Melty Blood/MBAACC/Warachia/Full Moon: Difference between revisions
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==Character Page Progress== | == Character Page Progress == | ||
{{#lst:Melty_Blood/MBAACC:Roadmap|F-Warachia}} | {{#lst:Melty_Blood/MBAACC:Roadmap|F-Warachia}} | ||
==Additional Resources== | == Additional Resources == | ||
[http://melty.games/?p1m=f&p1c=wara&netplay=1&page=1 F-Warachia 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] | ||
==Players to watch/ask== | == Players to watch/ask == | ||
'''JP:''' | '''JP:''' | ||
*Text goes here after asterisk | *Text goes here after asterisk | ||
*Text goes here after asterisk | *Text goes here after asterisk | ||
'''NA:''' | |||
*Text goes here after asterisk | *Text goes here after asterisk | ||
*Text goes here after asterisk | *Text goes here after asterisk | ||
==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.]] | [[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 | ||
|- | |- | ||
|Strengths | |Strengths | ||
Line 33: | Line 31: | ||
|} | |} | ||
==General Gameplan== | == 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). | 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 | 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 j.A instant overhead, if you input the j.A right after you let go of your directions, the forward and upward momentum will still continue, sending you further while doing j.A. 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 j.A. The j.A 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. | 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=== | === Neutral === | ||
F-Wara maintains the range of all his other Moons' | F-Wara maintains the range of all his other Moons' j.B. 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. | ||
TK j.236 fireballs are also good zoning tools. TK j.2369A can get air CH's from careless jump-ins. More details on the fireballs are in the specials section. | |||
===Pressure=== | === Pressure === | ||
F-Wara has quite good pressure tools at his disposal. | 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 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. | |||
*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. | |||
*If you're too far, BE2C is a good stagger. | * Mix in IAD j.B if you're too far away and the opponent starts poking. IAD j.B j.236B will get the fireball to hit. This stuffs out pokes and lets you land and followup with combo or pressure. j.236A, 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 j.A 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. | |||
*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 | |||
*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 | |||
<u>'''Throw/Post-j421 Okizeme'''</u> | <u>'''Throw/Post-j421 Okizeme'''</u> | ||
*Throws and | *Throws and j.421C 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. | ||
* TK j.2369A 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. | *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=== | === Defense === | ||
place text here* | place text here* | ||
Line 77: | Line 68: | ||
==Combos== | == Combos == | ||
{{ComboLegend-MB}} | |||
===Normal Combos=== | === Normal Combos === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 2A (5B(2)) 2B 2C 6C j.C dj.C | |input= * 2A > (5B(2) >) 2B > 2C > 6C j.C > dj.C > AT/j.421C | ||
|simput= | |simput= | ||
|note= The most basic of combos. As usual, starting with 2A prorates and deals less damage. 5B(2) can be omitted because in some, if not most cases, it will push you out too far to connect 2B. | |note= The most basic of combos. As usual, starting with 2A prorates and deals less damage. 5B(2) can be omitted because in some, if not most cases, it will push you out too far to connect 2B. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 2A (5B(2)) 2B 2C 6C 22A sj8.B dj.C | |input= * 2A > (5B(2) >) 2B > 2C > 6C > 22A, sj8.B > dj.C > AT/j.421C | ||
|simput= | |simput= | ||
|note= Same as above, with the added spice of 22A tornado, just because you can. Be sure to manually do sj8 right after the tornado. | |note= Same as above, with the added spice of 22A tornado, just because you can. Be sure to manually do sj8 right after the tornado. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 2A 5B 2C 6C (22A | |input= * 2A > 5B > 2C > 6C > (22A, sj8) j.C dj.C > AT/j.421C | ||
|simput= | |simput= | ||
|note= Same as the basic, only without 2B. Depending on timing and spacing (not sure if by character), 2C might be only one hit, so you gotta be careful. | |note= Same as the basic, only without 2B. Depending on timing and spacing (not sure if by character), 2C might be only one hit, so you gotta be careful. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 2A 5B 5C j.C dj.C | |input= * 2A > 5B > 5C > j.C > dj.C > AT/j.421C | ||
|simput= | |simput= | ||
