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- Zarina Notes
- Standing
- Far LP: 25 damage. Zarina kicks up at her opponent. Fast and 0 on block.
- -Chains into:
- --Nothing
- -Cancels into:
- --Hurricane Dance (REALLY buffer this)
- --MAX Cancel
- Close LP: 25 damage. Zarina kicks up. 0 on block, quick jab.
- -Chains into:
- --Trick•R
- --Trick•S
- --Auto Combo
- -Cancels into:
- --Floral Screw (EX)
- --Spinning Petal (All)
- --Growing Flower (LP/EX)
- --Yellow Eruption (MAX) (Buffer)
- --Hurricane Dance (Both)
- --Yellow Cyclone
- --MAX Cancel
- Far LK: 30 damage. Zarina kicks high. Decent AA, very quick, 0 on block.
- -Chains into:
- --Nothing
- -Cancels into:
- --MAX Cancel
- Close LK: 30 damage. A kick to the shins. Very fast, but like -1 on block.
- -Chains into:
- --5LP
- --5LK
- --2LP
- --2LK
- --Trick•R
- --Trick•S
- -Cancels into:
- --Spinning Petal (All)
- --Growing Flower (LK/EX)
- --MAX Cancel
- Far HP: 70 damage: Zarina kicks high, creating a better AA. This is good for hitting shorthopping opponents. Its a bit slower to start up, and is more negative on block. Zarina does move forward a tiny bit with this move.
- -Chains into:
- --Nothing
- -Cancels into:
- --MAX Cancel
- Close HP: 70 damage. Another high kick. Faster than Far HP, but not as good of an AA. Much safer on block.
- -Chains into:
- --Trick•R
- --Trick•S (first hit only)
- -Cancels into:
- --Floral Screw (All)
- --Spinning Petal (All)
- --Growing Flower (All)
- --Yellow Eruption (Both)
- --Hurricane Dance (Both)
- --Yellow Cyclone
- --MAX Cancel
- Far HK: 80 damage. Zarina does a spinning roundhouse, kicking high. This move is kind of slow to start up and unsafe on block.
- -Chains into:
- --Nothing
- -Cancels into:
- --MAX Cancel
- Close HK: 80 damage. Zarina kicks over her head. Very fast move, but unsafe. This doesn't hit overhead, despite its appearence.
- -Chains into:
- --Trick•R
- --Trick•S (first hit only)
- -Cancels into:
- --Floral Screw (All)
- --Spinning Petal (All)
- --Growing Flower (All)
- --Yellow Eruption (Both)
- --Hurricane Dance (Both)
- --Yellow Cyclone
- --MAX Cancel
- Blowback: 75 damage. Zarina jumps about 20% of the screen with a powerful kick. Pretty fast startup, about -1 on block.
- Crouching
- LP: 25 damage. Zarina kicks out quickly. Safe on block.
- -Chains into:
- --5LP
- --5LK
- --2LP
- --2LK
- --Trick•R
- --Trick•S
- -Cancels into:
- --Spinning Petal (All)
- --Growing Flower (LK/EX)
- --Yellow Eruption (MAX)
- --Hurricane Dance (Both)
- --Yellow Cyclone
- --MAX Cancel
- LK: 30 damage. Zarina kicks low. 0 on block, hits low.
- -Chains into:
- --5LP
- --5LK
- --Trick•R
- --Trick•S
- -Cancels into:
- --Spinning Petal (All)
- --Growing Flower (LK/EX)
- --Hurricane Dance (Both)
- --Yellow Cyclone
- --MAX Cancel
- HP: 70 damage. Zarina flips her legs up, sending the opponent flying upwards. This move is kind of slow but is safe on block, and has utility. Very short range, though.
- -Chains into:
- --5HP*
- --5HK*
- --Trick•R
- -Cancels into:
- --Floral Screw* (EX)
- --Spinning Petal*
- --Growing Flower*
- --MAX Cancel
- *These don't exactly chain or cancel. In the corner, the normals DO chain, and all versions of the specials connect, but outside of the corner, only Trick•R, EX Floral Screw, and MAX Cancel connect.
- HK: 80 damage. Zarina's sweep. She sweeps her leg twice. Both hits are cancellable on block, but the second hit is unsafe on block. Cancel into Trick•R to make it safe.
- -Chains into:
- --Nothing
- -Cancels into:
- --MAX Cancel
- Jumping
- LP: 45 damage. Zarina raises her leg vertically. Very fast. Does 40 damage if shorthopped.
- LK: 45 damage. Zarina kicks a leg out horizontally. Very fast, amazing crossup tool. Use this button. This move does 40 damage if shorthopped.
