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- Arina Makihara
- The Romping Fiery Girl
- Arina is a character from the Sunsoft fighting game Waku Waku 7. She is one of the two main characters, sharing that title with Rai Bakuoh, who she is rivals with (and may have a crush on, though she would deny it). Arina is, for some reason, a half-human-half-rabbit girl, which is never commented on and just seems to be a common part of this world, judging by how her three besties are also half animal (well, two of them are, one might be an elf). Her main goal, like every other character in the game, is to gather the 7 Waku Waku Balls and have her wish granted. She starts the game off with the orange Waku Waku Ball.
- Arina has a bit of a temper and is highly skilled in physical combat, skills she apparently learned in an extra credit course, but also acts a bit flirtatious while fighting, confidently showing off her body in a lot of moves. She acts tough when she needs to, but has a sensitive side, as shown by her planned wish to get the perfect boyfriend. Her reaction when she doesn't get a result she expected, however, is a lot less sensitive. Gameplay wise, Arina plays similar to a shotoclone, but with her own high energy spin on it, and a lot of additional inputs added to the standard shotoclone attacks.
- Arina is also the only character who has an image song, which plays on her stage.
- Stats
- Weight - 96
- Walk Speed - 1.47
- Run Speed - 2.31
- Air Speed - 1.155
- Fall Speed - 1.3
- Arina's stats are somewhat of a mix between Wii Fit Trainer and Zero Suit Samus. She's squarely high-middleweight, but with ZSS' great ground speed. She falls into above average for air speed, however, and her fall speed matches WFT's, making her slightly floaty. This doesn't make her bad in the air, nowhere near it, but it might take some adjustment to go from her high speed on the ground to how she plays in the air.
- Arina has a fairly standard humanoid build, mostly matching Wii Fit Trainer, but standing wide like ZSS does (though slightly wider thanks to her stance). It resembles the gif posted above. However, she is slightly shorter than either of them thanks to being younger. Arina has great jumps, as you would expect from a rabbit. These fall into the straight up good category of jumps, with her first jump being her best, and her second being significantly less good, but still not terrible. Animation wise, her first jump has her performing a flip, while her second jump has her performing a split jump to give her the extra boost.
- Also, despite being a fighting game character, Arina does not have automatic turning or command inputs like Ryu or Terry.
- Note: All KO calculations are based on Mario from the middle of Battlefield.
- Specials
- Neutral Special - Arina Beam
- Upon a quick press, Arina flings her arm in front of her, creating a yellow star that flies forward as a projectile. This is, ostensibly, Arina's Hadouken, though there is a lot more to it than you can see from just a quick button press. The star is comparable to the star the Star Rod shoots out, but pointier and roughly half the size, though the star does fly at roughly the same speed. Unlike the Star Rod, where the star will shoot wherever the animation for the tip of the rod goes, Arina Beam will always shoot down the middle of Arina's model (Or more accurate, on the line between two Grid Blocks). This should be obvious, but I feel it needs to be stated anyway for clarity.
- While the Star Rod star travels a hefty 8 Grid Blocks, Arina Beam only flies a pitiful 1.5 Grid Blocks forward, an absolutely awful distance for a projectile. To make things worse, the star only deals 2% damage, and practically no knockback! Absolutely terrible for something with that small a range. However, the star DOES deal decent hitstun, which makes it good for openers. The attack has very little starting lag, making it great for combo potential. But obviously this isn't all there is to the attack. Arina Beam is actually a chargeable projectile, with four distinct levels of charge!
- While charging, Arina will hover off the ground and hold her arm behind her as she prepares the star. Charging Arina Beam to full actually takes longer than it does in the original game, where it took less than one second to do. Here it takes roughly 1.2 seconds, or 80 frames, to fully charge. This is partly for balancing reasons, since being able to fully charge this that quickly is more of an issue in Smash than it is in a fast paced normal fighting game, and partly for legibility, as you can now fully make out the distinct charge levels of the Arina Beam. Speaking of, let's go over those right now.
- The Arina Beam is split into four charges, represented by the color of the star. It goes in the order of yellow, green, blue, and pink, with pink obviously being the strongest. In addition to changing color, the star will grow larger, travel farther, and deal more damage. The downside to this is that you can only have one star on stage at a time, and the additional distance basically acts as ending lag preventing you from spamming the charged form. The normal ending lag is still all that's preventing you from moving, however. Charging to green takes 10 frames, blue takes 50, and pink takes the full 80. Arina is vulnerable during this, obviously, so it's obviously a bit difficult to get to pink consistently.
- For the individual levels, the green star is slightly larger than the yellow star, but not quite as large as the Star Rod stars. It travels 3.5 Grid Blocks before vanishing, and does a still pretty bad 4% with barely any knockback. This still isn't really that great, but it's what you get for just holding the button a bit longer than you should. The green star deals slightly more knockback than the yellow star does, but in exchange for this is also has less hitstun. Overall, not great, but this is a more general projectile, thanks to its better range and higher power. Something to note about both yellow and green stars is that they disappear upon hit.
- Blue is where the attack starts getting good, though the other two have their own uses. Blue stars are actually slightly larger than the Star Rod stars, more on the level of Warp Stars or Dedede's spit-up stars. These actually travel 8 Grid Blocks in distance, making this definitely superior in the range department. Interestingly, it still only deals 4%, but to make up for this it actually deals multiple hits, three hits to be exact. This totals up to 12%, a pretty good number for a projectile. The star will always deal 3 hits, unless the opponent is hit at literally the last few frames of the star's existence. This detail applies to the pink star as well. The third hit deals knockback, which still isn't great, only KOing in the late 100%s, but is far better than yellow or green's knockback. This still deals the same hitstun as green, which isn't that great, and also applies to the pink star.