|note= A good combo with good range and can easily confirm into EX 623C combo. So far on Ryougi (not sure if there are others), 5C will be 2 hits instead of 3 unless you delay a bit after 5B. | |note= A good combo with good range and can easily confirm into EX 623C combo. So far on Ryougi (not sure if there are others), 5C will be 2 hits instead of 3 unless you delay a bit after 5B. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 2A 5B 5C 6C sj8.C dj.C | |input= * 2A > 5B > 5C > 6C > sj8.C > dj.C > AT/j.421C | ||
|simput= | |simput= | ||
|note= Does more damage than above, but is character specific. Replacing the first j.C with j.B has higher chance of success. | |note= Does more damage than above, but is character specific. Replacing the first j.C with j.B has higher chance of success. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 2A 5B 2C(1) 2A 2C/5C 6C (22A) j.C dj.C | |input= * 2A > 5B > 2C(1) > 2A > 2C/5C > 6C > (22A) j.C > dj.C > AT/j.421C | ||
|simput= | |simput= | ||
|note= Only works if 2C hits late, letting you recover to catch the opponent with a 2A and followup. Not worth doing on purpose because it is very dependent on timing and spacing, but I thought I'd throw it here. | |note= Only works if 2C hits late, letting you recover to catch the opponent with a 2A and followup. Not worth doing on purpose because it is very dependent on timing and spacing, but I thought I'd throw it here. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * (Anything) 2C 6C 623A | |input= * (Anything) > 2C > 6C > 623A | ||
|simput= | |simput= | ||
|note= This is your standard oki combo because 623A gives hard knockdown. Bear in mind that only the last hit causes the hard knockdown, meaning all 6 hits must connect. If only 5 hits connect, prepare for the opponent to tech. Doing 2B 2C 6C is no problem. For 5B 2C 6C, be sure to do 2C delay 6C. If you don't delay, 623A has a chance of doing only 5 hits and giving no hard knockdown. | |note= This is your standard oki combo because 623A gives hard knockdown. Bear in mind that only the last hit causes the hard knockdown, meaning all 6 hits must connect. If only 5 hits connect, prepare for the opponent to tech. Doing 2B 2C 6C is no problem. For 5B 2C 6C, be sure to do 2C delay 6C. If you don't delay, 623A has a chance of doing only 5 hits and giving no hard knockdown. | ||
}} | }} | ||
}} | }} | ||
===Metered Combos=== | === 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: | 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: | ||
Line 180: | Line 171: | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, | |condition=Normal starter, grounded opponent, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 2A 5B 5C 6C 623C (2B 2[C])xN | |input= * 2A > 5B > 5C > 6C > 623C (, 2B > 2[C])xN | ||
|simput= | |simput= | ||
|note= This is so far the most reliable universal starter to the EX combo which often fulfills the conditions to make followup possible. Do 2B too early, the opponent can airtech. Do 2B too late, it will OTG. Sometimes 2[C] will be one hit only because of bad timing or spacing where the opponent is too high or far away. If this happens, either switch to 2A 2C ender or try to continue the loop which will be harder. After the loop, you can do 6C 623A for oki or aerial combo for damage, which by now should not be necessary because the full combo would already net around 5k and an aerial combo won't add much more because of the high hit count. | |note= This is so far the most reliable universal starter to the EX combo which often fulfills the conditions to make followup possible. Do 2B too early, the opponent can airtech. Do 2B too late, it will OTG. Sometimes 2[C] will be one hit only because of bad timing or spacing where the opponent is too high or far away. If this happens, either switch to 2A 2C ender or try to continue the loop which will be harder. After the loop, you can do 6C 623A for oki or aerial combo for damage, which by now should not be necessary because the full combo would already net around 5k and an aerial combo won't add much more because of the high hit count. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, | |condition=Normal starter, grounded opponent, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * (Anything) 2C 214A 623C | |input= * (Anything) > 2C > 214A > 623C | ||
|simput= | |simput= | ||
|note= This will summon a Haze right when you knock the opponent down, then cancel it into 623C to deal more damage and kick the opponent into the air, giving them airtime and you more time to do oki, but not combo because this will not meet the above-mentioned requirements. TKj.2369A followup will bring you closer to the opponent and put a fireball above them, stuffing out jump-outs and continuing pressure. If your mixups manage to hit, proceed with Haze combos for maximum damage since the Haze is out. In the corner, use 214B instead. | |note= This will summon a Haze right when you knock the opponent down, then cancel it into 623C to deal more damage and kick the opponent into the air, giving them airtime and you more time to do oki, but not combo because this will not meet the above-mentioned requirements. TKj.2369A followup will bring you closer to the opponent and put a fireball above them, stuffing out jump-outs and continuing pressure. If your mixups manage to hit, proceed with Haze combos for maximum damage since the Haze is out. In the corner, use 214B instead. | ||
