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The King of Fighters XIV/Zarina: Difference between revisions
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=Gameplay Overview= | =Gameplay Overview= | ||
Like Elena in Street Fighter, Zarina makes use of her long-ranged kick normals and high, floaty jump to control space. Though she lacks a ground overhead, she can pressure very safely with her cr.B, cr.A, and safe f+B command normal, as well as her great jump normals like her jump C and jump D. She has a decent DP and an anti-air cr.C that launches, allowing her to deal respectable damage with consistent anti-air. Her lack of a crossup jump normal, however, means that Zarina will have to jump at her opponent more thoughtfully (spacing-minded) than other characters. Her most distinctive trait by far is her surprisingly high damage output -- from all kinds of starters, at all levels of bar, Zarina can output startling damage anywhere on screen. | |||
Zarina's high damage output at all resource levels suggests she could function anywhere in a team order. Her execution requirements are only moderate, but she is recommended more for advanced players than for beginners since she relies more heavily on smart, subtle neutral decisions than other characters. | |||
=Normals= | =Normals= |
Revision as of 21:54, 26 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Like Elena in Street Fighter, Zarina makes use of her long-ranged kick normals and high, floaty jump to control space. Though she lacks a ground overhead, she can pressure very safely with her cr.B, cr.A, and safe f+B command normal, as well as her great jump normals like her jump C and jump D. She has a decent DP and an anti-air cr.C that launches, allowing her to deal respectable damage with consistent anti-air. Her lack of a crossup jump normal, however, means that Zarina will have to jump at her opponent more thoughtfully (spacing-minded) than other characters. Her most distinctive trait by far is her surprisingly high damage output -- from all kinds of starters, at all levels of bar, Zarina can output startling damage anywhere on screen.
Zarina's high damage output at all resource levels suggests she could function anywhere in a team order. Her execution requirements are only moderate, but she is recommended more for advanced players than for beginners since she relies more heavily on smart, subtle neutral decisions than other characters.
Normals
Standing
- st. A
- st. B
- st. C
- st. D
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
No corner
- cr.B, cr.A, cr.A, df+C(1), qcb+D (192 DMG)
- cr.C, hcb+C (171 DMG)
- cl.D, df+C(1), qcb+D (210 DMG)
- st.CD, dash, f+B(1) (100 DMG)
(Must be half screen or closer)
Corner only
- cr.B, cr.A, cr.A, df+C(1), qcb+D, dp+D (286 DMG)
- cr.C, qcb+D, dp+D (268 DMG)
- cl.D, df+C(1), qcb+D, dp+D (317 DMG)
- st.CD, cr.C, qcb+D, dp+D (300 DMG)
1 meter
No corner
- cr.B, cr.A, cr.A, f+B, BC, cl.C, dp+AC, hcb+AC, dash, dp+D (365 DMG) { 1000 }
- cl.D, f+B, BC, cl.C, dp+AC, hcb+AC, dash, dp+D (421 DMG) { 1000 }
- (MAX) j.D, cl.C, dp+AC, hcb+AC, (dash), dp+D (477 DMG) { 1000 }
Zarina cornered
- cl.D, f+B, BC, cl.C, dp+AC, hcb+AC, cr.C, qcb+D, dp+D (490 DMG) { 1000 }
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)