- Pink is the obvious best one, or it wouldn't be the one that requires the most time investment. The pink star is huge, being roughly twice as large as a Warp Star, meaning it takes up a LOT of space compared to the other ones. Pink travels a stupidly large distance, 12 Grid Blocks, almost the entire length of Battlefield's main platform, actually covering all of it if used from the edge due to Arina taking up some space. This is pretty insane, but in addition to this, while it still only deals 4%, the star now deals FIVE hits, which equals 20%! The attack's knockback has been upgraded too, KOing in the early 100%s now, roughly at 130% for most midweight characters. This still isn't powerful enough to justify attempting to spam it, but the damage and range are the actual selling points. In addition, unlike the other charges, this thing can chew through shields real easily.
- Yellow and blue are the most useful of the four, yellow for being spammable and having high hitstun, and blue for just generally being the easier and more worthwhile to throw out than the other two. Green can be used as a general projectile, though obviously blue is better, this can still come in handy when you need something better than yellow out really quickly. Pink, however, is the hardest to get out, and despite being the strongest in almost every way, is mostly undone thanks to that charge time. It is still very satisfying to manage to pull off, though it will rarely ever KO. It's main use in a match is to punish shields, though this is a tactic that came be seen through fairly easily. Just think of pink as a novelty with some use.
- And no, we're still not done! Arina can also use this attack mid-air, where it basically acts the same. The big thing is that this completely halts Arina's aerial movement while she charges, though she will drop like a stone the moment that the star is fired, with more noticeable ending lag.You can jump to recover once this ending lag is done with, but it's still a nuisance anywhere but above solid ground. This isn't something you want to use while off-stage, it's far from any form of recovery, but it is still useful since it allows you to cover the air better, as this is Arina's only projectile attack.
- And finally, and most interestingly, Arina can change the direction that her stars fly in. Specifically, she can move them upwards or downwards in arcs. You can activate this by holding up or down when the star is fired, fairly simple. When angled, the star will go its usual distance forward, but also travel upwards or downwards as it does so. The distance traveled upwards/downwards depends on the charge of the star. Yellow stars will only travel 0.5 Grid blocks, green travels 1.5, blue 2, and pink 3 Grid Blocks. This is actually a gradual curve, as the star will only reach its maximum vertical distance at the end of its lifespan, though it will always be traveling in that direction, however slight. They will disappear if they hit solid ground, however. This makes basically every form of the star less predictable for the opponent, as they'll need to figure out the variables of where they are compared to where the star will be when it gets to them. A jump to avoid a projectile can turn to a successful bait in a second flat. They can even be used to edgeguard, by sending the stars off the stage!
- Being Arina's only projectile, Arina Beam has a lot of utilities, things like damage, shield punishing, approaching, all of these are covered by this single move, making it a genuinely impressive bit of coverage that only enhances Arina's heavily melee focused gameplay.
- When the move is used, Arina will have a 50/50 chance of shouting "Arina Beam!" or letting out a yell, similar to how Terry's voice clips work. This applies to the rest of her specials as well. When Arina attempts to shoot another star while one is already out, she will attempt to go into the charge animation, but instead fall to her knees as the standard Smash puff of failure appears. In the air, she'll curl inwards as she grits her teeth, her ears spiking upwards.
- Side Special - Arina Tornado
- An important thing to note before we continue is that Arina, while she doesn't have command inputs like Ryu, Ken, or Terry, does have similar "held" inputs, in that holding the Special Attack button can slightly enhance the moves. I'll refer to these as "light" and "heavy" versions, respectively.
- With a yell of the attack's name, Arina spins around and launches herself forward with a kick. She then kicks with her other leg, alternating between them as she flies forward, in a fairly unique version of the classic Tornado Kick. The starting lag is pretty negligible, but there is a decent amount of endlag. This applies to all versions of the move. Hitbox wise, the kick reaches out slightly farther than Ryu's Tornado Kick does, but only by a bit. The kick also only hits in front of Arina, leaving her pretty much defenseless from the back. As mentioned above, this attack has a light and heavy version. For the light version, Arina will only kick three times, including her starting kick, and only travel 3 Grid Blocks before the move ends. This is a pretty bad range, considering that even Ryu's light Tornado Kick goes forward 5 Grid Blocks.
- The main difference here is damage. The first two kicks deal 4%, while the final kick, alongside dealing knockback, grants an additional 6%, totaling to 14% if you manage to land the whole combo. Tornado Kick, however, deals 10% with a single hit. Knockback wise, the Arina Tornado acts a bit opposite from the Tornado Kick. Aside from dealing more hits, the main knockback hitbox is at the end of the move, rather than the front, which applies to both versions of the move by the by. Anyway, despite this, they have similar knockback power, KOing at 160%, though due to only having one launching hitbox, light Arina Tornado is a lot more consistent about this.
- Heavy Arina Tornado actually has a more noticeable effect than heavy Tornado Kick, as it will add an extra kick to the end of the attack. This also, obviously, increases its distance, boosting it to just barely 5 Grid Blocks worth of travel distance. This isn't a massive boost, but it is appreciated. Unlike heavy Tornado Kick, there's not actually a damage boost here, due to how the damage provided already stacks up, with the max total being boosted to 18%. The knockback still only KOs at 160%, the main difference her is just how much damage and distance it can go.
