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The King of Fighters XIV/Zarina
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: A quick front kick. Has short range but makes a good close range poke or blockstring ender. +2 on block.
- st. B: A high kick that makes a great, speedy anti-air. Slightly minus on block and completely whiffs on crouchers.
- st. C: A high kick very similar to st.B, albeit slower and stronger. Its range makes it a great anti-air or even poke. Also like st.B, this move doesn’t hit crouching characters. -4 on block.
- st. D: Zarina performs a roundhouse kick. Very good range as she steps forward but rather slow start up. Can be utilized as a poke. Good move to MAX cancel from due to range and high hitstun. -4 on block.
Close
- cl. A: Zarina kicks in a similar manner to st.A. Decent move for pressure at +1 on block. It’s also special-cancel-able, unlike st.A.
- cl. B: Zarina does a shin kick. Not a low despite appearances. No real reason to use this normal over cl.A. -2 on block. Special cancel-able.
- cl. C: Another high angle kick. Makes good combo filler. Also works as anti-air for foes right in front or above you. -4 on block. Special and super cancel-able.
- cl. D: Zarina does a handstand kick. Not an overhead despite looks. Does more damage than cl.D and is useful in MAX Mode combos.
Crouching
- cr. A: Zarina reaches down and kicks toward the opponent’s shin. Doesn’t hit low despite looks. Far reaching normal that makes a good poke or hit confirm tool. -2 on block. Chain-able and special cancel-able.
- cr. B: A kick to the foot. Counts as a low attack but is slower and has less range than cr.A. Chains into her other light normals but not itself. Useful for mixups and combos. -1 on block.
- cr. C: Zarina performs a flip kick. Useful as anti-air, albeit a slow one. Launches foes on hit, allowing for juggles. Very useful in almost all her combos. -2 on block.
- cr. D: Zarina does a pair of sweeps. Active for quite awhile and is -9 on block, making it fairly unsafe. Does soft knockdown. Only the first sweep is special cancel-able.
Jumping
- j. A: Quick air-to-air that whiffs on most crouchers. Does enough hitstun on standing foes to combo into her heavy normals.
- j. B: Another air-to-air. Also works as an approach option. Like j.A, it will combo into her heavy normals on hit, though this normal hits both standing and crouching opponents.
- j. C: Dropkick-like normal that is a slower, albeit stronger, air-to-air than j.A. Completely whiffs on a majority of crouching characters. Has a huge amount of horizontal range.
- j. D: Slow, downward kick that makes an excellent ground-to-air if done late due to having a fair amount of start up. Can be done very late due to Zarina’s floaty jump, allowing her to fake an empty low cr.B.
Blowback
- st. CD: Zarina takes a big step forward and kicks. Poke with very good range and basically safe on block due to being -1. Has some lower body invincibility. Special cancel-able.
- j. CD: Aerial snap kick. Has pretty good range and works as an air-to-air, air-to-ground or pressure normal. Start up is bit slow, so Zarina can be stuffed before the hitbox appears.
Throws
Zarina Rocket - (b/f+C) close
- Zarina does a little spin and then kicks the foe away fullscreen
- Can be broken
- Soft knockdown
Zarina Ton - (b/f+D) close
- Zarina slams the foe on the ground before taking a seat on their back
- Switches sides with foe
- Can be broken
- Hard knockdown
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)
Misc
Videos
External Links
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