Content
◈Backstory ◈Overview ◈ Normal Moves ◈ Universal moves◈ Special moves
Jaina Stormborn is reckless rebellious and a bit of a show-off that's exactly why Master Midori taught her archery is a way to instill some patience she wield a magical bow with an endless supply of flame
- powerful zoning
- invincible reversal and super
- strong specials
- good defensive options
- weak to moderate normals


System Data
Health - 6
Charge Time(Super Meter) - 12s |
Pre-Jump Startup: 3F (universal)
Wakeup -38f (universal) |
Play Style
zoning, defensive

Normal Moves |
Low Kick
5A
A
up slap!
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short ranged kick, can whiff easily if your spacing is off, can cancel into B or C on hit or block
Knee
6A
fA
up slap!
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puts jaina airborne, causes knockdown on hit and can be cancelled into jb on hit for combo(cannot charge), or jC
Roundhouse
4A
bA
up slap!
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longest range normal, good for making people respect your space, long recovery makes spacing it well very important
Dive Kick
jA
jA
up slap!
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changes your air momentum
close divekicks can be pseudo looped for pressure(be very difficult to deal with for some characters), only +7 on the third kick on block which opens up more options for opponents to take back momentum
Universal Moves |
Throw
4A+j or 5/6A+J
T(A+J)
or
+
up slap!
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just a standard throw, causes knockdown, back version switches sides with the opponent
Yomi Counter
5
no input
up slap!
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yomi counter by having no inputs in the buffer on active frame of opponents throw, causes knockdown and refills your super to maximum
Special Moves |
Flame Arrow
B
B
up slap!
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standard fire projectile, can be held to increase power, release b to fire up to frame 50 for stage 1
Flame Arrow(stage 2)
[B]
B(hold)
(hold)
up slap!
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projectile increases in size and now destroys other projectiles, can be held to increase power for 1 more stage, release b to fire up to frame 90 for stage 2
Flame Arrow(stage 3)
[B]
B(hold)
(hold)
up slap!
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becomes stage three at the 90th frame and can be delayed until 116 when it is automatically released, even bigger hitbox than stage 2, becomes unblockable
Air Flame Arrow
jB
jB
up slap!
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like your standard ground shot but in the air, can be held to delay firing
Air Flame Arrow(charge)
j[B]
jB(hold)
(hold)
up slap!
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like your standard ground shot but in the air, will be automatically released after 27 frames, can only use the standard version in combos( i.e. following fA)
Dragonheart
5C
C
up slap!
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powerful reversal that costs 1 hp to use(no cost when on 1 hp) invincible from frame 1-27, can whiff on close jumping opponents, very negative on block
Arc Shot
jC
jC
up slap!
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fires an arrow into the sky that arcs down after a short period, good for controlling space
Super Moves |
Red Dragon
5S
S
up slap!
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2 damage cinematic super good range but mediocre start up, invincible frames 1-44, highly punishable on block
Rain of fire
jS
jS
lit af fam!
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Shoots three Sky Arrows that will descend one after the other, each one landing further than the previous, you will mostly be setting this super up than Red dragon in most cases, very powerful zoning, is effectively only -6 if used as an oki option immediately after a knockdown