- If you mash the button during either of these moves, you can actually add on a few extra kicks. 5 extra kicks for the light version, 7 extra for the heavy one. They behave the same as the rest of the non-finisher kicks, but Arina will drastically slow down her forward movement while performing them, since the extra kicks will always be applied to the end. While there is still bonus movement, it's very slight. Light will only get an extra Grid Block, while heavy will only get 1.5. The kicks are determined by the amount of button presses, and due to how the hold charge works, getting 7 button presses can be fairly difficult. A big downside here is that, if you whiff, you'll end up leaving yourself open for much longer, with it being worse every the more kicks you've inputted.
- A major difference between Arina Tornado and Tornado Kick is Arina can't actually use this as a recovery tool. Well, she can, but it's not a great one. After the start of the move, Arina will basically start dropping instantly, still going the same distance she normally would, but dropping as she does so. This isn't a good thing off-stage, since you'll be dropping like a stone, and enter some bad landing lag if you do hit the ground. The heavy version obviously is better, but still bad. Even though this is bad off-stage, you can actually use this pretty well on-stage, as it can act as a semi-unreliable approach tool. Extra kicks cannot be used when the attack is performed in the air.
- Finally, we come to the big "gimmick" of Arina's set is her ES moves. Similar to how Ryu and Terry can perform powered up versions of their specials by doing command inputs, Arina can access her ES moves by pressing both the standard and special attack buttons at the same time. Unlike command inputs, ES moves don't have light or heavy versions. You can tell an ES attack has started by Arina flashing for a second as she starts the attack. (Also, Neutral Special doesn't have one. Have you seen how complex that move is already?) For Arina Tornado, the ES version adds a tornado effect underneath her, and increases the kick count to 7, though the damage is slightly toned down than the normal versions. The first six kicks only deal 3%, while the final still does 6%, totaling 24%. For knockback, the move can KO at 140% now, making it more powerful than Ryu's command input Tornado kick.
- Movement wise, the attack is buffed to 7 Grid Blocks, not as good as Tornado Kick, but still pretty good distance. Even better, ES Arina Tornado can ACTUALLY BE USED TO RECOVER! While the tornado effect was completely cosmetic in Waku Waku 7, in Smash the effect actually allows her to be carried by the wind, making it so that she doesn't fall while performing the attack! This turns it into a stellar recovery move, in addition to just being a good aerial attack now.
- Up Special - Arina Crash
- Arina performs an upwards chop, which quickly raises her, and the opponent if she hit them, into the air. This is basically Arina's own version of the Dragon Punch, though there is a bit more to it than Ryu's uppercut. For the hitbox, the chop hits a bit farther than Ryu's arm does, and the hitbox for this move actually matches as well. This only gives her a slight bit of extra reach, though, so don't try to use it from TOO far away. There's also a bit of lag at the start, similar to Ryu's, and there's some end lag before Arina enters special fall. Generally, this is about what you might expect.
- The difference between the light and heavy attacks is pretty simple, the amount of damage on the initial hit and how high the rise goes, but we'll still go over it in detail. Light Arina Crash only goes upwards about 3.5 Grid Blocks, slightly higher than what Ryu can reach. Also for a note on range that's relevant to all versions, similar to Ryu, Arina will always automatically move 1 Grid Block forward when she uses Arina Crash. It deals 11% on the initial hit, and can only KO at 190%. This is... pretty bad, considering that even a light Dragon Punch can KO at 160%, this is a full 30% higher and deals less damage. Well, it is the light version, it shouldn't be too powerful.
- For the heavy Arina Crash, it deals 15% damage and travels upwards roughly 6 Grid Blocks, giving it a significant advantage over the Dragon Punch in terms of recovery. It can KO at 150%, which is better than the light version, but still not the best on a move that's otherwise very similar to the Dragon Punch. So, what exactly is the deal here? Well, we haven't gone over the attack's main feature: Additional hits! But I SHOULD mention before we move on that there is a secondary hitbox on both versions of the attack that deals 7% and deals much weaker knockback. This hitbox only becomes active after Arina is off the ground, similar to Ryu (again). Unlike in Waku Waku 7, this hit doesn't combo from the initial hit.
- By pressing the button up to three times, Arina can perform three additional hits. The first one is an uppercut, the second is a diagonal kick, and the last is a Guile style flash kick. These extra hits only come into play at the top of the ascent, and are only registered at the end as well, meaning that you will really need to mash in order to get them all in. The initial hitbox and rising hitbox both directly combo into the first hit, and while they can all launch, the knockback will be cancelled if another hit is registered (EG. the first hit's knockback will cancel once the second hit is inputted).
- Now, let's cover how these hits work. Each of these three hits has a unique hitbox attached to them, so we'll cover those as well. The uppercut deals 2% and KOs at 200% for light, 180% for heavy. This, as you might notice, is a lot worse than even the base damage. WHy is that? Because this is actually a combo starting attack! If you end the attack here, due to the low knockback, you can actually directly go into different aerials, or even grounded attacks if you manage to end it above a platform. The diagonal kick deals 3% and KOs at 160% for light, 130% for heavy and deals specifically diagonal knockback, making it great for situational kills. And finally, the flash kick will deal 5% KO at 140% for light, and 110% for heavy, but only deals directly upwards knockback. This makes the final hit stronger than even the Dragon Punch, which is pretty dang impressive all considered. It's worth noting that, due to how short the light version is, getting all three hits out for it is harder than it is for the heavy version, and even getting all three out for the heavy is difficult. The extra hits also boost the distance the attack travels as well, giving Arina roughly 0.8 extra Grid Blocks of height.
