Melty Blood/MBAACC/Warachia/Full Moon: Difference between revisions

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(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/>


{| border="0" cellspacing="5" width="100%"
{{MoveData
| width="" style="background:#E8E8E8;"|''' <font size = "3">5A</font> '''
|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/>


-A high jab into the air. Whiffs crouchers. Relatively short range, as per many other F-Moon characters.
{{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====
| width="" | ''' <font size = "3">2A</font> '''
{{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/>


-Low-hitting poke. Reaches further than it seems.
{{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
| width="" style="background:#E8E8E8;"| ''' <font size = "3">5B</font> '''
|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/>


-3 hits. Third hit kicks the opponent into the air.
====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
| width="" | ''' <font size = "3">2B</font> '''
|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 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.
{{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====
| width="" style="background:#E8E8E8;"| ''' <font size = "3">5C</font> '''
{{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/>


-3 hits. A relatively fast (compared to his other Moons' 5C's), far-reaching move.
{{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===
| width="" | ''' <font size = "3">2C</font> '''
{{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/>


-2 hits. Hits mid. Trips the opponent. BE2C does more damage and recovers faster.
{{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
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''
|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/>


-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.
{{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
| width="" | ''' <font size = "3">jA</font> '''
|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/>


-Fast overhead. Coupled with dashing, it makes an almost instant overhead.
{{MoveData
 
|image=MBCWarachiaCSpark.png
|-
|name=Circuit Spark
| width="" style="background:#E8E8E8;"| ''' <font size = "3">jB</font> '''
|input=A+B+C during hitstun/blockstun at MAX
 
|caption=
-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.
|data=
 
{{AttackData-MB
|-
  |version=Ground
| width="" | ''' <font size = "3">jC</font> '''
  |damage=100
 
  |reddamage=0
-3 hits, only last hit is cancellable to anything. No differences detected from the other Moons.
  |proration=100%
 
  |circuit=removes all
|-
  |cancel=  
| width="" style="background:#E8E8E8;"| ''' <font size = "3">j2C</font> '''
  |guard=U
 
  |startup=10
-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.
  |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. &#010;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.


{| border="0" cellspacing="5" width="100%"
A version summons a tornado right in front of you. The charged version goes ahead a little further.
| width="" style="background:#E8E8E8;"|''' <font size = "3">  「」 - 236ABC</font>'''
}}
{{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. &#010;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. &#010;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/>


* '''(Description)''' - Summons a fireball in front of F-Wara.
{{MoveData
* '''(A version)''' - Quickly summons a fireball that doesn't travel far and moves up and down very little, whiffing crouchers.
|image=MBFWarachia236A.png
* '''(B version)''' - 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. Recovery takes as long as A version.
|image2=MBFWarachia236BC.png
* '''(EX version)''' - Summons a B version fireball as quickly as the A version, only it's bigger, deals more damage and takes away 1/3 of your guard bar.
|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.
| width="" | ''' <font size = "3">  「」 - 214ABC</font>'''
}}
{{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/>


* '''(Description)''' - Summons a haze that increases aerial hitstun and gives you and your opponent meter depending on version used.
{{MoveData
* '''(A version)''' - Generates a moving haze which lasts for about 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.
|image=MBFWarachia623A.png
* '''(B version)''' - Generates a stationary haze which lasts for about 3 seconds. Gives you 4.5% and the opponent 1.5% each instance. Maximum of 6 instances.
|image2=MBFWarachia623B.png
* '''(EX version)''' - Generates a bigger stationary haze which does the same thing as B haze, except that it deals more damage.
|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.
| width="" style="background:#E8E8E8;"| ''' <font size = "3">  「」 - 22ABC</font>'''
}}
{{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/>


* '''(Description)''' - Summons a tornado that spikes out from the ground. Reaches as high as any character can jump (except maybe Archetype). If you get hit while summoning, the tornado will disappear.
{{MoveData
* '''(A version)''' - Summons a small spike right in front of you. BE version summons it a little further.
|image=MBFWarachia214A.png
* '''(B version)''' - Summons the same spike a little further than the BE A version. The BE of this version summons it even further away.
|image2=MBFWarachia214B.png
* '''(EX version)''' - Summons a big tornado right in front of you which slowly moves forward. If opponents get hit, they get sent upwards.
|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. &#010; 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.
| width="" | ''' <font size = "3">  「」 - 623ABC</font>'''
}}
{{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. &#010; 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. &#010; 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/>


* '''(Description)''' - Turns F-Wara into a 2D spinning top of doom.
{{MoveData
* '''(A version)''' - Goes in an upward arc and lands a little further in front. Last hit is untechable.
|image=MBCWarachia421ABC.png
* '''(B version)''' - Goes in a straight line forward. Last hit is also untechable.
|caption=
* '''(EX version)''' - Sends F-Wara in a crazy amusement park ride of death as described in above sections. All hits are untechable. 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.
|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====
| width="" style="background:#E8E8E8;"| ''' <font size = "3">  「」 - 421ABC</font>'''
{{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.