}} | }} | ||
}} | }} | ||
===Haze Combos=== | === Haze Combos === | ||
F-Wara's 214 Haze increases the aerial hitstun of your moves if your opponent is touching it. This makes certain combos possible in the presence of Haze. | F-Wara'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. | ||
Line 209: | Line 200: | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, 214 set beforehand | |condition=Normal starter, grounded opponent, 214 set beforehand | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 2A 5B 2[C] (2B 2[C])xN | |input= * 2A > 5B > 2[C] > (2B > 2[C])xN | ||
|simput= | |simput= | ||
|note=The same rules apply as the EX combos. | |note=The same rules apply as the EX combos. | ||
}} | }} | ||
}} | }} | ||
==Move Descriptions== | |||
== Move Descriptions == | |||
{{AttackData-MB/Infobox}} | {{AttackData-MB/Infobox}} | ||
===Normal Moves=== | === Normal Moves === | ||
====Standing Normals==== | ==== Standing Normals ==== | ||
===== <span class="invisible-header">5A</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachia5A.png | |image=MBFWarachia5A.png | ||
|caption= | |caption= | ||
|name=5A | |name=5A | ||
|linkname=5A | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 244: | Line 238: | ||
|description=A high jab into the air. Whiffs crouchers. Relatively short range, as per many other F-Moon characters. | |description=A high jab into the air. Whiffs crouchers. Relatively short range, as per many other F-Moon characters. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachia5B.png | |image=MBFWarachia5B.png | ||
|caption= | |caption= | ||
|name=5B | |name=5B | ||
|linkname=5B | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=600, | |damage=600, 450*2 (1284) | ||
|reddamage=(746) | |reddamage=(746) | ||
|proration=80% (O) | |proration=80% (O) | ||
|circuit=6.3%, 4.05% | |circuit=6.3%, 4.05%*2 (14.4%) | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
Line 265: | Line 261: | ||
|description=3 hits. Third hit kicks the opponent into the air. | |description=3 hits. Third hit kicks the opponent into the air. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachia5C.png | |image=MBFWarachia5C.png | ||
|caption= | |caption= | ||
|name=5C | |name=5C | ||
|linkname=5C | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |damage=500*3 (1452) | ||
|reddamage=(880) | |reddamage=(880) | ||
|proration=100% | |proration=100% | ||
|circuit=4.5% | |circuit=4.5%*3 (13.5%) | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
Line 286: | Line 284: | ||
|description=3 hits. A relatively fast (compared to his other Moons' 5C's), far-reaching move. | |description=3 hits. A relatively fast (compared to his other Moons' 5C's), far-reaching move. | ||
}} | }} | ||
}} | }} | ||
====Crouching Normals==== | ==== Crouching Normals ==== | ||
===== <span class="invisible-header">2A</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachia2A.png | |image=MBFWarachia2A.png | ||
|caption= | |caption= | ||
|name=2A | |name=2A | ||
|linkname=2A | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 308: | Line 309: | ||
|description=Low-hitting poke. Reaches further than it seems. | |description=Low-hitting poke. Reaches further than it seems. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">2B</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachia2B.png | |image=MBFWarachia2B.png | ||
|caption= | |caption= | ||
|name=2B | |name=2B | ||
|linkname=2B | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |damage=400*2 (748) | ||
|reddamage=(566) | |reddamage=(566) | ||
|proration=90% (O) | |proration=90% (O) | ||
|circuit=3.6% | |circuit=3.6%*2 (7.2%) | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
Line 327: | Line 330: | ||
|frameAdv=4 | |frameAdv=4 | ||
|invuln= | |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. | |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. | ||
}} | |||
}} | }} | ||
===== <span class="invisible-header">2C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachia2C.png | |image=MBFWarachia2C.png | ||
Line 336: | Line 340: | ||
|caption= | |caption= | ||
|name=2C | |name=2C | ||
|linkname=2C | |||
|input=2[C] | |input=2[C] | ||
|data= | |data= | ||
Line 369: | Line 374: | ||
|description=Held version does more damage and recovers faster. | |description=Held version does more damage and recovers faster. | ||
}} | }} | ||
}} | }} | ||
====Aerial Normals==== | ==== Aerial Normals ==== | ||
===== <span class="invisible-header">j.A</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachiajA.png | |image=MBFWarachiajA.png | ||
|caption= | |caption= | ||
|name=j.A | |name=j.A | ||
|linkname=j.A | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 386: | Line 394: | ||
|startup=6 | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery=10 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Fast overhead. Coupled with dashing, it makes an almost instant overhead. | |description=Fast overhead. Coupled with dashing, it makes an almost instant overhead. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">j.B</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiajB.png | |image=MBCWarachiajB.png | ||