- Finally, we have Arina Crash's ES version. This is a pretty simple upgrade. Upon use, Arina will perform the move like normal, but slightly faster and with all the additional attacks done automatically. This is actually pretty much similar damage and knockback wise to the heavy version of the attack, but the difference is that all five hitboxes connect to each other, meaning you can get some SUPER damage from this. The main downside is there's slightly more lag to the start, preventing it from being TOO easy to land, but while in the air Arina will pause during this lag, making it just as good for recovery.
- Down Special - Arina Burst
- Arina spins around like a magical girl, a pillar of light covering her, before the attack ends in a burst of light as she thrusts her limbs out. This is an original move based on Arina's Super Mode animation, as well as something else we'll get to. This attack has a fairly fast starting animation, and mediocre-to-bad endlag. The pillar isn't actually a hitbox, but it covers Arina's model and a bit off to the sides, and reaches up 4 Grid Blocks, making it rather large to look at. While the pillar isn't a hitbox, the initial creation is, dealing 4% with weak knockback in all versions of the move. The flash at the end is also a hitbox, though it only reaches a radius of 2x2 Grid Blocks, dealing 10%/13% depending on the version, with stronger knockback than the initial hit, but only just enough to make the attack safe.
- The most important thing to note about the attack is the invincibility frames it gives you. For both the light and heavy versions, the attack will grant you I-frames for basically the full middle of the move, starting at around frame 5 and lasting until the flash of light at the end. This plays into the main difference between the light and heavy version of the attack, that being the actual length of the attack. For light, the animation lasts roughly 45 frames, while heavy lasts for 60 frames. The flash happens at around frame 40/55, while there is lag after that period. So, it's a lot of invincibility frames. This is mainly because this is a direct reversal tool made to punish opponents for getting in close. The variant's differences basically come down to moves you want to block, or how you want to go back into the fight. The attack has bad endlag though, so savvy players can easily punish you if you misuse it.
- If you press the special attack button near the end of the move, but before the flash, Arina will burst forward in a flame covered punch! This is based on Arina's HaraHara super move. This has very little, practically zero, starting lag (ironically enough), meaning that you can instantly punish an opponent who fell for your trap. There are light and heavy versions here too, the light version will only travel forward 3 Grid Blocks, while the heavy version will travel 5 Grid Blocks. Damage wise, this deals 10%/15% respectively, and can can KO at around 170%/150%. The major downside is that this move has even worse ending lag than the regular lag the move normally has, as Arina will quickly plant her feet on the ground and skid to a halt. This can make it very easy to be punished if you missed with it, so there's a bit of a double edged sword here.
- Finally, the ES version of Arina Burst has the same length as the heavy version of the attack, but gains I-frames from frame 1 until basically frame 60. Instead of the simple flash of light at the end, Arina will burst into an aura of flame, complete with her eyes catching on fire. The actual hitbox size is identical to the regular ending hitbox, but deals 18% with knockback that can KO at 120%, if you manage to hit with it. This has almost a full second of start-up, remember? The attack also has more start-up than even the flaming punch does, as Arina will fall to the ground and need to take a breather for a second. You can't use the flaming punch out of this either, so it's either go big or go home. The main purpose here is the I-frames, as the amount this has makes this a practically invincible move - but using it too often is an absolutely bad idea, as not only will the opponent see through it, they can also punish you big time.
- Also of note, the attack can be used while holding shield, but will always default to the light version in this case, and this can help you deal with shield pressure and such. It can also be used in the air, but nothing really changes, though Arina will hover while using the move, and obviously drops once endlag starts, so be careful with that. The flaming punch can potentially be used for recovery, but it puts you into special fall when used in the air. Overall, though, this is basically the ultimate reversal tool, something Arina will definitely need considering her heavy melee game.
- Standards
- Jab
- Arina performs a punch with the arm farthest away from the camera, then follows up with a punch with her other arm. This is based on her Light Punch animation, but in addition to the punches, there is now a third hit where she performs a fairly standard front kick. The first two hits are nearly identical, having equivalent range to them that you would expect from most melee based characters, roughly 0.4 Grid Blocks forward. This isn't that great, but these punches are actually very fast, with little endlag, and like several other Jabs in Ultimate, holding the standard attack button lets you throw them out rapidly without activating the final hit.
- Both punches deal 3%, but don't deal any real knockback. They do, however, cause some decent hitstun, which is perfect for starting up an advantage state or a combo. The kick, however, has a bit more start-up time than the punches do, and reaches forward about 0.8 Grid Blocks. It deals 5% and diagonally upwards knockback, but it can't KO until the late 200%s. This hit is decent for moving into the air, and at lower percents it can even combo into Arina Crash. There's minor ending lag to the kick, though, so this only works early on in a stock. This is overall a fairly standard Jab, but it does what it needs to and provides some choice for how to take on enemies in different situations.
- Forward Tilt
- Arina performs a side kick with the leg facing the screen, in an animation matching her Heavy Kick attack. The attack has a bit of start-up compared to most FTilts, but it isn't slow either. It also has a bit of ending lag, making it difficult to spam (There's another reason why that's difficult, but we'll get to that) The kick reaches out 0.8 Grid Blocks, giving it good range on par with some sword characters. The kick is decently strong, dealing 9% with knockback that can KO in the mid 200%s. Due to its range, this move is very good at shield poking, mostly brought down by the fact it isn't spammable like most of the best shield poking tools.