- HP: 70 damage. Zarina sticks both legs out. Though it looks similar to her j.LK, this will whiff on most crouching opponents. Stick to LK if you want to hit them with an overhead.
- HK: 70 damage. Zarina kicks a leg over her head, similar to her cl.HK. This move is pretty quick, but the pushback can be a bit much if you want to connect light normals when you land.
- Blowback: 90 damage. Zarina kicks diagonally down. This move is fairly quick, but hits mid. Good jump away button.
- Command Normals
- Trick•R: 68 damage. 2 hits, 30 on the first and 40 on the second before scaling. Zarina does a cartwheel forward, hitting with both her legs. Despite its appearance, this move is not an overhead. Trick•R is not special cancellable, but is safe on block. Good confirm, MAX Cancellable on both hits.
- Trick•S: 75 damage. 2 hits, 30 on the first and 45 on the second. This move is a bit slow, but hits low. The first hit is both special and super-cancellable, but the second is only super-cancellable. Both are MAX Cancellable. This move is not safe on block.
- Throws
- Zarina Rocket: 100 damage. Zarina pulls her opponent and kicks them away from her. This is techable.
- Zarina Ton: 100 damage. Zarina slams her opponent to the ground and drops herself onto them. This is techable.
- Specials:
- Peduncle Pruning: Zarina backflips across the stage toward her enemy. If her opponent is under her at the peak of her flip, she will grab them and send them flying across the stage.
- --LP: 110 damage. Zarina flips about 50% of the screen, with her grab happening around the 35-40% mark of the screen.
- --HP: 110 damage. Zarina flips about 65% of the screen, with her grab active around the 45-50% mark of the screen.
- --EX: 120 damage. Zarina flips about 80% of the screen, with her grab active around the 50-60% mark of the screen. This version has a much faster startup, and gives the opponent a wallbounce.
- Floral Screw: Zarina flips forward, kicking her legs horizontally. This move is unsafe on block, but a good confirm.
- --LP: 68 damage. 2 hits, 30 on the first and 40 on the second before scaling. Zarina leaps about 50% of the screen.
- --HP: 107 damage. 2 hits, 50 on the first and 60 on the second before scaling. Zarina leaps about 70% of the screen.
- --EX: 116 damage. 2 hits, 50 on the first and 70 on the second before scaling. Zarina leaps about 65% of the screen. This version gives wallbounce.
- Spinning Petal: Zarina's DP. She kicks up at her opponent, comboing them. All hits of this move may not connect if the opponent is airborne. This move is incredibly unsafe on block.
- --LK: 97 damage. 3 hits, 30 on the first, 20 on the second, and 50 on the last before scaling.
- --HK: 127 damage. 3 hits, 40 on the first, 30 on the second, and 60 on the last before scaling.
- --EX: 182 damage. 5 hits, going 40, 30, 25, 25, and 70 before scaling. This version sends the opponent much higher in the air.
- Growing Flower: Zarina spins on her head like a top, legs hitting her opponent as she spins. The last hit sends the opponent flying. This move is incredibly unsafe on block.
- --LK: 78 damage. 2 hits, 40 each before scaling.
- --HK: 115 damage. 4 hits, 25 on the first 3 and 40 on the last hit.
- --EX: 137 damage. 4 hits, 35 on the first 3 and 40 on the last hit before scaling. This version gives wallsplat.
- Supers:
- Yellow Eruption. Zarina sends out an explosion in front of her, similar to Kula's Diamond Edge. This move does have a bit of startup on it.
- --Standard: 180 damage.
- --MAX: 303 damage.
- Hurricane Dance: Zarina starts with a cartwheel, sending a barrage of attacks out before ending with an explosion if flowers.
- --Standard: 196 damage. 4 hits.
- --MAX: 325 damage. 6 hits.
- Yellow Cyclone: Zarina's Climax. Zarina kicks up a cyclone in front of her, which sweeps the opponent up and deals a lot of damage to them before Zarina slams them to the ground again. Because this has a lot of hits, comboing into it can severely affect its damage output. 404 damage.
- Zarina is pretty great. Quick normals, most special cancellable, a command grab, usable specials, what's not to love? She has some great mobility options, and fantastic combo potential.
- However, she's not perfect. Most of her specials are unsafe on block, so you have to make sure you combo into them. I definitely recommend utlizing Trick•R or Trick•S to confirm hits. MAX Cancel out of Trick•S if you've been blocked, or out of Trick•R if it goes through.
- Zarina's not totally dependent on meter, though. Since almost all of her normals are special cancellable, you have your work cut out for you if you can get a jumping normal in.
- Overall, Zarina is a fantastic character, who can benefit from any team composition. She's got great moves, and since she's not meter-reliant, she can fit anywhere on a team. Have fun, and good luck!
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