|caption= | |caption= | ||
|name=j.B | |name=j.B | ||
|linkname=j.B | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 410: | Line 420: | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |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 | |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 AT/j.421C a la C-Moon no longer doable. | ||
}} | |||
}} | }} | ||
===== <span class="invisible-header">j.C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiajC.png | |image=MBCWarachiajC.png | ||
|caption= | |caption= | ||
|name=j.C | |name=j.C | ||
|linkname=j.C | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |damage=400*3 (1162) | ||
|reddamage=(702) | |reddamage=(702) | ||
|proration=100% | |proration=100% | ||
|circuit=5.4% | |circuit=5.4%*3 (16.2%) | ||
|cancel={{Tooltip | text=N, SP, EX, J| hovertext=Third hit only.}} | |cancel={{Tooltip | text=N, SP, EX, J| hovertext=Third hit only.}} | ||
|guard=HA | |guard=HA | ||
Line 433: | Line 445: | ||
|description=3 hits, only last hit is cancellable to anything. Its only difference from other moons is being 1 frame faster. | |description=3 hits, only last hit is cancellable to anything. Its only difference from other moons is being 1 frame faster. | ||
}} | }} | ||
}} | }} | ||
====Command Normals==== | ==== Command Normals ==== | ||
===== <span class="invisible-header">6C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachia6C.png | |image=MBCWarachia6C.png | ||
Line 441: | Line 455: | ||
|caption= | |caption= | ||
|name=6C | |name=6C | ||
|linkname=6C | |||
|input=6[C] | |input=6[C] | ||
|data= | |data= | ||
Line 474: | Line 489: | ||
|description=Held version is an overhead, but be careful as it is only special cancellable on block. | |description=Held version is an overhead, but be careful as it is only special cancellable on block. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">j.2C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiaj2C.png | |image=MBCWarachiaj2C.png | ||
|caption= | |caption= | ||
|name=j.2C | |name=j.2C | ||
|linkname=j.2C | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 493: | Line 510: | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |description=Delayed downward hitting move like j.C, only it knocks down the opponent. Instantly inputting this as a TK (ie j8.2C) gives OTG opportunities, which unfortunately F-Wara can't make much use of. However, he can use that time for mixups instead. | ||
}} | |||
}} | }} | ||
===Universal Mechanics=== | |||
=== Universal Mechanics === | |||
===== <span class="invisible-header">Ground Throw</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiaThrow.png | |image=MBCWarachiaThrow.png | ||
|caption= | |caption= | ||
|name=Ground Throw | |name=Ground Throw | ||
|linkname=Ground Throw | |||
|input=6/4A+D | |input=6/4A+D | ||
|data= | |data= | ||
{{AttackData-MB | {{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. | |||
}} | |||
}} | }} | ||
===== <span class="invisible-header">Air Throw</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiaThrowAir.png | |image=MBCWarachiaThrowAir.png | ||
|caption= | |caption= | ||
|name=Air Throw | |name=Air Throw | ||
|linkname=Air Throw | |||
|input=j.6/4A+D | |input=j.6/4A+D | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=1600 (Raw)/1200 | |||
|reddamage=505 | |||
|proration=30% | |||
|circuit=0.0% | |||
|cancel=(Any if Raw) | |||
|guard=U | |||
|startup=1 | |||
|active=1 | |||
|recovery={{Tooltip | text=13| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Standard type of grab and slash air throw. | |||
}} | |||
}} | }} | ||
===== <span class="invisible-header">Shield Counter</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBHWarachiaSC.png | |image=MBHWarachiaSC.png | ||
Line 547: | Line 570: | ||
|caption= | |caption= | ||
|name=Shield Counter | |name=Shield Counter | ||
|linkname=Shield Counter | |||
|input=236D after a successful Shield (Air OK) | |input=236D after a successful Shield (Air OK) | ||
|data= | |data= | ||
{{AttackData-MB | {{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 | {{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. | |||
}} | |||
}} | }} | ||
===== <span class="invisible-header">Shield Bunker</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachia214D.png | |image=MBCWarachia214D.png | ||
|caption= | |caption= | ||
|name=Shield Bunker | |name=Shield Bunker | ||
|linkname=Shield Bunker | |||
|input=214D in neutral or blockstun | |input=214D in neutral or blockstun | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=Bunker | |||
|damage=500 | |||
|reddamage=202 | |||
|proration=50% | |||
|circuit=0.0%<br>(-50.0% in blockstun) | |||
|cancel= | |||
|guard=LHA | |||
|startup=25 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln=Clash 1-10 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}} | |||
|damage=500 | |||
|reddamage=202 | |||
|proration=50% | |||