- As for the reason why it isn't spammable, this is because the attack actually has a second hit! The animation for this second hit is exactly the same as the kicks on Arina Tornado, but only one is performed. It behaves exactly the same hitbox-wise, but has different damage. It deals 5% on hit, and for knockback, it deals directly backwards knockback (the opponent's backwards, that is) that can KO in the early 200%s. While this sounds like a good move for potential fast KOs, there is a bit of lag between the first kick and the second kick actually landing, thanks to the elaborate spinning animation. There's also a bit of ending lag, meaning a whiff can be easily punished. The recommended way to use this is as a "get away" tool, as it can knock opponents fairly far back even at low percents. This is generally less safe than Arina Burst is, but its also considerably faster, so there's a bit of a trade-off.
- Up Tilt
- Arina performs a kick upwards, similar to Peach's FTilt, but without her leaning back. Basically, at the peak of the kick, her foot is directly above her head. This is based on her Light Kick animation, and actually fills a similar niche to it. The attack is the fastest attack in Arina's set, completing in only a handful of frames and just in general being VERY spammable. There's some minor endlag as Arina has to bring her leg back down, but this is about as fast as the actual attack animation. The attack has two different damage outputs, both depending on where Arina's leg is, so we'll cover the range first.
- The maximum vertical range is, as stated before, just above Arina's head, so you can use previous descriptions to figure that out. The horizontal range of the attack is slightly less than FTilt, but only by a small amount, due to her not leaning into it like with FTilt. This range is roughly 0.7 Grid Blocks, to be more specific. The damage outputs depend on the position of Arina's kick, the first one being the first half, and the second taking place over the second half, switching out once Arina's foot reaches a full horizontal angle. The first half deals 3% with weak knockback that pops the opponent into the air. The hitstun on this is good enough that you can near directly transition into aerial game from it, making it a good combo starter.
- The second half of the kick deals 6%, with more directly upwards knockback that deals less hitstun, but is still possible to combo into. The main asset of this hitbox is its high priority, with its main use being an anti-air move. It's good vertical range and aforementioned priority allow it to knock opponents that attempt to leap in to attack you away. It can technically KO, but not until very late percents, but this low knockback and high hitstun also means that this is a move that can combo into itself at low percents (Or at least, NEARLY combo into itself). This kick is one of Arina's staples, with a bit of utility behind it.
- Down Tilt
- Arina performs a very fast, very short ranged crouching kick, similar to other crouching kicks in the game. This is based on her Light Crouching Kick animation, and is actually notably faster than it is in the original game. It has less frames of animation, and has a slightly longer reach to it than in the original as well. Said reach is around 1 Grid Block in length, around the same length as Ryu's light DTilt. Damage wise, this deals 8%, and very low knockback that won't KO for a long time, also like Ryu's. The overall speed of the attack is in between Ryu's two DTilts, not as lightning fast as his light version, not as slow as his heavy version.
- While the attack is weak, it has a lot of general applications that you would expect from a basic foot poke. Most notable uses are shield poking and footsies. The attack has upwards diagonal knockback, again similar to Ryu, with high hit stun that can potentially combo into aerials, but only at lower percents. For shield poking, the attack is very good, as the hitbox gets smaller at Arina's foot, meaning that on wider characters she can punish them at low shield damage. This isn't an amazingly impressive move, but it does what it needs to do well.
- Dash Attack
- from her dashing animation, Arina leaps into the air, curling into a ball as she does so, and then quickly stomps down on the ground with one of her feet. This is her pursuit attack animation, pursuit attacks in Waku Waku 7 being a move that allows you to attack downed opponents from anywhere on the stage. Before we get into anything involving downed opponents, we should cover the actual hitbox, which only covers Arina's stomp and nothing else. This might seem like its difficult to land, but it's actually only a bit less difficult than you're thinking. The hitbox covers Arina's stomping leg, but also a bit to the sides, in a V-shape that doesn't extend past Arina's model during the attack.
- The stomp is relatively fast in order to make up for its weird hitbox. The initial leap gives some heavy starting lag, though the leap itself starts very fast, but the actual hitbox is thrust out very quickly, and disappears just as quickly. Missing with the attack will put Arina into an animation where she awkwardly wobbles on the foot she stomped with before returning to her normal stance. This gives the attack bad ending lag SPECIFICALLY on a whiff, as the end lag when hitting is much better than on a miss. Of course, with how weird of a move this is, there are multiple different facets to the attack that make whiffing it a bit harder.
- As mentioned, the hitbox for the stomp comes out in a V-shape. The sides that hit outside of the leg are easier to land, but will only deal 7% with very minor knockback that won't KO until well past 300%. The part of the hitbox that covers the leg, however, is a sweetspot that deals 13% damage with knockback that can KO in the late 100%s, making it the more desirable outcome. Arina will actually avoid collision for this move, in a sense, as she will generally clip through characters when the attack lands. This is mostly just to make actually landing it clearer. When Arina actually hits an opponent, she will spring back into a ball, and then land a set distance of 1 Grid Block away.
