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The King of Fighters XIV/Zarina

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Zarina Rocket - close / +  

Zarina Ton - close / +

Command Normals

Trick • R  - +

Trick • S - +

Special Moves

Preduncle Pruning - + / (*)

Floral Screw - + / (*)

Spinning Petal - + / (*)

Growing Flower - + / (*)

Super Special Moves

Yellow Eruption - + / (!)

Hurricane Dance - + / (!)

Climax Super Special Moves

Yellow Cyclone - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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. Can be used to stop cross-ups or hit opponents trying to jump over Zarina’s head. 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 full-screen
  • 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

Trick • R - (f+B)

  • Zarina does a handstand kick that hits twice
  • Both hits cancel into Supers and MAX Mode
  • Chains from a majority of her normals
  • Does a hard knockdown on airborne opponents
  • Completely safe normal that works as a poke and combo tool


Trick • S - (df+C)

  • Zarina performs a leg sweep and then an upward kick
  • First hit counts as a low attack and is special cancel-able
  • Second hit is only super and MAX cancel-able
  • Chains from a majority of her normals

Special Moves

Peduncle Pruning - (dp+A/C)

  • A command throw where Zarina flips forward and will attempt to grab the opponent.
  • A Version flips a short distance. C Version flips slightly less than half screen.
  • Both versions will whiff unless Zarina’s jump arcs goes directly over the opponent.

EX: Faster start up and causes a wall bounce. Can be combed into unlike the regular versions

Floral Screw - (hcb+A/C)

  • Zarina lifts off the ground and performs a spin kick
  • Depending on which button you press, Zarina will spin a farther distance
  • Combo filler as both versions are very unsafe on block
  • Both versions have some lower body invincibility that can be used to go over low attacks and ground fireballs if timed correctly
  • Super cancel-able

EX: Causes a wall bounce on hit. Useful in most of her combos.

Spinning Petal - (dp+B/D)

  • Zarina performs a 3-hit spinning kick that functions as her Dragon Punch
  • B Version has upper body invincibility and is a good anti-air
  • D Version has full invincibility and works best as a reversal or combo tool
  • Both versions can be super-canceled up to the second hit
  • Both versions start up in 7 frames and are therefore susceptible to safe jumps
  • Like most Dragon Punches, this move is very unsafe on block

EX: Faster startup, more damage and more invincibility

Growing Flower - (qcb+B/D)

  • Zarina does a spinning handstand while kicking
  • B Version does 2 hits and will combo from her light normals
  • D Version does 4 hits and will only combo from her heavy normals and df+C
  • Both versions are super cancel-able up to the last hit

EX: Starts up about the same as the B Version and wall splats. Great for combos.

Super Special Moves

Yellow Eruption - (qcf, qcf+A/C)

  • Zarina causes a pillar of yellow flowers to shoot up from the ground
  • Reversal and combo tool
  • Combos easily from her heavy and command normals, as well as a lot of her specials
  • Has some utility has an anti-air due to range and invincibility though has slow startup
  • Unsafe if blocked or whiffed

Max: More damaging and faster start up, making it a great anti-air, reversal and combo tool. Can whiff in the corner depending on Zarina’s spacing

Hurricane Dance - (qcb~hcf+B/D)

  • Ranbu super that does a bit more damage than Hurricane Dance but is harder to use in juggles
  • Easily combos from her heavy and command normals, as well as a lot of her specials
  • Very unsafe if blocked and especially if whiffed
  • Briefly invincible during the super flash

Max: More damaging and has a bit of invincibility during startup. Still hard to combo during juggles

Climax Super Special Moves

Yellow Cyclone - (qcf, qcf+AC)

  • Zarina creates a huge cyclone of flowers that carries the opponent up. She then jumps and slams them to the ground
  • Incredibly easy to combo and very damaging
  • Works great as a combo tool, anti-air or reversal due to speed and invincibility

Combos

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

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, causes a hard knockdown)

  • st. CD, dash, hcb+C (165 DMG)

(Must be half screen or closer)


Corner only

  • cr.B, cr.A, cr.A, df+C(1), qcb+D, dp+D (286 DMG)

(for small characters, use qcb+B)

  • cr.C, qcb+D, dp+D (268 DMG)
  • st. CD, cr. C, qcb+D, dp D = (300 DMG)
  • cl.D, df+C(1), qcb+D, dp+D (317 DMG)
  • st.CD, cr.C, qcb+D, dp+D (300 DMG)

1 meter

Anywhere

  • cr. C, hcb C, qcfx2+P = (341 DMG)

(use this when someone tries to jump over you)

  • cr. B, cr. A, cr. A, df+C (1), qcb+D [SC] qcb~hcf+K = (344 DMG)

(Super cancel on the 4th hit of qcb+D)

Midscreen

  • st. CD, dash, hcb+C, qcfx2+P = (318 DMG)


Corner

  • cr. B, cr. A, df+C, qcb+D, dp+D [SC} qcb~hcf+K = (351 DMG)

(for small characters, use qcb+B instead of qcb+D)

  • st. CD, qcb+D, cr. C, hcb+C, qcfx2+P = (421 DMG)

(misses on small characters)

  • st. CD, cr. C, qcb+D, dp+D, qcf~hcb+K = (380 DMG)

(use on small characters)

Max Mode

Anywhere

  • cr. B, cr. A, f+B [BC] cl. D, qcb+BD, hcb+AC, run, dp+BD = (363 DMG) {1500 Max Mode Meter}
  • cr. B, cr. A, f+B [BC] cl. D, qcb+BD, hcb+AC, run, cr. C, hcb+C = (365 DMG)

(make sure you run far enough for the cr. C to hit if you perform this with Zarina’s back cornered. Mid-screen and in the corner is much easier and does not require a dash.)