* '''(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.
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.
* '''(A version)''' - Puts F-Wara back right where he originally was. Recovers quickly.
}}
* '''(B version)''' - Puts F-Wara a little further in front with a slightly longer recovery.
{{AttackData-MB
* '''(C version)''' - Puts F-Wara a lot further in front with a long recovery.
|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
| width="" | ''' <font size = "3">  「」 - j236ABC</font>'''
|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.


* '''(Description)''' - Aerial fireball summons.
Spins forward.
* '''(A 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.
}}
* '''(B version)''' - 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
* '''(EX version)''' - Summons an EX fireball. No matter the momentum, F-Wara will float a little backwards.
|header=no
 
|version=B
|-
|damage=280xN
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - j421ABC</font>'''
|reddamage=151xN
 
|proration=100%
* '''(Description)''' - Your ordinary Wara-certified aerial top-spinner.
|circuit=1.35%xN
* '''(A version)''' - Spins forward.
|cancel=N/A
* '''(B version)''' - Spins forward with a little delay.
|guard=LHA
* '''(EX version)''' - Spins forward with lots of untechable hits.
|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
{| border="0" cellspacing="5" width="100%"
|image=MBCWarachiaAD.png
| width="" style="background:#E8E8E8;"| '''<font size = "3">  「」 </font> '''
|caption=
 
|name=Night on the Blood Liar (Unzanity)
* '''(Description)''' - AD description
|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
{| border="0" cellspacing="5" width="100%"
|image=MBCWarachiaAAD.png
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」  </font> '''
|caption=
 
|name=Night on the Blood Liar (Inzanity)
* '''(Description)''' - AAD description
|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/>


{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」  </font> '''
* '''(Description)''' -  LA description. Mention where it is activated (air or ground shield) first.
|}


{{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
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
    • Expand upon to the shorter descriptions, cite their uses, add captions where helpful, etc.
    • Double check/complete frame data for moves which are harder to determinate. (ex: AAD, LA)
  • Additional Ressources/Players to watch/ask
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • (Write the Defense section.)


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

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.
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.


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

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A (5B(2)) 2B 2C 6C j.C dj.C Airthrow/j.421C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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.
Normal starter, grounded opponent,
  • 2A (5B(2)) 2B 2C 6C 22A sj8.B dj.C Airthrow/j.421C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Same as above, with the added spice of 22A tornado, just because you can. Be sure to manually do sj8 right after the tornado.
Normal starter, grounded opponent,
  • 2A 5B 2C 6C (22A) (sj8) j.C djCC Airthrow/j.421C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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.
Normal starter, grounded opponent,
  • 2A 5B 5C j.C dj.C Airthrow/j.421C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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.
Normal starter, grounded opponent,
  • 2A 5B 5C 6C sj8.C dj.C Airthrow/j.421C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Does more damage than above, but is character specific. Replacing the first j.C with j.B has higher chance of success.
Normal starter, grounded opponent,
  • 2A 5B 2C(1) 2A 2C/5C 6C (22A) j.C dj.C Airthrow/j.421C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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.
Normal starter, grounded opponent,
  • (Anything) 2C 6C 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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:

  1. Wara goes up.
  2. Wara goes down.
  3. Wara goes up again.
  4. Wara goes down again.
  5. Wara goes up once more.
  6. Wara goes down once more.
  7. Wara goes up a final time.
  8. Wara goes down a final time.
  9. 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.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A 5B 5C 6C 623C (2B 2[C])xN
text


Meter Gained: text Meter Given (vs C-Moon): text
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.
Normal starter, grounded opponent,
  • (Anything) 2C 214A 623C
text


Meter Gained: text Meter Given (vs C-Moon): text
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.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 214 set beforehand
  • 2A 5B 2[C] (2B 2[C])xN
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The same rules apply as the EX combos.


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).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MBFWarachia5A.png
Damage Red Damage Proration Cancel Guard
500 303 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 4.5% -

A high jab into the air. Whiffs crouchers. Relatively short range, as per many other F-Moon characters.


5B
MBFWarachia5B.png
Damage Red Damage Proration Cancel Guard
600, 450x2 (1284) (746) 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 9 12 2 6.3%, 4.05%x2 (14.4%) -

3 hits. Third hit kicks the opponent into the air.