- As mentioned, the pursuit attacks are designed to attack downed opponents from anywhere on the stage. While Arina doesn't get the "anywhere on the stage" part, if she can manage to use the attack on an opponent who has been knocked into prone somehow, the stomp will deal 18% damage, though with no knockback and knocking the opponent out of prone once the attack is over. The attack will actually specifically focus on downed opponents, shortening the starting leap if required. This is only applied if Arina uses the move within 1 Grid Block of the downed opponent, however. Additional damage can be worth it, and the leap after the hit prevents this from being unsafe on hit. Arina has a few moves that can knock opponents into prone, meaning that taking advantage of this can be a massive boon in some cases. Also, opponents are locked into prone until they're hit if the "homing" is activated, but still have a chance to avoid it by dodge rolling.
- Finally, the leap itself is another facet of the move. When not near a prone opponent, Arina will travel 1.5 Grid Blocks for the leap before she stomps. The leap actually gives her a speed boost, and obviously acts like a jump, letting her dodge attacks or projectiles if they go below her (The max height of the leap, in both cases, is 1 Grid Block high). This can be a useful maneuver on its own, but obviously isn't worth chancing the whiffed ending lag. If you want to use JUST the leap, then Arina will remain in it if the button is held. With this extended leap, Arina will travel an additional 1 Grid Block of distance before she lands, with minimal landing lag. If you let go of the button during this, Arina will perform the stomp, which gives you a chance to increase the distance or even fake out enemies. This can't be activated when near a prone opponent, however.
- Grab Game
- Grab & Pummel
- Arina's grab has her simply reach out with the arm farthest away from the camera. This is a pretty generic grab, on par with basically all similar grabs in terms of range and speed. When the opponent is grabbed, Arina will grab them by the chest, making sure that their head (or other similar appendage) is kept eye level to her. For her pummel, Arina will perform a quick double slap to the opponent's face (or other similar area), dealing 1.5% damage with each individual smack, meaning 3% with a single button press. This only looks more spammable than it actually is, with the average speed being equal to most slow pummels in the game. At most, you'll get 9% off of it in a good situation. Also, when an opponent breaks free from Arina's grasp, she'll be shocked by it, her ears popping up and jumping a bit off the ground as the opponent does their escape animation.
- Forward Throw
- Arina pulls the opponent in, and then lets go of them, quickly turning around and thrusting her butt into them, launching the opponent while she laughs. This is based on her standard throw animation, affectionately referred to as the "Butt Springer". This is a pretty basic throw by all accounts, dealing 8% and having average knockback that KOs at around 180%, making it Arina's overall weakest throw. Like all weaker end throws, the main uses here come down simply to stage control and resetting neutral, but it can be used for combos. Notable combos include Arina Tornado and Arina Beam, but only at low and mid-range percents, respectively. The throw is fast, with low ending lag to it, meaning Arina won't be left defenseless when using it.
- Back Throw
- Arina quickly throws the opponent over her head, tossing them behind her. This animation is based on her backwards throw. This is a fairly simple, but relatively powerful, throw. It deals 10%, and can KO at 160%, making it just a bit stronger than FThrow. Like FThrow, this can be used for combos at lower percents, in fact, they share the same combo potential. This is a bit harder to pull off due to the BThrow's higher knockback, but it can still be pulled off consistently. Also of note is that Arina ends the move facing backwards, which makes comboing much easier. This attack has a bit more ending lag than most of her throws, though it isn't the slowest. This can make it a bit harder to pull off in a more crowded match.
- Up Throw
- Arina tosses the opponent up into the air (3 Grid Blocks high), and as they quickly start to fall back down, she tenses up, burning with fire for a moment, before delivering a split kick to the opponent as they fall back in range. As the opponent flies off, she quickly wipes off her brow with a sigh of relief. This attack isn't based on anything from the games, and is actually one of two original animations in the whole set. Anyway, this is Arina's de facto killing throw, being able to kill at 140%, and dealing 11% damage. There isn't much intricacy to this attack, and it has very low combo potential due to its launch angle (directly upwards), even at lower percents.
- Arina's high damage output can easily lead her into this move, but her overall weak grab game can make this more of a difficult kill than you would expect. A major downside is that the attack, especially the start, is very slow. In more crowded matches and on the more awkward moving stages, the opponent can be knocked out of the kick's range. When this happens, instead of performing the kick, Arina will perform a pratfall onto her back, which has worse ending lag than when she manages to hit. Certain opponents that can deal damage to themselves can even take advantage of this. Overall, this is a powerful move, but one that definitely requires a bit of foresight to use effectively.
- Down Throw
- Arina places her hands on the opponent's shoulders, then lifts herself up, pushing her feet into the opponent's face and slamming them down into the ground. This is based on Arina's command grab, called the Face Crusher. This is Arina's most powerful throw, dealing 13%, but dealing no knockback. This is because the opponent will be forced into prone as soon as the move ends. Once the opponent hits the ground, Arina will cheerily spring off of them for a brief amount of ending lag. The opponent will be locked into prone until just slightly after Arina becomes controllable again.
- This basically functions as Arina's most reliable way of getting the foe into prone, readying them for her Dash Attack. This is an immensely tight time frame, however, but managing to pull it off can rack up a huge amount of damage. Keep in mind that neither of these moves can actually kill, you can't just spam these two moves and hope that you can get things done that way, you'll need to actually play the game in order to get kills.
