Use it to anti-air jumping opponents. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage=80 | |damage=80 | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=SKD | ||
|blockAdv= | |blockAdv=-6 | ||
|HTC= | |HTC=SKD | ||
|BTC= | |BTC=17 | ||
|spirit= | |spirit=0 | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description= | |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. | |||
}} | }} | ||
}} | }} | ||
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|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
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|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description= | |description=Zarina does a Hurricanrana and slams the other person down. Keeps them in the perfect range to do IAD j.H afterwards. | ||
}} | }} | ||
}} | }} |
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 |
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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)
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