Melty Blood/MBAACC/Warachia/Full Moon: Difference between revisions
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= | ==Character Page Progress== | ||
{{#lst:Melty_Blood/MBAACC:Roadmap|F-Warachia}} | |||
==Additional Resources== | |||
[http://melty.games/ Match Video Database]<br/> | |||
: | [https://docs.google.com/document/d/1B6P_jfmq6FpDce5XNPAHyKuAfebcTzkKHlzli6HYaPE/edit F-Wara guide by Receita Federal] | ||
* | ==Players to watch/ask== | ||
'''JP:''' | |||
*Text goes here after asterisk | |||
*Text goes here after asterisk | |||
<br>'''NA:'''</br> | |||
*Text goes here after asterisk | |||
*Text goes here after asterisk | |||
* | ==Overview== | ||
{| class="wikitable" | |||
|+Strengths Weaknesses | |||
|- | |||
|Strengths | |||
| | |||
*Text goes here after asterisk | |||
*Text goes here after asterisk | |||
|- | |||
|Weaknesses | |||
| | |||
*Place text here be sure to use "*" for each point* | |||
|} | |||
==General Gameplan== | |||
Always remember that F-Wara's dash is the only one that goes airborne. It's not very fast, so mobility isn't as great as his other Moons, but he makes up for this with mixups, zoning and move priority (eventhough his other Moons have plenty of it). | |||
A few tips on his dash: If you're using A+B to dash, if you input 6A+B and instantly change your direction to 4, you will still continue dashing in the same direction. The only way to stop dashing is to put your stick to neutral, or let go of your direction keys, where you will start falling. If you are trying to do dash jA instant overhead, if you input the jA right after you let go of your directions, the forward and upward momentum will still continue, sending you further while doing jA. This will have you fly over your crouching opponent, whiffing your overhead. To avoid this, input your dash, let go of your directions and let yourself fall for a teeny, weeny bit before inputting jA. The jA will come out while you are falling, keeping you in place and successfully hitting a crouching opponent. | |||
: | |||
236, 214 and 22 are all EX-cancellable, meaning they are IH cancellable as well. Basically, you can IH right after the projectile comes out. | |||
===Neutral=== | |||
F-Wara maintains the range of all his other Moons' jB. As F-Wara's dash is airborne, you will find yourself spending a lot of time in the air if you choose to be more mobile. Use jB to keep your opponent at bay or to get counterhits. On the ground, you can use all his forms of the 22 series which he retains from the other Moons as well. As usual, use them wisely because they come out slowly and if you get hit, the tornado disappears. Don't react to jump-ins or rush-ins using them; predict when they will come at you and use them. | |||
' | TKj236 fireballs are also good zoning tools. TKj2369A can get air CH's from careless jump-ins. More details on the fireballs are in the specials section. | ||
===Pressure=== | |||
F-Wara has quite good pressure tools at his disposal. | |||
*2B is your main tool in blockstrings. It has forward momentum, relatively fast and quite advantageous on block. Even if you're too far away for it to hit, if your opponent decides to poke, he/she will eat counterhit because of the extended hitbox touching your 2B. | |||
*2B recover 2A is airtight with good timing and at point blank. | |||
*If you're too far, BE2C is a good stagger. | |||
*NEVER use the 236 fireballs mid-blockstring. They are extremely minus, even on COUNTERHIT, letting the enemy recover enough to COUNTER YOU. Even the EX version doesn't help much. | |||
*Mix in IAD jB if you're too far away and the opponent starts poking. IAD jB j236B will get the fireball to hit. This stuffs out pokes and lets you land and followup with combo or pressure. j236A, however, will have the fireball appear behind your opponent. | |||
*If the opponent starts respecting, put in some dash high/low mixups. This is the main girth of F-Wara's mixup game. Basically, dash jA for an overhead, or dash jC to whiff and land and go low with 2A or throw. IAD's are about the same, only slower. | |||
<u>'''Throw/Post-j421 Okizeme'''</u> | |||
*Throws and j421C should give you enough time to set up a Haze and do a dash high/low, given that the opponent respects. With good timing, this tactic beats pokes, but it all has to be done as early as possible. With the Haze there, feel free to go to Haze combos for maximum damage if you land a hit. If you smell a DP, just set the Haze up and wait it out to block it. | |||
*TKj2369A can cross-up or not depending on timing. If you input the 2369 slowly, you will cross-up. | |||
