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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. 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
- Like Floral Screw, this move is highly unsafe on block, making it a combo tool only
- 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. 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)
- cr. C, hcb+C, qcfx2+P = (341 DMG)
Midscreen
- st. CD, dash, hcb+C, qcfx2+P = (318 DMG)
Zarina cornered
- cl.D, f+B, BC, cl.C, dp+AC, hcb+AC, cr.C, qcb+D, dp+D (490 DMG) { 1000 }
2 meters
Midscreen
- cl.D, f+B, BC, cl.C, dp+AC, qcb+AC, cr.C, qcb+C, qcf, qcf+A/C = (534 DMG)
Corner Only
- cl.D, f+B, BC, qcb+BD, qcb+D, qcb~hcf+BD = (522 DMG) (1000)
- cl.D, f+B, BC, cl.D, qcb+BD, cr.C, qcb+D, qcb~hcf+BD = (553 DMG) (1250)
- cl.D, f+B, BC, cl.D, qcb+BD, cr.C, qcb+AC, qcb~hcf+BD = (562 DMG) (1500)
(Delay the super until the foe nearly touches the ground or else it won't fully combo)
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 = (544 DMG)
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
Videos
Zarina: Full Character Tutorial
Zarina Slow Motion Hitboxes
Contributors
DiamondDust132
External Links
Discussion Threads
Discuss at Dream Cancel