5C
5[C]
MBCWarachia5C.png
MBCWarachia5XC.png
5C Damage Red Damage Proration Cancel Guard
500x3 (1452) (880) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 9 15 -1/-4 4.5%x3 (13.5%) -

3 hits. A relatively fast (compared to his other Moons' 5C's), far-reaching move.


Crouching Normals

2A
MBFWarachia2A.png
Damage Red Damage Proration Cancel Guard
300 151 76% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
3 4 5 3 2.1% -

Low-hitting poke. Reaches further than it seems.


2B
MBFWarachia2B.png
Damage Red Damage Proration Cancel Guard
400x2 (748) (566) 90% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 7 8 4 3.6%x2 (7.2%) -

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.


2C
2[C]
MBFWarachia2C.png
MBFWarachia2XC.png
2C Damage Red Damage Proration Cancel Guard
800, 600 (1157) (846) 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 8 17 -3 7.2%, 5.4% (12.6%) -

2 hits. Rare example of a mid-hitting 2C. Untechable knockdown on hit.

2[C] Damage Red Damage Proration Cancel Guard
1000, 700 (1417) (1007) 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
19 8 10 4 9.0%, 6.3% (15.3%) -

Held version does more damage and recovers faster.


Aerial Normals

j.A
MBFWarachiajA.png
Damage Red Damage Proration Cancel Guard
300 101 75% (O) SE, N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 11 - 2.1% -

Fast overhead. Coupled with dashing, it makes an almost instant overhead.


j.B
MBCWarachiajB.png
Damage Red Damage Proration Cancel Guard
800 606 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 10 - - 7.2% -

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.


j.C
MBCWarachiajC.png
Damage Red Damage Proration Cancel Guard
400x3 (1162) (702) 100% N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
11 8 - - 5.4%x3 (16.2%) -

3 hits, only last hit is cancellable to anything. Its only difference from other moons is being 1 frame faster.


Command Normals

6C
6[C]
MBCWarachia6C.png
MBCWarachia6XC.png
6C Damage Red Damage Proration Cancel Guard
1000 707 75% (O) SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 7 19 -8 11.7% -

Launcher. Although it reaches high, it's air-blockable and quite slow, making it a bad anti-air.

6[C] Damage Red Damage Proration Cancel Guard
1500 1010 60% (O) SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
28 7 14 -3 13.5% -

Held version is an overhead, but be careful as it is only special cancellable on block.


j.2C
MBCWarachiaj2C.png
Damage Red Damage Proration Cancel Guard
1000 606 60% (O) N/A HA
First Active Active Recovery Frame Adv Circuit Invuln
21 2 - - 9.9% -

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.


Universal Mechanics

Ground Throw
6/4A+D
MBCWarachiaThrow.png
Damage Red Damage Proration Cancel Guard
1300 606 60% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

Wara cloaks the opponent and makes them fall from the top of the screen. Untechable knockdown.


Air Throw
j.6/4A+D
MBCWarachiaThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1200 505 30% (J)
(Raw)
U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 13
(Landing)
- 0.0% -

Standard type of grab and slash air throw.


Shield Counter
236D after a successful Shield (Air OK)
MBHWarachiaSC.png
MBHWarachiaSCAir.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 4.5% -

Same as his Shield Bunker.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 3.5% Full 1-8

Same animation as j.C/j.2C. Has the unique property of being fully invulnerable during startup.


Shield Bunker
214D in neutral or blockstun
MBCWarachia214D.png
Damage Red Damage Proration Cancel Guard
500 202 30% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0%
(-50.0% out of blockstun)
Clash 1-10

A 6C with extended hurtboxes.


Blood Heat
A+B+C during MAX
MBCWarachiaHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
20 8 25 - -100.0% (min) Full 1-28

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.


Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCWarachiaCSpark.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 N/A removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15
(Landing)
N/A removes all Strike 1-30

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.


Special Moves

Grounded Specials

Fumble Code (Apothesis)
22A/[A]/B/[B]/C
MBCWarachia22AB.png
MBCWarachia22XAB.png
MBCWarachia22C.png
A/[A] Damage Red Damage Proration Cancel Guard
250x9 (1753) (1417) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 X 18 -7 1.8%x9 (16.2%) -
  • 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.

B/[B] Damage Red Damage Proration Cancel Guard
250x9 (1753) (1417) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 X 20 -9 1.8%x9 (16.2%) -

B version summons a tornado a little further than 22[A]. 22[B] almost traverses the entire screen.

EX Damage Red Damage Proration Cancel Guard
250xN 101xN 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+11 X 44 -12 ~ 34 -100.0% -

Summons a big tornado right in front of you which slowly moves forward. If opponents get hit, they get sent upwards.