|circuit=0.0%/-50.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=7 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}} | |||
|description=A 6C with extended hurtboxes. | |||
}} | |||
}} | }} | ||
===== <span class="invisible-header">Blood Heat</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiaHeat.png | |image=MBCWarachiaHeat.png | ||
|caption= | |caption= | ||
|name=Blood Heat | |name=Blood Heat | ||
|linkname=Blood Heat | |||
|input=A+B+C during MAX | |input=A+B+C during MAX | ||
|data= | |data= | ||
{{AttackData-MB | {{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 V.Sion and Aoko. | |||
}} | |||
}} | }} | ||
===== <span class="invisible-header">Circuit Spark</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiaCSpark.png | |image=MBCWarachiaCSpark.png | ||
|name=Circuit Spark | |name=Circuit Spark | ||
|linkname=Circuit Spark | |||
|input=A+B+C during hitstun/blockstun at MAX | |input=A+B+C during hitstun/blockstun at MAX | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=Ground | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |proration=100% | ||
|circuit= | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard= | |guard=U | ||
|startup= | |startup=10 | ||
|active= | |active=10 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln=Full 1-39 | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version= | |version=Air | ||
|damage= | |damage=100 | ||
|reddamage= | |reddamage=0 | ||
|proration=100% | |proration=100% | ||
|circuit= | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard= | |guard=U | ||
|startup= | |startup=11 | ||
|active={{Tooltip | text= | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln=Strike 1-30 | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
=== Special Moves === | |||
==== Grounded Specials ==== | |||
===== <span class="invisible-header">236X</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachia236A.png | |image=MBFWarachia236A.png | ||
Line 731: | Line 721: | ||
|caption2=No fireball sprites, framedisplay is bugged. | |caption2=No fireball sprites, framedisplay is bugged. | ||
|name=Virus Egg (Demagogue) | |name=Virus Egg (Demagogue) | ||
|linkname=236X | |||
|input=236A/B/C | |input=236A/B/C | ||
|data= | |data= | ||
Line 739: | Line 730: | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=4.5% | |circuit=4.5% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=14 | |startup=14 | ||
Line 757: | Line 748: | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=4.5% | |circuit=4.5% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=28 | |startup=28 | ||
Line 773: | Line 764: | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=6+22 | |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.}} | |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 | |recovery=29 | ||
|frameAdv={{Tooltip | text=-3| hovertext=Point- | |frameAdv={{Tooltip | text=-3| hovertext=Point-blank advantage.}} | ||
|invuln= | |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. | |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. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">623X</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachia623A.png | |image=MBFWarachia623A.png | ||
Line 790: | Line 782: | ||
|caption= | |caption= | ||
|name=Creature Channel (Conflict) | |name=Creature Channel (Conflict) | ||
|linkname=623X | |||
|input=623A/B/C | |input=623A/B/C | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
|damage= | |damage=350*6 (1935) | ||
|reddamage=(1116) | |reddamage=(1116) | ||
|proration=100% | |proration=100% | ||
|circuit=2.7% | |circuit=2.7%*6 (16.2%) | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=9 | |startup=9 | ||
Line 812: | Line 805: | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage= | |damage=350*7 (2219) | ||
|reddamage=(1279) | |reddamage=(1279) | ||
|proration=100% | |proration=100% | ||
|circuit=2.7% | |circuit=2.7%*7 (18.9%) | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=17 | |startup=17 | ||
Line 828: | Line 821: | ||
|header=no | |header=no | ||
|version=EX | |version=EX | ||
|damage= | |damage=400*17 (2456) | ||
|reddamage=(1855) | |reddamage=(1855) | ||
|proration=50% (O) | |proration=50% (O) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=11+10 | |startup=11+10 | ||
Line 841: | Line 834: | ||
|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. | |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. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">214X</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachia214A.png | |image=MBFWarachia214A.png | ||
Line 849: | Line 843: | ||
|caption= | |caption= | ||
|name=Black Crack | |name=Black Crack | ||
|linkname=214X | |||
|input=214A/B/C | |input=214A/B/C | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
|damage= | |damage=100*N | ||
|reddamage= | |reddamage=50*N | ||
|proration=100% | |proration=100% | ||
|circuit=1.8% | |circuit=1.8%*N | ||
|cancel | |cancel | ||
|guard= | |guard=U | ||
|startup=29 | |startup=29 | ||
|active={{Tooltip | text=X| hovertext=Projectile lasts for a 356 frame period. 