Fullscreen/Cornered Zarina

  • cr. B, cr. A, f+B [BC] cl. D, qcb+BD, hcb+AC, (delay) dp+AC, hcb+C = (376 DMG) {1500 Max Mode Meter}


Mid-screen to Corner/Corner

  • cr. B, cr. A, f+B [BC] cl. D, hcb+AC, cr. C, dp+AC, dp+D = (397 DMG) {1500 Max Mode Meter}

(if you start this combo mid-screen, the dp+D wont reach after the dp+AC throw. Substitute with hcb+C. If you perform this combo deep in the corner, you will need to reverse your inputs for the dp+AC.Also, input the dp+AC immediately after the cr.C hits.

  • cr. B, cr. A, f+B [BC] cl. D, hcb+AC, cr. C, dp+AC (delay) dp+BD = (421 DMG) {1500 Max Mode Meter}

(just delay the dp+BD slightly after the dp+AC)

2 meters

Anywhere

  • cr. B, cr. A, f+B [BC] cl.D, qcb+BD, hcb+AC (run), cr. C, qcb~hcf+BD = (501 DMG) {1500 DMG)

(make sure to dash quick and far enough for the cr. C to connect)

Corner Only

  • cl.D, f+B, [BC], cl.D, qcb+BD, qcb+D, qcb~hcf+BD = (534 DMG) (1000)
  • st. CD, qcb+D, cr. C [BC], dp+AC, hcb+AC, dp+AC, hcb+C, qcfx2+P = (535 DMG) (1500)
  • cl.D, f+B, [BC], cl.D, qcb+BD, cr.C, qcb+D, dp+D [SC] qcb~hcf+BD = (565 DMG) (1250)
  • cl.D, f+B, [BC], cl.D, qcb+BD, cr.C, qcb+AC, qcb~hcf+BD = (575 DMG) (1500)

(Delay the super until the foe nearly touches the ground or else it won't fully combo. Add a jump attack for more damage. Switch cl.D with low hit confirm of cr. B, cr. A before df+C but for less damage.)

  • cl. D, f+B, [BC], cl.D, qcb+BD, qcb+D, cr. C, hcb+C, qcb~hcf+BD = (579 DMG) {1500}

(misses on small characters)

Cornered Zarina

  • cl.D, f+B, BC, cl.D, hcb+AC (run) cr. C, hcb+C (SC) qcfx2+AC
  • cl.D, f+B, BC, cl.D, hcb+AC, dp+AC (delay) hcb+C, qcfx2+A/C = (452 DMG) {1500}
  • cl.D, f+B, BC, cl.D, hcb+AC, dp+AC (delay) qcb~hcf+BD = (483 DMG) {1500}

3 meters

Cornered Zarina

  • cl.D, f+B, BC, cl.C, dp+AC, qcb+AC, cr.C, qcb+D, qcb~hcf+BD = (619 DMG)

(You have to delay the super or else it will whiff)

Midscreen

  • cl.D, f+B, BC, cl.C, dp+AC, qcb+AC, dash, cr.C, qcb+C, qcf~qcf+AC = (604 DMG)

Corner Only

  • cl.D, f+B, BC, cl.D, qcb+BD, cr.C, qcb+D, qcf~qcf+BD = 600 DMG (1000)

(You have to Climax cancel as soon as the last hit of qcb+D hits or else you will run out of MAX Mode meter)

  • cl.D, f+B, BC, cl.D, qcb+BD, cr.C, qcb+D, dp+C 2 hits, qcf~qcf+BD = (626 DMG) (1250)


4 meters

Cornered Zarina

  • cl.D, f+B, BC, cl.C, dp+AC, qcb+AC, cr.C, qcb+D, dp+C 2 hits, qcf~qcf+BD = (697 DMG)

Midscreen

  • cl.D, df+C 1 hit, qcb+D, qcf, qcf+A/C, qcf~qcf+BD = (675 DMG)

Corner Only

  • cl.D, f+B, BC, cl.D, qcb+BD, qcb+AC, cr.C, qcb+C, qcf~qcf+BD = (643 DMG)


5 meters

Cornered Zarina

  • cl.D, f+B, BC, cl.C, dp+AC, qcb+AC, cr.C, qcb+D, dp+C 1 hit, qcf, qcf+A/C, qcf~qcf+BD = (774 DMG)

Midscreen

  • cl.D, f+B, BC, cl.C, dp+AC, qcb+AC, dash, cr.C, qcb+C, qcf, qcf+A/C, qcf~qcf+BD = (764 DMG)

Corner Only

  • cl.D, f+B, BC, cl.D, qcb+BD, qcb+AC, cr.C, qcb+C, qcf, qcf+A/C, qcf~qcf+BD = (733 DMG)

Misc

Frame Data

Zarina KOFXIV Frama Data Link

Videos

Zarina Quick Combo Guide - The King of Fighters XIV (KOFXIV)

Zarina: Full Character Tutorial

Zarina Slow Motion Hitboxes

Contributors

DiamondDust132

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

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