- Smashes
- Up Smash
- For the charging animation, Arina squats down, and then rises up, performing an uppercut with the hand closest to the screen as she does. This is incredibly similar to Ryu's USmash, if you didn't notice that. There are obvious differences, the main one being the damage, which is a much more modest 12-18% when compared to Ryu's much more powerful uppercut. It's knockback is also lower, KOing at 140%, launching the opponent upwards. This follows a lot of the similar details to Ryu's as well, having a lack of forward range, and a near identical vertical hitbox, though it is slightly taller thanks to Arina's different build. It's slightly faster to compensate for its lower power, as well as something else.
- This attack is based on Arina's crouching Heavy Punch animation, which is notable because said heavy punch has a follow up attack, which is a second uppercut with the opposite arm. This is present in this move as well, as I have been poorly hiding in the last sentence. This is a near identical attack to the first hit, but has a faster animation as Arina doesn't crouch, and it deals a set 8% no matter the charge of the initial hit. It also deals higher knockback, KOing at 130%. This is much more difficult to land unless you preempt it, due to how knockback inherently works in Smash. It's actually a true combo at lower percents, however, which makes it a good damage dealer when you get up close to opponents. In addition, the higher knockback of this second hit can be used to open into aerial combos.
- Down Smash
- Arina places her hand to the ground for the charging animation, and then unleashes a sweeping kick, hitting all around her. While there are no full spinning kicks in Arina's original set, the starting animation and hitbox are based on her heavy crouching kick, which technically makes this half a new move animation. Anyway, this is what you would expect from a sweeping kick, similar to something like Mario's DSmash. The hitbox hits in front of Arina first, then behind her, and is a fairly fast move, with only minor ending lag. The two ends of the kick have similar hitboxes, reaching 0.9 Grid Blocks. The two hitboxes are slightly different, however.
- The forward hit deals 9-14%, while the backwards hit deals a stronger 14-20%. Both deal slightly different knockback as well, though both knock the opponent horizontally away. For the forward hit, it can KO at 160%, making it significantly weaker. The backwards hit, however, can KO at 140%, making it significantly better at knocking opponents away. This is like a few other DSmashes, wher eits main use is based around knocking opponents away when you find yourself in an unfavorable position. Its speed and range make it particularly good at it, but its weaker stats make it more difficult to make use of KO-wise.
- Forward Smash
- For the charge animation, Arina rears up like she's about to run, and then leaps forward awhile performing two vertical kicks midair. The kicks here are similar to her UTilt, but are slightly shallower. The move allows Arina to move forward 0.6 Grid Blocks in length before she lands back down, making this a good approaching attack, especially since it has good priority. The main downside is that there's a bit of start and end lag to it, though not enough to make it unusable. Both kicks behave differently, the first always dealing 3% with very little knockback, while the second deals 13-20% damage, and can KO at 140%, making it Arina's best killing move. Since the first hit will always combo into the second, this makes it the most consistent as well.
- The attack has slightly odd knockback for an FSmash. It deals slightly upwards-diagonal knockback, similar to a Sakurai Angle but not quite. This can make it good to use at higher parts of a stage, but is overall just good anywhere. The jump isn't really a jump, as she still remains very close to the ground, as it basically exists to give her the forward movement. The leap can't go off the stage, and will actually cancel itself in order to make sure, as Arina will enter a flailing "almost falling" animation whenever the leap crosses a grabable ledge. Finally, when landing the second kick at low percents, the opponent will actually be knocked into a prone position, making for easy fodder for Arina's Dash Attack.
- Aerials
- Neutral Aerial
- Arina quickly swings her body around, thrusting her butt out in a lingering sex kick move, though obviously without the "kick" part of the attack. This is based on her air light kick animation, and is in fact a real move in Waku Waku 7. This has everything you'd expect from a basic sex kick, the initial animation deals a decent 12% with slightly above average strength sideways knockback, and after around the first 5 frames of being out, the hitbox will be reduced to 8% with slightly weaker knockback. This is noticeably stronger than some other sex kicks due to the much smaller range of Arina's butt, it may be big but it isn't enough to compare to a leg (i am so sorry for that). It also has slightly worse landing lag than most other sex kicks, as Arina will fall on her butt and have to quickly scramble to her feet. This isn't bad ending lag by any means, it just makes it slightly riskier. The start up is fast as well, making this easy to throw out.
- Another difference this has from most other sex kicks is that this is actually a multi-hit move. By pressing the button after the initial hitbox, Arina will follow up by slapping her butt in a playful manner. This is also actually a move in Waku Waku 7. This acts as a completely separate hitbox, dealing 5% with actually very low knockback, allowing this attack to actually combo into itself. It can combo into itself because there's actually no limit to how many times Arina can do this while the attack is active, aside from the general time the hitbox is active. Theoretically, Arina can slap her butt an infinite amount of times. While this can rack up damage incredibly quickly, due to the attack's low hitstun and bad landing lag, this can be made into something very easy to punish if not used properly.
- Down Aerial
- Arina performs the splits midair, and then quickly snaps her legs together directly beneath her. This attack is actually a command grab, and if you manage to hit with it, Arina will lock the opponents between her legs, and then spin as she slams the unfortunate(?) opponent into the ground. This is a very powerful move, dealing 18%(!) on contact with the ground, and KOing at 120%, making this, technically, one of Arina's best killing moves. The main issue comes in with the attack's odd speed, as the start of the move is actually significantly slower than the ending of it.
- In more detail, while not "slow" by any means, the initial splits animation before the grab hitbox is activated is very telegraphed, something you don't want on a command grab. This can make the move harder to actually land, especially considering you can only grab airborne opponents with it (and you can't grab opponents out of an air dodge). Landing lag is mediocre, making this move not risky when it comes to potential punishing, but in the late game this can be a game changer. Also, the attack will automatically end if Arina goes 5.5 Grid Blocks without hitting the ground, and will put Arina into special fall, so don't do that. But if you want to try a suicide, be aware that this behaves like other command grabs in Smash Ultimate, where YOU will be the first to die if you go off-screen while using the move.
- Up Aerial
- Arina performs a cheery looking uppercut for her forward-facing arm, more like she's pumping her fist in excitement than an actual attack (though this is still an intentional attack). This attack is based on her light air punch animation. The most notable part of this attack is how incredibly fast it is, with very little lag on either ends, making it one of the fastest Aerials in the game. In exchange for this lightning speed, the uppercut only deals 4% damage with incredibly weak upwards knockback. This might seem like an insanely low-powered move, but it isn't as bad as you might think. For one, the low knockback makes this great for combos, as you might expect, but there is a second facet of this move that makes it much more fun.
- Much like NAir, this has a follow up hit, which consists of Arina performing a similar uppercut with her other arm. This is exactly the same move, but the hitbox is now on the other side of Arina. Also similar to NAir, this attack can be spammed, with Arina alternating each arm every time the move is inputted. She can spam these punches basically endlessly, until she hits the ground, obviously. In addition to being a good thing to throw out when you have someone coming in from behind, the low knockback makes this attack incredibly easy to combo into itself. Arina can easily rack up 12% damage at any point before 200%, and even more when used in conjunction with a combo.
- Back Aerial
- Arina quickly spins to deliver a quick downwards punch. This is based on her air heavy punch animation, but is noticeably slower than it is in the original game thanks to her needing to spin around. This also equates to some fairly bad starting lag. The punch itself, while having very short range, only slightly better than NAir's range, is also fairly powerful. The punch has a weak spiking effect and downwards knockback, but deals 14% damage, making this a fairly good damage dealer. The angle of the punch makes it good off-stage, and while edge guarding. The main downside is that after performing the punch, Arina will have to spin back around, giving it bad ending lag. While this isn't her strongest Aerial, it's far easier to land consistently than DAir. Landing lag is also bad, as Arina will land on her face and quickly jump back up after a moment.
- Like a lot of Arina's aerials for some reason, Arina's BAir has a follow up hit. It's the same, but with her other fist. This one only deals 7%, and doesn't have a spiking hitbox, making it much weaker than the first punch. While it can't combo from the first punch unless at very low percents, it can be used as a backup hit, as it comes out much faster thanks to the lesser lag. Most importantly is that this punch actually allows Arina to turn around mid-air, by holding the input on the second punch she can reduce the ending lag as well, simply transitioning into her standard falling animation. She can even perform moves out of it, potentially leading to cool looking combos!
- Forward Aerial
- In what is probably Arina's simplest aerial, she simply performs a kick forward, in a position similar to a lot of NAir Sex Kicks. This isn't actually a Sex Kick despite the pose, however, as it comes out quickly as a single quick kick. This is based on Arina's air heavy kick, though it lingers less than it does in the original game. The kick has range equivalent to Arina's other horizontal kick moves, meaning that it has fairly decent reach for an Aerial. The kick deals 12% and has decent knockback, KOing at around 150%. While this isn't technically Arina's strongest aerial killing move, it is her easiest to perform, thanks to the attack's decent range and overall fast speed. It isn't the fastest of her aerials, but again, it's easy to land compared to her more close range faster aerials. It can be used for other things as well, like clanking as the move has decent priority, or shield poking if you wfeel like doing that from the air for some reason.
- Final Smash
- Arina Carnival Special!
- Arina burns with the power of the Smash Ball, not dissimilar to the power of the Waku Waku Balls! Upon activation, loud sirens will blare as a massive "WARNING" appears on the screen. Arina will shout the name of the move, and then burst forward (or whatever direction you're holding) in a fiery punch. The punch travels a similar distance to most of the other charge-ahead Final Smashes in Ultimate, but with the bonus of being able to go in any direction, as noted before.
- Like most other newcomer Final Smashes in Ultimate, a cutscene will be triggered upon hitting an opponent. Before we get into that, this attack is based both on Arina's Super and HaraHara moves, with both of them being combined, similar to Terry's Final Smash. Anyway, the cutscene will teleport Arina and the opponent to an orange void, much like Terry's grey void. Arina will then perform a ridiculous combo on the opponent, consisting of 5 punches, 5 kicks, a 6-hit version of Arina Crash, and then finally she smacks the opponent with both her hands, knocking them down to the ground. This is 17 hits, each dealing 5%, for a whopping 85%! While in the original game this is just a generic string of canned moves, the cinematic version here makes it a lot more exciting with multiple camera angles. This is normally where Arina Carnival would end, but the cutscene keeps going!
- Instead of the opponent remaining on the ground after the final hit, they will instead bounce violently upwards. Arina will then land gracefully on the ground, before wiping her brow. The opponent is nowhere in sight, but Arina's bunny ears quickly perk up as she realizes something. She then quickly spins around, giving a powerful kick directly to the falling opponent's face! This deals 20%, and ends the Final Smash, launching the opponent in the process. In case you can't tell, this is basically a guaranteed kill, though with the downside of not being able to hit multiple opponents. This last hit is based on Arina's ending, and is shot in exactly the same way as her violent kick to Rai's face.
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