 4 (28) x12}} | |active={{Tooltip | text=X| hovertext=Projectile lasts for a 356 frame period. 
 4 (28) x12}} | ||
|recovery=9 | |recovery=9 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |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. | |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. | ||
Line 871: | Line 866: | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage= | |damage=150*N | ||
|reddamage= | |reddamage=101*N | ||
|proration=100% | |proration=100% | ||
|circuit=4.5% | |circuit=4.5%*N | ||
|cancel= | |cancel= | ||
|guard= | |guard=U | ||
|startup=29 | |startup=29 | ||
|active={{Tooltip | text=X| hovertext=Projectile lasts for a 164 frame period. 
 4 (28) x6}} | |active={{Tooltip | text=X| hovertext=Projectile lasts for a 164 frame period. 
 4 (28) x6}} | ||
|recovery=9 | |recovery=9 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |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. | |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. | ||
Line 887: | Line 882: | ||
|header=no | |header=no | ||
|version=EX | |version=EX | ||
|damage= | |damage=300*N | ||
|reddamage= | |reddamage=202*N | ||
|proration=100% | |proration=100% | ||
|circuit=-100.0%, 4.5% | |circuit=-100.0%, 4.5%*N | ||
|cancel= | |cancel= | ||
|guard= | |guard=U | ||
|startup=2+26 | |startup=2+26 | ||
|active={{Tooltip | text=X| hovertext=Projectile lasts for a 164 frame period. 
 4 (28) x6}} | |active={{Tooltip | text=X| hovertext=Projectile lasts for a 164 frame period. 
 4 (28) x6}} | ||
|recovery=10 | |recovery=10 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |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. | |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. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">421X</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachia421ABC.png | |image=MBCWarachia421ABC.png | ||
|caption= | |caption= | ||
|name=Creature Channel (S) | |name=Creature Channel (S) | ||
|linkname=421X | |||
|input=421A/B/C (No EX) | |input=421A/B/C (No EX) | ||
|data= | |data= | ||
Line 918: | Line 915: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery={{Tooltip | text= | |recovery={{Tooltip | text=26| hovertext=Full duration.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 7-20 | |invuln=Full 7-20 | ||
Line 936: | Line 933: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery={{Tooltip | text=35| hovertext=Full | |recovery={{Tooltip | text=35| hovertext=Full duration.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 7-20 | |invuln=Full 7-20 | ||
Line 952: | Line 949: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery={{Tooltip | text= | |recovery={{Tooltip | text=41| hovertext=Full duration.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 7-20 | |invuln=Full 7-20 | ||
|description=Puts F-Wara a lot further in front with a long recovery. | |description=Puts F-Wara a lot further in front with a long recovery. | ||
}} | }} | ||
}} | }} | ||
====Aerial Specials==== | ===== <span class="invisible-header">22X</span> ===== | ||
{{MoveData | |||
|image=MBCWarachia22AB.png | |||
|image2=MBCWarachia22XAB.png | |||
|image3=MBCWarachia22C.png | |||
|caption= | |||
|name=Fumble Code (Apothesis) | |||
|linkname=22X | |||
|input=22A/[A]/B/[B]/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=250*9 (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= | |||
}} | |||
{{AttackData-MB | |||
|version=[A] | |||
|damage=250*9 (1753) | |||
|reddamage=(1417) | |||
|proration=100% | |||
|circuit=1.8%x9 (16.2%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=23 | |||
|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=21 | |||
|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 | |||
|damage=250*9 (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= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=[B] | |||
|damage=250*9 (1753) | |||
|reddamage=(1417) | |||
|proration=100% | |||
|circuit=1.8%x9 (16.2%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=23 | |||
|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=23 | |||
|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=250*N | |||
|reddamage=101*N | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=6+11 | |||
|active={{Tooltip | text=X| hovertext=Period of 60 frames. Wara recovers during active frames.