Virus Egg (Demagogue)
236A/B/C
MBFWarachia236A.png
MBFWarachia236BC.png
No fireball sprites, framedisplay is bugged.
No fireball sprites, framedisplay is bugged.
A Damage Red Damage Proration Cancel Guard
100 101 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 X 41 -21 4.5% -
  • 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.

B Damage Red Damage Proration Cancel Guard
100 101 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
28 X 29 -9 4.5% -

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.

EX Damage Red Damage Proration Cancel Guard
1500 1212 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+22 X 29 -3 -100.0% -

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.


Creature Channel (Conflict)
623A/B/C
MBFWarachia623A.png
MBFWarachia623B.png
MBFWarachia623C.png
A Damage Red Damage Proration Cancel Guard
350x6 (1935) (1116) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 40 28 -8 2.7%x6 (16.2%) Full 7-49
  • 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.

B Damage Red Damage Proration Cancel Guard
350x7 (2219) (1279) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
17 46 28 -8 2.7%x7 (18.9%) Full 14-63

Goes in a straight line forward. Last hit also leads to an untechable knockdown.

EX Damage Red Damage Proration Cancel Guard
400x17 (2456) (1855) 50% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
11+10 108 35 -10 -100.0% Full 1-129

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.


Black Crack
214A/B/C
MBFWarachia214A.png
MBFWarachia214B.png
MBFWarachia214C.png
A Damage Red Damage Proration Cancel Guard
100xN 50xN 100% N/A N/A
First Active Active Recovery Frame Adv Circuit Invuln
29 X 9 N/A 1.8%xN -
  • 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.

B Damage Red Damage Proration Cancel Guard
150xN 101xN 100% N/A N/A
First Active Active Recovery Frame Adv Circuit Invuln
29 X 9 N/A 4.5%xN -

Generates a stationary haze which lasts for ~3 seconds. Gives you 4.5% and the opponent 1.5% each instance. Maximum of 6 instances.

EX Damage Red Damage Proration Cancel Guard
300xN 202xN 100% N/A N/A
First Active Active Recovery Frame Adv Circuit Invuln
2+26 X 10 N/A -100.0%, 4.5%xN -

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.


Creature Channel (S)
421A/B/C (No EX)
MBCWarachia421ABC.png
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 32 - - Full 7-20
  • 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.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 35 - - Full 7-20

Puts F-Wara a little further in front with a slightly longer recovery.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 42 - - Full 7-20

Puts F-Wara a lot further in front with a long recovery.


Aerial Specials

Virus Egg (Demagogue) (Air)
j.236A/B/C
MBFWarachiaj236A.png
MBFWarachiaj236BC.png
A Damage Red Damage Proration Cancel Guard
100 101 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 X 12 - 4.5% -
  • 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.

B Damage Red Damage Proration Cancel Guard
100 101 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 X 12 - 4.5% -

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.

EX Damage Red Damage Proration Cancel Guard
1500 1212 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+19 X 12 - -100.0% Full 1-4

Summons an EX fireball. No matter the momentum, F-Wara will float a little backwards.


Creature Channel (No Id)
(Ex: Creature Channel (Gestalt))

j.421A/[A]/B/[B]/C
MBCWarachiaj421AB.png
MBCWarachiaj421C.png
A Damage Red Damage Proration Cancel Guard
350xN 202xN 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 12 (2) X - - 2.7%xN Full 9-X
  • Your ordinary Wara-certified aerial top-spinner.

Spins forward.

B Damage Red Damage Proration Cancel Guard
280xN 151xN 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 X - - 1.35%xN Full 9-X

Spins forward with a little delay.

EX Damage Red Damage Proration Cancel Guard
500xN 404xN 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+12 X - - -100.0% Full 11-X

Spins forward with lots of untechable hits.


Arc Drive

Night on the Blood Liar (Unzanity)
41236C during Max/Heat
MBCWarachiaAD.png
Damage Red Damage Proration Cancel Guard
100, 500x10, 4000 (3284) (2584) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+12 1 (1) 2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 48 -32 removes all Full 1-88

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.


Another Arc Drive

Night on the Blood Liar (Inzanity)
41236C during Blood Heat
MBCWarachiaAAD.png
Damage Red Damage Proration Cancel Guard
15020 (5014) (3764) - - LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+11 2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 46 -27 removes all Full 1-2; 5-81

Similar to the above, adds various C/H-Wara 214 summons for more damage if this hits.


Last Arc

Night Ruler the Blood Dealer
Grounded EX Shield during Blood Heat
MBCWarachiaLA.png
MBCWarachiaLA2.png
Damage Red Damage Proration Cancel Guard
15410 (3700 ~ 7000) (3100 ~ 5700) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
- - - - removes all Full

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.



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