*236B will summon a fireball right when the opponent wakes up, stuffing out pokes. You will recover soon enough to continue pressure, with a 2A followup being airtight, or even better, dash high/low. Again, if you sense a DP coming, just summon it and wait it out. | |||
*A raw dash will almost always crossup on a knockdown'd opponent. If you input the dash late, right when he/she starts to wake up, his/her collision box will start rising, causing your dash to not cross-up. | |||
* | ===Defense=== | ||
place text here* | |||
==Combos== | |||
===Normal Combos=== | |||
*2A 5B | {{CollapsingComboTable-MB | ||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2A (5B(2)) 2B 2C 6C j.C dj.C Airthrow/j.421C | |||
|simput= | |||
|note= The most basic of combos. As usual, starting with 2A prorates and deals less damage. 5B(2) can be omitted because in some, if not most cases, it will push you out too far to connect 2B. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2A (5B(2)) 2B 2C 6C 22A sj8.B dj.C Airthrow/j.421C | |||
|simput= | |||
|note= Same as above, with the added spice of 22A tornado, just because you can. Be sure to manually do sj8 right after the tornado. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2A 5B 2C 6C (22A) (sj8) j.C djCC Airthrow/j.421C | |||
|simput= | |||
|note= Same as the basic, only without 2B. Depending on timing and spacing (not sure if by character), 2C might be only one hit, so you gotta be careful. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2A 5B 5C j.C dj.C Airthrow/j.421C | |||
|simput= | |||
|note= A good combo with good range and can easily confirm into EX 623C combo. So far on Ryougi (not sure if there are others), 5C will be 2 hits instead of 3 unless you delay a bit after 5B. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2A 5B 5C 6C sj8.C dj.C Airthrow/j.421C | |||
|simput= | |||
|note= Does more damage than above, but is character specific. Replacing the first j.C with j.B has higher chance of success. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2A 5B 2C(1) 2A 2C/5C 6C (22A) j.C dj.C Airthrow/j.421C | |||
|simput= | |||
|note= Only works if 2C hits late, letting you recover to catch the opponent with a 2A and followup. Not worth doing on purpose because it is very dependent on timing and spacing, but I thought I'd throw it here. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (Anything) 2C 6C 623A | |||
|simput= | |||
|note= This is your standard oki combo because 623A gives hard knockdown. Bear in mind that only the last hit causes the hard knockdown, meaning all 6 hits must connect. If only 5 hits connect, prepare for the opponent to tech. Doing 2B 2C 6C is no problem. For 5B 2C 6C, be sure to do 2C delay 6C. If you don't delay, 623A has a chance of doing only 5 hits and giving no hard knockdown. | |||
}} | |||
}} | |||
= | ===Metered Combos=== | ||
F-Wara only has one EX move that can be used in combos, and that is 623C, and even that is under conditions. Basically, 623C isn't a free ride to damage when used in combos. You have to make sure that 623C can be combo'd afterwards. Basically, 623C can be split into a few parts: | |||
# Wara goes up. | |||
# Wara goes down. | |||
# Wara goes up again. | |||
# Wara goes down again. | |||
# Wara goes up once more. | |||
# Wara goes down once more. | |||
# Wara goes up a final time. | |||
# Wara goes down a final time. | |||
# Wara lands and recovers. | |||
Normally, a combo with 623C will have parts 1, 5 and 9 land hits on the opponent. The most important part to remember is that no.9 MUST hit. This will kick the opponent up a final time to give you enough time to recover and followup. HOWEVER, if no.7 hits, chances are that the combo is ruined because this will hit the opponent and make no.9 whiff instead, causing him/her to hit the floor before you can followup. But do not fret, all of 623C's hits are untechable, so if you realize you cannot combo anymore, change to oki. | |||
== | {{CollapsingComboTable-MB | ||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage=text | |||
|metergen=text | |||
|metero=text | |||
|link= | |||
|input= * 2A 5B 5C 6C 623C (2B 2[C])xN | |||
|simput= | |||
|note= This is so far the most reliable universal starter to the EX combo which often fulfills the conditions to make followup possible. Do 2B too early, the opponent can airtech. Do 2B too late, it will OTG. Sometimes 2[C] will be one hit only because of bad timing or spacing where the opponent is too high or far away. If this happens, either switch to 2A 2C ender or try to continue the loop which will be harder. After the loop, you can do 6C 623A for oki or aerial combo for damage, which by now should not be necessary because the full combo would already net around 5k and an aerial combo won't add much more because of the high hit count. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|character= | |||