3, 2, 2, 2, 2 (2), 2 (2) x11, 3}} | |||
|recovery=44 | |||
|frameAdv=-8 | |||
|invuln= | |||
|description=Summons a big tornado right in front of you which slowly moves forward. If opponents get hit, they get sent upwards. | |||
}} | |||
}} | |||
==== Aerial Specials ==== | |||
===== <span class="invisible-header">j.236X</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBFWarachiaj236A.png | |image=MBFWarachiaj236A.png | ||
Line 965: | Line 1,056: | ||
|caption= | |caption= | ||
|name=Virus Egg (Demagogue) (Air) | |name=Virus Egg (Demagogue) (Air) | ||
|linkname=j.236X | |||
|input=j.236A/B/C | |input=j.236A/B/C | ||
|data= | |data= | ||
Line 973: | Line 1,065: | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=4.5% | |circuit=4.5% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=16 | |startup=16 | ||
|active={{Tooltip | text=X| hovertext=Projectile lasts 109 frames maximum. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | |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.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv=-6 (TK) | ||
|invuln= | |invuln= | ||
|description=* Aerial fireball summons. Works the same as grounded version. | |description=* Aerial fireball summons. Works the same as grounded version. | ||
Line 991: | Line 1,083: | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=4.5% | |circuit=4.5% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=16 | |startup=16 | ||
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames maximum. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | |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.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv={{Tooltip | text=-1| hovertext=Lowest height.}} | ||
|invuln= | |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. | |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. | ||
Line 1,007: | Line 1,099: | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+19 | |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.}} | |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.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv=2 (TK) | ||
|invuln=Full 1-4 | |invuln=Full 1-4 | ||
|description=Summons an EX fireball. No matter the momentum, F-Wara will float a little backwards. | |description=Summons an EX fireball. No matter the momentum, F-Wara will float a little backwards. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">j.421X</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiaj421AB.png | |image=MBCWarachiaj421AB.png | ||
|image2=MBCWarachiaj421C.png | |image2=MBCWarachiaj421C.png | ||
|caption= | |caption= | ||
|name=Creature Channel (No Id)<br | |name=Creature Channel (No Id)<br>(Ex: Creature Channel (Gestalt)) | ||
|linkname=j.421X | |||
|input=j.421A/[A]/B/[B]/C | |input=j.421A/[A]/B/[B]/C | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A<br>/ [A] | ||
|damage= | |damage=350*N | ||
|reddamage= | |reddamage=202*N | ||
|proration=100% | |proration=100% | ||
|circuit=2.7% | |circuit=2.7%*N | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=12 | |startup=12 | ||
|active={{Tooltip | text= | |active={{Tooltip | text=17~48| hovertext=Active until Wara leaves the screen. Amount of hit varies.
