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
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
70
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
f.L
f.L
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
30
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
f.H
f.H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
70
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
0
|
|
|
j.L
j.L
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
30
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.H
j.H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
66H
66H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
80
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
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
|
-
|
-
|
-
|
|
|
Back Throw
Back Throw 4G
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
100
|
-
|
-
|
-
|
-
|
Unblockable
|
-
|
-
|
-
|
|
|
Air Throw
Air Throw j.5G
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
100
|
-
|
-
|
-
|
-
|
Unblockable
|
SKD
|
-
|
-
|
|
|
Assist
Assist 5I
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Special Moves
5S
Growing Flower 5S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
4 hits = 80
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1
|
- 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.
|
EX
|
4 hits = 90
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
0
|
- 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.
|
|
2S
Spinning Petal 2S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
70
|
-
|
-
|
-
|
SKD
|
-
|
-
|
-
|
1
|
- 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.
|
EX
|
90
|
-
|
-
|
-
|
SKD
|
-
|
-
|
-
|
-
|
- 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.
|
|
4S
Floral Screw 6S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
80
|
-
|
-
|
-
|
SKD
|
-
|
SKD
|
-
|
1
|
- 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.
|
EX
|
80
|
-
|
-
|
-
|
HKD
|
-
|
HKD
|
-
|
-
|
- 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.
|
|
j.S
Peduncle Pruning 4S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
100
|
-
|
-
|
-
|
-
|
-
|
SKD
|
-
|
1
|
- 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.
|
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.
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
SNK Heroines - Zarina combos by
Mikadok
Costumes
External Links