|damage=text | |||
|metergen=text | |||
|metero=text | |||
|link= | |||
|input= * (Anything) 2C 214A 623C | |||
|simput= | |||
|note= This will summon a Haze right when you knock the opponent down, then cancel it into 623C to deal more damage and kick the opponent into the air, giving them airtime and you more time to do oki, but not combo because this will not meet the above-mentioned requirements. TKj.2369A followup will bring you closer to the opponent and put a fireball above them, stuffing out jump-outs and continuing pressure. If your mixups manage to hit, proceed with Haze combos for maximum damage since the Haze is out. In the corner, use 214B instead. | |||
}} | |||
}} | |||
===Haze Combos=== | |||
F-Wara's 214 Haze increases the aerial hitstun of your moves if your opponent is touching it. This makes certain combos possible in the presence of Haze. | |||
== | |||
F-Wara | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 214 set beforehand | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2A 5B 2[C] (2B 2[C])xN | |||
|simput= | |||
|note=The same rules apply as the EX combos. | |||
}} | |||
}} | |||
=Move Descriptions= | ==Move Descriptions== | ||
==Normal Moves== | {{AttackData-MB/Infobox}} | ||
===Normal Moves=== | |||
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==Special Moves== | ===Special Moves=== | ||
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|} | |} | ||
==Arc Drive== | ===Arc Drive=== | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
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|} | |} | ||
==Another Arc Drive== | ===Another Arc Drive=== | ||
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|} | |} | ||
==Last Arc== | ===Last Arc=== | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" |
Revision as of 11:51, 7 June 2020
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resources
Match Video Database
F-Wara guide by Receita Federal
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
Strengths |
|
Weaknesses |
|
General Gameplan
Always remember that F-Wara's dash is the only one that goes airborne. It's not very fast, so mobility isn't as great as his other Moons, but he makes up for this with mixups, zoning and move priority (eventhough his other Moons have plenty of it).
A few tips on his dash: If you're using A+B to dash, if you input 6A+B and instantly change your direction to 4, you will still continue dashing in the same direction. The only way to stop dashing is to put your stick to neutral, or let go of your direction keys, where you will start falling. If you are trying to do dash jA instant overhead, if you input the jA right after you let go of your directions, the forward and upward momentum will still continue, sending you further while doing jA. This will have you fly over your crouching opponent, whiffing your overhead. To avoid this, input your dash, let go of your directions and let yourself fall for a teeny, weeny bit before inputting jA. The jA will come out while you are falling, keeping you in place and successfully hitting a crouching opponent.
236, 214 and 22 are all EX-cancellable, meaning they are IH cancellable as well. Basically, you can IH right after the projectile comes out.
Neutral
F-Wara maintains the range of all his other Moons' jB. As F-Wara's dash is airborne, you will find yourself spending a lot of time in the air if you choose to be more mobile. Use jB to keep your opponent at bay or to get counterhits. On the ground, you can use all his forms of the 22 series which he retains from the other Moons as well. As usual, use them wisely because they come out slowly and if you get hit, the tornado disappears. Don't react to jump-ins or rush-ins using them; predict when they will come at you and use them.
TKj236 fireballs are also good zoning tools. TKj2369A can get air CH's from careless jump-ins. More details on the fireballs are in the specials section.
Pressure
F-Wara has quite good pressure tools at his disposal.
- 2B is your main tool in blockstrings. It has forward momentum, relatively fast and quite advantageous on block. Even if you're too far away for it to hit, if your opponent decides to poke, he/she will eat counterhit because of the extended hitbox touching your 2B.
- 2B recover 2A is airtight with good timing and at point blank.
- If you're too far, BE2C is a good stagger.
- NEVER use the 236 fireballs mid-blockstring. They are extremely minus, even on COUNTERHIT, letting the enemy recover enough to COUNTER YOU. Even the EX version doesn't help much.
- Mix in IAD jB if you're too far away and the opponent starts poking. IAD jB j236B will get the fireball to hit. This stuffs out pokes and lets you land and followup with combo or pressure. j236A, however, will have the fireball appear behind your opponent.
- If the opponent starts respecting, put in some dash high/low mixups. This is the main girth of F-Wara's mixup game. Basically, dash jA for an overhead, or dash jC to whiff and land and go low with 2A or throw. IAD's are about the same, only slower.
Throw/Post-j421 Okizeme
- Throws and j421C should give you enough time to set up a Haze and do a dash high/low, given that the opponent respects. With good timing, this tactic beats pokes, but it all has to be done as early as possible. With the Haze there, feel free to go to Haze combos for maximum damage if you land a hit. If you smell a DP, just set the Haze up and wait it out to block it.
- TKj2369A can cross-up or not depending on timing. If you input the 2369 slowly, you will cross-up.
- 236B will summon a fireball right when the opponent wakes up, stuffing out pokes. You will recover soon enough to continue pressure, with a 2A followup being airtight, or even better, dash high/low. Again, if you sense a DP coming, just summon it and wait it out.
- A raw dash will almost always crossup on a knockdown'd opponent. If you input the dash late, right when he/she starts to wake up, his/her collision box will start rising, causing your dash to not cross-up.
Defense
place text here*
Combos
Normal Combos
Metered Combos
F-Wara only has one EX move that can be used in combos, and that is 623C, and even that is under conditions. Basically, 623C isn't a free ride to damage when used in combos. You have to make sure that 623C can be combo'd afterwards. Basically, 623C can be split into a few parts:
- Wara goes up.
- Wara goes down.
- Wara goes up again.
- Wara goes down again.
- Wara goes up once more.
- Wara goes down once more.
- Wara goes up a final time.
- Wara goes down a final time.
- Wara lands and recovers.
Normally, a combo with 623C will have parts 1, 5 and 9 land hits on the opponent. The most important part to remember is that no.9 MUST hit. This will kick the opponent up a final time to give you enough time to recover and followup. HOWEVER, if no.7 hits, chances are that the combo is ruined because this will hit the opponent and make no.9 whiff instead, causing him/her to hit the floor before you can followup. But do not fret, all of 623C's hits are untechable, so if you realize you cannot combo anymore, change to oki.
Haze Combos
F-Wara's 214 Haze increases the aerial hitstun of your moves if your opponent is touching it. This makes certain combos possible in the presence of Haze.
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
|
Normal Moves
5A
-A high jab into the air. Whiffs crouchers. Relatively short range, as per many other F-Moon characters. |
2A
-Low-hitting poke. Reaches further than it seems. |
5B
-3 hits. Third hit kicks the opponent into the air. |
2B
-2 hits, hits low, has forward momentum, advantageous on block and main girth of blockstrings. The first hit has very little hitstun. If you somehow do a 2A 2B(1) 2C combo, the opponent can recover so fast that he/she blocks the 2C because of low hitstun. |
5C
-3 hits. A relatively fast (compared to his other Moons' 5C's), far-reaching move. |
2C
-2 hits. Hits mid. Trips the opponent. BE2C does more damage and recovers faster. |
6C
-Launcher. Although it reaches high, it's air-blockable and quite slow, making it a bad anti-air. BE6C is overhead, but be careful as it is only special cancellable on block. |
jA
-Fast overhead. Coupled with dashing, it makes an almost instant overhead. |
jB
-Unlike the other Moons, this one is only 1 hit, but has long active frames, making it hit even when you execute it while falling from the highest point of a jump. It's range is just as good as the other moons, but because of it's 1-hit nature, it makes tricks like air-to-air jB land jB djC AT/j421C ala C-Moon no longer doable. |
jC
-3 hits, only last hit is cancellable to anything. No differences detected from the other Moons. |
j2C
-Delayed downward hitting move like jC, only it knocks down the opponent. Instantly inputting this as a TK (ie j82C) gives OTG opportunities, which unfortunately F-Wara can't make much use of. However, he can use that time for mixups instead. |
Special Moves
「」 - 236ABC
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「」 - 214ABC
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「」 - 22ABC
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「」 - 623ABC
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「」 - 421ABC
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「」 - j236ABC
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「」 - j421ABC
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Arc Drive
「」
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Another Arc Drive
「」
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Last Arc
「」
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