12 (2) X}} | ||
|recovery= | |recovery=53~54<br>/ 73~74 | ||
|frameAdv= | |frameAdv= | ||
|invuln={{Tooltip | text=Full 9-X| hovertext=Hurtboxes reappear during recovery.}} | |invuln={{Tooltip | text=Full 9-X| hovertext=Hurtboxes reappear during recovery.}} | ||
Line 1,044: | Line 1,138: | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=B | |version=B<br>/ [B] | ||
|damage= | |damage=280*N | ||
|reddamage= | |reddamage=151*N | ||
|proration=100% | |proration=100% | ||
|circuit=1.35% | |circuit=1.35%*N | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=12 | |startup=12 | ||
|active={{Tooltip | text= | |active={{Tooltip | text=19~66| hovertext=Active until Wara leaves the screen. Amount of hit varies.}} | ||
|recovery= | |recovery=61~62<br>/ 81~82 | ||
|frameAdv= | |frameAdv= | ||
|invuln={{Tooltip | text=Full 9-X| hovertext=Hurtboxes reappear during recovery.}} | |invuln={{Tooltip | text=Full 9-X| hovertext=Hurtboxes reappear during recovery.}} | ||
Line 1,061: | Line 1,155: | ||
|header=no | |header=no | ||
|version=EX | |version=EX | ||
|damage= | |damage=500*N | ||
|reddamage= | |reddamage=404*N | ||
|proration=100% | |proration=100% | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+12 | |startup=1+12 | ||
|active={{Tooltip | text= | |active={{Tooltip | text=31~67| hovertext=Active until Wara leaves the screen. Amount of hit varies.}} | ||
|recovery= | |recovery=57~93 | ||
|frameAdv= | |frameAdv= | ||
|invuln={{Tooltip | text=Full 11-X| hovertext=Hurtboxes reappear during recovery.}} | |invuln={{Tooltip | text=Full 11-X| hovertext=Hurtboxes reappear during recovery.}} | ||
|description=Spins forward with lots of untechable hits. | |description=Spins forward with lots of untechable hits. | ||
}} | }} | ||
}} | }} | ||
===Arc Drive=== | |||
=== Arc Drive === | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiaAD.png | |image=MBCWarachiaAD.png | ||
|caption= | |caption= | ||
|name=Night on the Blood Liar (Unzanity) | |name=Night on the Blood Liar (Unzanity) | ||
|linkname=Arc Drive | |||
|input=41236C during Max/Heat | |input=41236C during Max/Heat | ||
|data= | |data= | ||
Line 1,097: | Line 1,193: | ||
|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. | |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. | ||
}} | }} | ||
}} | }} | ||
===Another Arc Drive=== | === Another Arc Drive === | ||
{{MoveData | {{MoveData | ||
|image=MBCWarachiaAAD.png | |image=MBCWarachiaAAD.png | ||
|caption= | |caption= | ||
|name=Night on the Blood Liar (Inzanity) | |name=Night on the Blood Liar (Inzanity) | ||
|linkname=Another Arc Drive | |||
|input=41236C during Blood Heat | |input=41236C during Blood Heat | ||
|data= | |data= | ||
Line 1,120: | Line 1,218: | ||
|description=Similar to the above, adds various C/H-Wara 214 summons for more damage if this hits. | |description=Similar to the above, adds various C/H-Wara 214 summons for more damage if this hits. | ||
}} | }} | ||
}} | }} | ||
===Last Arc=== | |||
=== Last Arc === | |||
{{MoveData | {{MoveData | ||
|image=MBCWarachiaLA.png | |image=MBCWarachiaLA.png | ||
Line 1,128: | Line 1,227: | ||
|caption= | |caption= | ||
|name=Night Ruler the Blood Dealer | |name=Night Ruler the Blood Dealer | ||
|linkname=Last Arc | |||
|input=Grounded EX Shield during Blood Heat | |input=Grounded EX Shield during Blood Heat | ||
|data= | |data= | ||
Line 1,137: | Line 1,237: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=6+8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 1,144: | Line 1,244: | ||
|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. | |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. | ||
}} | }} | ||
}} | }} | ||
Revision as of 08:33, 31 July 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 j.A instant overhead, if you input the j.A right after you let go of your directions, the forward and upward momentum will still continue, sending you further while doing j.A. 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 j.A. The j.A 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' j.B. 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.
TK j.236 fireballs are also good zoning tools. TK j.2369A 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 j.B if you're too far away and the opponent starts poking. IAD j.B j.236B will get the fireball to hit. This stuffs out pokes and lets you land and followup with combo or pressure. j.236A, 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 j.A 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 j.421C 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.
- TK j.2369A 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
Combo Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
|
X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
|
sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
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
5B
5C
Crouching Normals
2A
2B
2C
2C
2[C] |
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Aerial Normals
j.A
j.B
j.C
Command Normals
6C
6C
6[C] |
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j.2C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Blood Heat
Blood Heat
A+B+C during MAX |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Grounded Specials
236X
Virus Egg (Demagogue) 236A/B/C No fireball sprites, framedisplay is bugged. No fireball sprites, framedisplay is bugged.
|
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623X
Creature Channel (Conflict)
623A/B/C |
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214X
Black Crack
214A/B/C |
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421X
Creature Channel (S)
421A/B/C (No EX) |
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22X
Fumble Code (Apothesis)
22A/[A]/B/[B]/C |
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Aerial Specials
j.236X
Virus Egg (Demagogue) (Air)
j.236A/B/C |
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j.421X
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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