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SNK Heroines: Tag Team Frenzy/Zarina

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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 6 - - SKD 17 (With jump cancel) SKD 17 0

Standard launcher.

f.L
f.L
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 5 - - 4 2 13 11 0

Zarina does a far reaching kick. Has good range making for a good poke.

f.H
f.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 8 - - -2 -4 19 17 0

A kick that hits high in the air. Good for hitting airborne opponents.

  • After a back throw in the corner, you can do meaty f.H as the opponent is getting up.
j.L
j.L
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 6 - - - - - - -

Basically her f.L but in the air.

j.H
j.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
50 9 - - - - - - 0

Zarina does a flip and does a downward kick.

  • Absolutely ridiculous air to air move. Use it to anti-air jumping opponents.
66H
66H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
80 16 - - SKD -6 SKD 17 0

One of the slower dash attacks in the game. It has a bit of recovery making it somewhat tricky for combos. With it being -6 on block and having decent pushback, it's a decent move to throw out once in a while.

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 - - -

Zarina grabs the opponent, does a backflip and kicks the opponent.

  • Sends the opponent ridiculously far.
  • If you throw them inTO/close to the corner, you can get a safe jump by doing IAD j.H.
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
File:SNKH Zarina AT.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
100 - - - - Unblockable SKD - -

Zarina does a Hurricanrana and slams the other person down. Keeps them in the perfect range to do IAD j.H afterwards.

Assist
Assist
5I
File:SNKH Zarina SP.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - - - - -

Requires SP Item.

Special Moves

5S
Growing Flower
5S
File:SNKH Zarina 5SEX.png
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
File:SNKH Zarina 2S.png
File:SNKH Zarina 2SEX.png
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
File:SNKH Zarina 6SEX.png
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
File:SNKH Zarina 4SEX.png
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

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina