Melty Blood/MBAACC/Warachia/Full Moon: Difference between revisions
(Starting page renovation.) |
(Updated movelist to the new format.) |
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{{TOC limit|3}} | |||
==Character Page Progress== | ==Character Page Progress== | ||
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==Additional Resources== | ==Additional Resources== | ||
[http://melty.games/ Match Video Database]<br/> | [http://melty.games/?p1m=f&p1c=wara&netplay=1&page=1 F-Warachia Match Video Database]<br/> | ||
[https://docs.google.com/document/d/1B6P_jfmq6FpDce5XNPAHyKuAfebcTzkKHlzli6HYaPE/edit F-Wara guide by Receita Federal] | [https://docs.google.com/document/d/1B6P_jfmq6FpDce5XNPAHyKuAfebcTzkKHlzli6HYaPE/edit F-Wara guide by Receita Federal] | ||
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==Overview== | ==Overview== | ||
[[File:MBFWarachiaDash.png|thumb|right|upright=1.0|F-Warachia's movement options are different from other moons. His forward dash goes airborne (Morrigan-style dash), his airdash goes slightly downwards and his air backdash slightly upwards.]] | |||
{| class="wikitable" | {| class="wikitable" | ||
|+Strengths Weaknesses | |+Strengths Weaknesses | ||
Line 223: | Line 225: | ||
{{AttackData-MB/Infobox}} | {{AttackData-MB/Infobox}} | ||
===Normal Moves=== | ===Normal Moves=== | ||
====Standing Normals==== | |||
{{MoveData | |||
|image=MBFWarachia5A.png | |||
|caption= | |||
|name=5A | |||
|data= | |||
{{AttackData-MB | |||
|damage=500 | |||
|reddamage=303 | |||
|proration=78% (O) | |||
|circuit=4.5% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=LH | |||
|startup=4 | |||
|active=4 | |||
|recovery=5 | |||
|frameAdv=3 | |||
|invuln= | |||
|description=A high jab into the air. Whiffs crouchers. Relatively short range, as per many other F-Moon characters. | |||
}} | |||
}}<br/> | |||
{| | {{MoveData | ||
| | |image=MBFWarachia5B.png | ||
|caption= | |||
|name=5B | |||
|data= | |||
{{AttackData-MB | |||
|damage=600, 450x2 (1284) | |||
|reddamage=(746) | |||
|proration=80% (O) | |||
|circuit=6.3%, 4.05%x2 (14.4%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=8 | |||
|active={{Tooltip | text=9| hovertext=3, 3, 3}} | |||
|recovery=12 | |||
|frameAdv=2 | |||
|invuln= | |||
|description=3 hits. Third hit kicks the opponent into the air. | |||
}} | |||
}}<br/> | |||
- | {{MoveData | ||
|image=MBCWarachia5C.png | |||
|image2=MBCWarachia5XC.png | |||
|caption= | |||
|name=5C | |||
|input=5[C] | |||
|data= | |||
{{AttackData-MB | |||
|version=5C | |||
|damage=500x3 (1452) | |||
|reddamage=(880) | |||
|proration=100% | |||
|circuit=4.5%x3 (13.5%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=10 | |||
|active={{Tooltip | text=9| hovertext=2, 3, 4}} | |||
|recovery=15 | |||
|frameAdv={{Tooltip | text=-1/-4| hovertext=-1 if first hit connects, -4 otherwise.}} | |||
|invuln= | |||
|description=3 hits. A relatively fast (compared to his other Moons' 5C's), far-reaching move. | |||
}} | |||
}}<br/> | |||
|- | ====Crouching Normals==== | ||
| | {{MoveData | ||
|image=MBFWarachia2A.png | |||
|caption= | |||
|name=2A | |||
|data= | |||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=151 | |||
|proration=76% (O) | |||
|circuit=2.1% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=L | |||
|startup=3 | |||
|active=4 | |||
|recovery=5 | |||
|frameAdv=3 | |||
|invuln= | |||
|description=Low-hitting poke. Reaches further than it seems. | |||
}} | |||
}}<br/> | |||
- | {{MoveData | ||
|image=MBFWarachia2B.png | |||
|caption= | |||
|name=2B | |||
|data= | |||
{{AttackData-MB | |||
|damage=400x2 (748) | |||
|reddamage=(566) | |||
|proration=90% (O) | |||
|circuit=3.6%x2 (7.2%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=7 | |||
|active={{Tooltip | text=7| hovertext=4, 3}} | |||
|recovery=8 | |||
|frameAdv=4 | |||
|invuln= | |||
|description=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 they block the 2C because of low hitstun. | |||
}} | |||
}}<br/> | |||
|- | {{MoveData | ||
| | |image=MBFWarachia2C.png | ||
|image2=MBFWarachia2XC.png | |||
|caption= | |||
|name=2C | |||
|input=2[C] | |||
|data= | |||
{{AttackData-MB | |||
|version=2C | |||
|damage=800, 600 (1157) | |||
|reddamage=(846) | |||
|proration=70% (O) | |||
|circuit=7.2%, 5.4% (12.6%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=10 | |||
|active={{Tooltip | text=8| hovertext=4, 4}} | |||
|recovery=17 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=2 hits. Rare example of a mid-hitting 2C. Untechable knockdown on hit. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=2[C] | |||
|damage=1000, 700 (1417) | |||
|reddamage=(1007) | |||
|proration=70% (O) | |||
|circuit=9.0%, 6.3% (15.3%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=19 | |||
|active={{Tooltip | text=8| hovertext=4, 4}} | |||
|recovery=10 | |||
|frameAdv=4 | |||
|invuln= | |||
|description=Held version does more damage and recovers faster. | |||
}} | |||
}}<br/> | |||
- | ====Aerial Normals==== | ||
{{MoveData | |||
|image=MBFWarachiajA.png | |||
|caption= | |||
|name=j.A | |||
|data= | |||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=101 | |||
|proration=75% (O) | |||
|circuit=2.1% | |||
|cancel=SE, N, SP, EX, J | |||
|guard=HA | |||
|startup=6 | |||
|active=4 | |||
|recovery=11 | |||
|frameAdv= | |||
|invuln= | |||
|description=Fast overhead. Coupled with dashing, it makes an almost instant overhead. | |||
}} | |||
}}<br/> | |||
|- | {{MoveData | ||
| | |image=MBCWarachiajB.png | ||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-MB | |||
|damage=800 | |||
|reddamage=606 | |||
|proration=90% (O) | |||
|circuit=7.2% | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=8 | |||
|active=10 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=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. Its range is just as good as the other moons, but because of its 1-hit nature, it makes tricks like air-to-air j.B land j.B dj.C Airthrow/j.421C a la C-Moon no longer doable. | |||
}} | |||
}}<br/> | |||
-2 | {{MoveData | ||
|image=MBCWarachiajC.png | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-MB | |||
|damage=400x3 (1162) | |||
|reddamage=(702) | |||
|proration=100% | |||
|circuit=5.4%x3 (16.2%) | |||
|cancel={{Tooltip | text=N, SP, EX, J| hovertext=Third hit only.}} | |||
|guard=HA | |||
|startup=11 | |||
|active={{Tooltip | text=8| hovertext=2, 2, 4}} | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=3 hits, only last hit is cancellable to anything. Its only difference from other moons is being 1 frame faster. | |||
}} | |||
}}<br/> | |||
|- | ====Command Normals==== | ||
| | {{MoveData | ||
|image=MBCWarachia6C.png | |||
|image2=MBCWarachia6XC.png | |||
|caption= | |||
|name=6C | |||
|input=6[C] | |||
|data= | |||
{{AttackData-MB | |||
|version=6C | |||
|damage=1000 | |||
|reddamage=707 | |||
|proration=75% (O) | |||
|circuit=11.7% | |||
|cancel=SP, EX, (J) | |||
|guard=LHA | |||
|startup=15 | |||
|active=7 | |||
|recovery=19 | |||
|frameAdv=-8 | |||
|invuln= | |||
|description=Launcher. Although it reaches high, it's air-blockable and quite slow, making it a bad anti-air. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=6[C] | |||
|damage=1500 | |||
|reddamage=1010 | |||
|proration=60% (O) | |||
|circuit=13.5% | |||
|cancel=SP, EX, (J) | |||
|guard=H | |||
|startup=28 | |||
|active=7 | |||
|recovery=14 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=Held version is an overhead, but be careful as it is only special cancellable on block. | |||
}} | |||
}}<br/> | |||
- | {{MoveData | ||
|image=MBCWarachiaj2C.png | |||
|caption= | |||
|name=j.2C | |||
|data= | |||
{{AttackData-MB | |||
|damage=1000 | |||
|reddamage=606 | |||
|proration=60% (O) | |||
|circuit=9.9% | |||
|cancel=N/A | |||
|guard=HA | |||
|startup=21 | |||
|active=2 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=elayed 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. | |||
}} | |||
}}<br/> | |||
|- | ===Universal Mechanics=== | ||
| | {{MoveData | ||
|image=MBCWarachiaThrow.png | |||
|caption= | |||
|name=Ground Throw | |||
|input=6/4A+D | |||
|data= | |||
{{AttackData-MB | |||
|damage=1300 | |||
|reddamage=606 | |||
|proration=60% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=2 | |||
|active=1 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln= | |||
|description=Wara cloaks the opponent and makes them fall from the top of the screen. Untechable knockdown. | |||
}} | |||
}}<br/> | |||
{{MoveData | |||
|image=MBCWarachiaThrowAir.png | |||
|caption= | |||
|name=Air Throw | |||
|input=j.6/4A+D | |||
|data= | |||
{{AttackData-MB | |||
|damage=1600 (Raw)/1200 | |||
|reddamage=505 | |||
|proration=30% | |||
|circuit=0.0% | |||
|cancel=(J)<br/>(Raw) | |||
|guard=U | |||
|startup=1 | |||
|active=1 | |||
|recovery=13<br/>(Landing) | |||
|frameAdv= | |||
|invuln= | |||
|description=Standard type of grab and slash air throw. | |||
}} | |||
}}<br/> | |||
|- | {{MoveData | ||
| | |image=MBHWarachiaSC.png | ||
|image2=MBHWarachiaSCAir.png | |||
|caption= | |||
|name=Shield Counter | |||
|input=236D after a successful Shield (Air OK) | |||
|data= | |||
{{AttackData-MB | |||
|version=Ground | |||
|damage=500 (345) | |||
|reddamage=202 | |||
|proration=50% | |||
|circuit=4.5% | |||
|cancel=(SP), (EX), (J) | |||
|guard=LHA | |||
|startup=8 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=Same as his Shield Bunker. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=Aerial | |||
|damage=500 (345) | |||
|reddamage=202 | |||
|proration=50% | |||
|circuit=3.5% | |||
|cancel= | |||
|guard=HA | |||
|startup=8 | |||
|active=4 | |||
|recovery= | |||
|frameAdv= | |||
|invuln=Full 1-8 | |||
|description=Same animation as j.C/j.2C. Has the unique property of being fully invulnerable during startup. | |||
}} | |||
}}<br/> | |||
- | {{MoveData | ||
|image=MBCWarachia214D.png | |||
|caption= | |||
|name=Shield Bunker | |||
|input=214D in neutral or blockstun | |||
|data= | |||
{{AttackData-MB | |||
|damage=500 | |||
|reddamage=202 | |||
|proration=30% | |||
|circuit=0.0%<br/>(-50.0% out of blockstun) | |||
|cancel= | |||
|guard=LHA | |||
|startup=25 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln=Clash 1-10 | |||
|description=A 6C with extended hurtboxes. | |||
}} | |||
}}<br/> | |||
|- | {{MoveData | ||
| | |image=MBCWarachiaHeat.png | ||
|caption= | |||
|name=Blood Heat | |||
|input=A+B+C during MAX | |||
|data= | |||
{{AttackData-MB | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=-100.0% (min) | |||
|cancel= | |||
|guard=U | |||
|startup=20 | |||
|active=8 | |||
|recovery=25 | |||
|frameAdv= | |||
|invuln=Full 1-28 | |||
|description=This is the largest Heat hitbox in the game, though most of that reach is behind him. Tied for second longest Heat startup with some other characters. | |||
}} | |||
}}<br/> | |||
{{MoveData | |||
|image=MBCWarachiaCSpark.png | |||
|- | |name=Circuit Spark | ||
| | |input=A+B+C during hitstun/blockstun at MAX | ||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
| | |version=Ground | ||
| | |damage=100 | ||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
| | |cancel= | ||
| | |guard=U | ||
|startup=10 | |||
- | |active=10 | ||
|recovery=20 | |||
|frameAdv=N/A | |||
|invuln=Full 1-39 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=Air | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=11 | |||
|active=10 | |||
|recovery=15<br/>(Landing) | |||
|frameAdv=N/A | |||
|invuln=Strike 1-30 | |||
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air. | |||
}} | |||
}}<br/> | |||
===Special Moves=== | ===Special Moves=== | ||
====Grounded Specials==== | |||
{{MoveData | |||
|image=MBCWarachia22AB.png | |||
|image2=MBCWarachia22XAB.png | |||
|image3=MBCWarachia22C.png | |||
|caption= | |||
|name=Fumble Code (Apothesis) | |||
|input=22A/[A]/B/[B]/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A/[A] | |||
|damage=250x9 (1753) | |||
|reddamage=(1417) | |||
|proration=100% | |||
|circuit=1.8%x9 (16.2%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=24 | |||
|active={{Tooltip | text=X| hovertext=21 frames. Wara recovers during active frames. 
3, 2, 2, 2, 2, 2, 2, 2, 2, 2 (9 Hits)}} | |||
|recovery=18 | |||
|frameAdv=-7 | |||
|invuln= | |||
|description=* Summons a tornado that spikes out from the ground. Reaches as high as any character can jump (except maybe Hime). If you get hit while summoning, the tornado will disappear. | |||
{| | A version summons a tornado right in front of you. The charged version goes ahead a little further. | ||
| | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=B/[B] | |||
|damage=250x9 (1753) | |||
|reddamage=(1417) | |||
|proration=100% | |||
|circuit=1.8%x9 (16.2%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=24 | |||
|active={{Tooltip | text=X| hovertext=21 frames. Wara recovers during active frames. 
3, 2, 2, 2, 2, 2, 2, 2, 2, 2 (9 Hits)}} | |||
|recovery=20 | |||
|frameAdv=-9 | |||
|invuln= | |||
|description=B version summons a tornado a little further than 22[A]. 22[B] almost traverses the entire screen. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=250xN | |||
|reddamage=101xN | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=6+11 | |||
|active={{Tooltip | text=X| hovertext=Period of 41 frames. Wara recovers during active frames. 
3, 2, 2, 2, 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2, 2}} | |||
|recovery=44 | |||
|frameAdv={{Tooltip | text=-12 ~ 34| hovertext=Approximate advantage as it is heavily dependent on positionning.}} | |||
|invuln= | |||
|description=Summons a big tornado right in front of you which slowly moves forward. If opponents get hit, they get sent upwards. | |||
}} | |||
}}<br/> | |||
{{MoveData | |||
|image=MBFWarachia236A.png | |||
|image2=MBFWarachia236BC.png | |||
|caption2=No fireball sprites, framedisplay is bugged. | |||
|name=Virus Egg (Demagogue) | |||
|input=236A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=100 | |||
|reddamage=101 | |||
|proration=70% (O) | |||
|circuit=4.5% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=14 | |||
|active={{Tooltip | text=X| hovertext=Projectile lasts 109 frames max. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | |||
|recovery=41 | |||
|frameAdv={{Tooltip | text=-21| hovertext=Point-blank advantage.}} | |||
|invuln= | |||
|description=* Summons a fireball in front of F-Wara. Two fireballs can be active at once. Trying to perform the EX version while one fireball is already active will make you perform the B version instead. This rule applies no matter whether you've used the grounded version or the airborne one. | |||
|- | Quickly summons a fireball that doesn't travel far and moves up and down very little, whiffing crouchers. | ||
| | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=100 | |||
|reddamage=101 | |||
|proration=70% (O) | |||
|circuit=4.5% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=28 | |||
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames max. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | |||
|recovery=29 | |||
|frameAdv={{Tooltip | text=-9| hovertext=Point-blank advantage.}} | |||
|invuln= | |||
|description=Takes a while to start up, then summons a fireball that travels twice as far as A version and moves up and down a lot, hitting crouchers. Has less recovery after the projectile become active than the A version. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=1500 | |||
|reddamage=1212 | |||
|proration=70% (O) | |||
|circuit=-100.0% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=6+22 | |||
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames max. Reflectable projectile box starts being active 4 frames after the hitbox, and it temporarily disappears for a few frames at an interval, for some reason.}} | |||
|recovery=29 | |||
|frameAdv={{Tooltip | text=-3| hovertext=Point-Blank range}} | |||
|invuln= | |||
|description=EX version is similar to the B one, but is much more damaging, and induces more blockstun along with taking away around 30% of your opponent's guard bar. | |||
}} | |||
}}<br/> | |||
{{MoveData | |||
|image=MBFWarachia623A.png | |||
|image2=MBFWarachia623B.png | |||
* | |image3=MBFWarachia623C.png | ||
|caption= | |||
|name=Creature Channel (Conflict) | |||
|input=623A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=350x6 (1935) | |||
|reddamage=(1116) | |||
|proration=100% | |||
|circuit=2.7%x6 (16.2%) | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=9 | |||
|active={{Tooltip | text=40| hovertext=Six hits maximum.}} | |||
|recovery=28 | |||
|frameAdv={{Tooltip | text=-8| hovertext=Best case.}} | |||
|invuln=Full 7-49 | |||
|description=* Turns F-Wara into a 2D spinning top of doom. | |||
|- | Goes in an upward arc and lands a little further in front. Last hit leads to an untechable knockdown. | ||
| | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=350x7 (2219) | |||
|reddamage=(1279) | |||
|proration=100% | |||
|circuit=2.7%x7 (18.9%) | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=17 | |||
|active={{Tooltip | text=46| hovertext=7 hits maximum.}} | |||
|recovery=28 | |||
|frameAdv={{Tooltip | text=-8| hovertext=Best case.}} | |||
|invuln=Full 14-63 | |||
|description=Goes in a straight line forward. Last hit also leads to an untechable knockdown. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=400x17 (2456) | |||
|reddamage=(1855) | |||
|proration=50% (O) | |||
|circuit=-100.0% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=11+10 | |||
|active={{Tooltip | text=108| hovertext=17 hits maximum.}} | |||
|recovery=35 | |||
|frameAdv=-10 | |||
|invuln=Full 1-129 | |||
|description=Sends F-Wara in a crazy amusement park ride of death as described in the metered combo section. All hits leads to an untechable knockdown. Can be used as a sort of DP if the opponent decides to use a late meaty. If the conditions stated before are met, followup with 2B 2C is possible. | |||
}} | |||
}}<br/> | |||
{{MoveData | |||
|image=MBFWarachia214A.png | |||
* | |image2=MBFWarachia214B.png | ||
|image3=MBFWarachia214C.png | |||
|caption= | |||
|name=Black Crack | |||
|input=214A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=100xN | |||
|reddamage=50xN | |||
|proration=100% | |||
|circuit=1.8%xN | |||
|cancel=N/A | |||
|guard=N/A | |||
|startup=29 | |||
|active={{Tooltip | text=X| hovertext=Projectile lasts for a 356 frame period. 
 4 (28) x12}} | |||
|recovery=9 | |||
|frameAdv=N/A | |||
|invuln= | |||
|description=* Referred to as Haze, which is a better name overall. Summons a TV static projectile that increases aerial hitstun, deals very little damage and gives you and your opponent meter depending on the version used. Only one haze can be active at a time. | |||
|- | Generates a forward moving haze which lasts for ~6 seconds. Gives you 1.8% and the opponent 0.6% each instance. A haze passing by a stationary opponent causes 5 instances. Maximum of 12 instances. | ||
| | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=150xN | |||
|reddamage=101xN | |||
|proration=100% | |||
|circuit=4.5%xN | |||
|cancel=N/A | |||
|guard=N/A | |||
|startup=29 | |||
|active={{Tooltip | text=X| hovertext=Projectile lasts for a 164 frame period. 
 4 (28) x6}} | |||
|recovery=9 | |||
|frameAdv=N/A | |||
|invuln= | |||
|description=Generates a stationary haze which lasts for ~3 seconds. Gives you 4.5% and the opponent 1.5% each instance. Maximum of 6 instances. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=300xN | |||
|reddamage=202xN | |||
|proration=100% | |||
|circuit=-100.0%, 4.5%xN | |||
|cancel=N/A | |||
|guard=N/A | |||
|startup=2+26 | |||
|active={{Tooltip | text=X| hovertext=Projectile lasts for a 164 frame period. 
 4 (28) x6}} | |||
|recovery=10 | |||
|frameAdv=N/A | |||
|invuln= | |||
|description=Generates a bigger stationary haze which does the same thing as B haze, except that it deals more damage. Same hitbox as B despite the bigger sprite. | |||
}} | |||
}}<br/> | |||
{{MoveData | |||
|image=MBCWarachia421ABC.png | |||
|caption= | |||
|name=Creature Channel (S) | |||
|input=421A/B/C (No EX) | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit= | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery={{Tooltip | text=32| hovertext=Full animation.}} | |||
|frameAdv= | |||
|invuln=Full 7-20 | |||
|description=* Just your everyday teleport. Use the B and C version to occasionally escape corner pressure when there's a big window of opportunity, but the long recovery won't help you much. | |||
Puts F-Wara back right where he originally was. Recovers quickly. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit= | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery={{Tooltip | text=35| hovertext=Full animation.}} | |||
|frameAdv= | |||
|invuln=Full 7-20 | |||
|description=Puts F-Wara a little further in front with a slightly longer recovery. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=C | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit= | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery={{Tooltip | text=42| hovertext=Full animation.}} | |||
|frameAdv= | |||
|invuln=Full 7-20 | |||
|description=Puts F-Wara a lot further in front with a long recovery. | |||
}} | |||
}}<br/> | |||
|- | ====Aerial Specials==== | ||
| | {{MoveData | ||
|image=MBFWarachiaj236A.png | |||
|image2=MBFWarachiaj236BC.png | |||
|caption= | |||
|name=Virus Egg (Demagogue) (Air) | |||
|input=j.236A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=100 | |||
|reddamage=101 | |||
|proration=70% (O) | |||
|circuit=4.5% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=16 | |||
|active={{Tooltip | text=X| hovertext=Projectile lasts 109 frames maximum. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=* Aerial fireball summons. Works the same as grounded version. | |||
Summons an A version fireball. Follows the momentum of the jump; moves forward with a forward jump, backwards with a backward jump and floats a little with a neutral jump. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=100 | |||
|reddamage=101 | |||
|proration=70% (O) | |||
|circuit=4.5% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=16 | |||
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames maximum. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Completely stops all jump momentum before summoning a B version fireball. Once the summoning is complete, the jump momentum is resumed. If TK'd close to the ground, F-Wara will summon, then continue to float upwards, continuing the arc of the jump. No aerial movement after summoning. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=1500 | |||
|reddamage=1212 | |||
|proration=70% (O) | |||
|circuit=-100.0% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=1+19 | |||
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames maximum. Reflectable projectile box starts being active 4 frames after the hitbox, and it temporarily disappears for a few frames at an interval, for some reason.}} | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln=Full 1-4 | |||
|description=Summons an EX fireball. No matter the momentum, F-Wara will float a little backwards. | |||
}} | |||
}}<br/> | |||
| | {{MoveData | ||
| | |image=MBCWarachiaj421AB.png | ||
|image2=MBCWarachiaj421C.png | |||
|caption= | |||
|name=Creature Channel (No Id)<br/>(Ex: Creature Channel (Gestalt)) | |||
|input=j.421A/[A]/B/[B]/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=350xN | |||
|reddamage=202xN | |||
|proration=100% | |||
|circuit=2.7%xN | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=12 | |||
|active={{Tooltip | text=12 (2) X| hovertext=Active until Wara leaves the screen. Amount of hit varies.}} | |||
|recovery= | |||
|frameAdv= | |||
|invuln={{Tooltip | text=Full 9-X| hovertext=Hurtboxes reappear during recovery.}} | |||
|description=* Your ordinary Wara-certified aerial top-spinner. | |||
Spins forward. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
| | |damage=280xN | ||
| | |reddamage=151xN | ||
|proration=100% | |||
|circuit=1.35%xN | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=12 | |||
|active={{Tooltip | text=X| hovertext=Active until Wara leaves the screen. Amount of hit varies.}} | |||
|recovery= | |||
|frameAdv= | |||
|invuln={{Tooltip | text=Full 9-X| hovertext=Hurtboxes reappear during recovery.}} | |||
|description=Spins forward with a little delay. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=500xN | |||
|reddamage=404xN | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel=N/A | |||
|guard=LHA | |||
|startup=1+12 | |||
|active={{Tooltip | text=X| hovertext=Active until Wara leaves the screen. Amount of hit varies.}} | |||
|recovery= | |||
|frameAdv= | |||
|invuln={{Tooltip | text=Full 11-X| hovertext=Hurtboxes reappear during recovery.}} | |||
|description=Spins forward with lots of untechable hits. | |||
}} | |||
}}<br/> | |||
===Arc Drive=== | ===Arc Drive=== | ||
{{MoveData | |||
{| | |image=MBCWarachiaAD.png | ||
| | |caption= | ||
|name=Night on the Blood Liar (Unzanity) | |||
|input=41236C during Max/Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=100, 500x10, 4000 (3284) | |||
|reddamage=(2584) | |||
|proration=50% (O) | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LHA | |||
|startup=6+12 | |||
|active=1 (1) 2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 | |||
|recovery=48 | |||
|frameAdv=-32 | |||
|invuln=Full 1-88 | |||
|description=One of the more useful arc drives in the game. It is a multi-hitting tornado that ends in a large untechable knockdown. It has full invincibility from start to finish and is great for punishing moves full screen. Is unsafe on block, but it is hard to punish fullscreen. | |||
}} | |||
}}<br/> | |||
===Another Arc Drive=== | ===Another Arc Drive=== | ||
{{MoveData | |||
{| | |image=MBCWarachiaAAD.png | ||
| | |caption= | ||
|name=Night on the Blood Liar (Inzanity) | |||
|input=41236C during Blood Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=15020 (5014) | |||
|reddamage=(3764) | |||
|proration= | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LHA | |||
|startup=5+11 | |||
|active=2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 | |||
|recovery=46 | |||
|frameAdv=-27 | |||
|invuln=Full 1-2; 5-81 | |||
|description=Similar to the above, adds various C/H-Wara 214 summons for more damage if this hits. | |||
}} | |||
}}<br/> | |||
===Last Arc=== | ===Last Arc=== | ||
{{MoveData | |||
|image=MBCWarachiaLA.png | |||
|image2=MBCWarachiaLA2.png | |||
|caption= | |||
|name=Night Ruler the Blood Dealer | |||
|input=Grounded EX Shield during Blood Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=15410 (3700 ~ 7000) | |||
|reddamage=(3100 ~ 5700) | |||
|proration=50% + 50% * remaining BH time | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|invuln=Full | |||
|description=Performs an attack similar to j.421C, coming from both sides then finishing with a fullscreen hitbox. Circuit Breaks the opponent. One of the longer, more inescapable Last Arcs in the game. | |||
}} | |||
}}<br/> | |||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} |
Revision as of 11:20, 9 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
F-Warachia 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 |
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Weaknesses |
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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 | |
---|---|
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
Standing Normals
5A
|
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5B
|
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5C
5[C] |
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Crouching Normals
2A
|
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2B
|
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2C
2[C] |
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Aerial Normals
j.A
|
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j.B
|
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j.C
|
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Command Normals
6C
6[C] |
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j.2C
|
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Universal Mechanics
Ground Throw
6/4A+D |
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Air Throw
j.6/4A+D |
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Shield Counter
236D after a successful Shield (Air OK) |
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Shield Bunker
214D in neutral or blockstun |
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Blood Heat
A+B+C during MAX |
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Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Grounded Specials
Fumble Code (Apothesis)
22A/[A]/B/[B]/C |
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Virus Egg (Demagogue) 236A/B/C No fireball sprites, framedisplay is bugged. No fireball sprites, framedisplay is bugged.
|
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Creature Channel (Conflict)
623A/B/C |
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Black Crack
214A/B/C |
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Creature Channel (S)
421A/B/C (No EX) |
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Aerial Specials
Virus Egg (Demagogue) (Air)
j.236A/B/C |
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Creature Channel (No Id)
(Ex: Creature Channel (Gestalt)) j.421A/[A]/B/[B]/C |
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Arc Drive
Night on the Blood Liar (Unzanity)
41236C during Max/Heat |
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Another Arc Drive
Night on the Blood Liar (Inzanity)
41236C during Blood Heat |
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Last Arc
Night Ruler the Blood Dealer
Grounded EX Shield during Blood Heat |
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