Melty Blood/MBAACC/Red Arcueid/Crescent Moon: Difference between revisions
(→Special Moves: Corrections about range.) |
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== Character Page Progress == | |||
{{Big|Raw PS2 info needs CC 1.07 updates!}} | {{Big|Raw PS2 info needs CC 1.07 updates!}} | ||
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Warc}} | |||
= | == Additional Resources == | ||
== | [http://melty.games/?p1m=c&p1c=warc&netplay=1&page=1 C-Warc Match Video Database]<br> | ||
== | == 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 == | |||
{| class="wikitable" | |||
|+Strengths / Weaknesses | |||
|- | |||
|Strengths | |||
| | |||
*Text goes here after asterisk | |||
*Text goes here after asterisk | |||
|- | |||
|Weaknesses | |||
| | |||
*Place text here be sure to use "*" for each point* | |||
|} | |||
== | |||
== General Gameplan == | |||
Place text here* | |||
== | === Neutral === | ||
Place text here* | |||
== | === Pressure === | ||
Place text here | |||
''' | <u>'''Okizeme'''</u> | ||
Place text here | |||
=== Defense === | |||
place text here* | |||
== Combos == | |||
{{ComboLegend-MB}} | |||
== | === Normal Combos === | ||
''' | '''Note:''' This section will be divided between starter ground strings, aerial followups and ender options. The combo sections following this one will also use these aerial followups/ender options. | ||
==== Starters ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (2A >) 5B > 2B > 2C > 5C > (Aerial) | |||
|simput= | |||
|note= Basic BnB. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2B > 5B > 2C > 5C > (Aerial) | |||
|simput= | |||
|note= Easy confirm off of 2B. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (2A >) 5B > 2B > 2C > 5A > 5C > (Aerial) | |||
|simput= | |||
|note= Use this one on the Necos. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (2A >) 5B > 5C > 6C > 2B > 2C > (Aerial) | |||
|simput= | |||
|note= Optimal, max damage starter. 5B must hit point blank for this to connect. Delay your chains out of 5B and 6C to make this easier. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 5B > 6C > 2B > 2C > 5C > (Aerial) | |||
|simput= | |||
|note= Used when you are too far for 5B 2B to connect. Use this for catching forward techs in the corner if you don't have 100% for 623C. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (2A >) 5B > 2B > 6C > 2C > 5C > (Aerial) | |||
|simput= | |||
|note= Not really useful, but a decent hitconfirm nonetheless. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (2A >) 5B > 2B > delay 2C > 6[C] > 5C > (Aerial) | |||
|simput= | |||
|note= Optimal hitconfirm. Use if your 5B didn't hit point blank. | |||
}} | |||
}} | |||
' | ==== Aerials ==== | ||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.BC > sdj.BC > Ender | |||
|simput= | |||
|note= Basic aerial. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.CB > j.66 j.B(1) > sdj.BC > Ender | |||
|simput= | |||
|note= Nin combo from MBAC. You'll rarely have to use this ender. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.B > j.66 j.B(1) > sdj.BC > Ender | |||
|simput= | |||
|note= Alternate version of the Nin combo. Used when you are too far for j.BC to hit. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.ABC > sdj.ABC | |||
|simput= | |||
|note= Used if the opponent is very low or has small hurtboxes. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.B(1) > j.66 j.B(1) > j.C, land sj8.C > j.B(1) > sdj.BC > Ender | |||
|simput= | |||
|note= Shin nin combo. The new aerial that you want to try to hit as much as possible. This version is possible off her optimal BnB, as well as her 6[C] hit confirm. However in order to hit this with the '''5B > 5C > 6C > 2B > 2C''' starter, 2C must not be delayed after 2B (generally a problem for people who have been playing Warc for a while. If you do 2B delay 2C, instead do the following below:) | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.A > j.66 j.B(1) > j.C, land sj8.C > j.B(1) > sdj.BC > Ender | |||
|simput= | |||
|note= The j.A Shin nin combo. Helps stablize hitconfirming into the combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup, 100% meter | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.CB > sdj.AAC > j.66 j.214C | |||
|simput= | |||
|note= Midscreen crossover j214C combo. Not very useful with the advent of Shin Nin combos, which gives you knockdown that doesn't crossover, but still gives good mixup. If you feel like it, the rest of these are listed below. | |||
}} | |||
}} | |||
''' | '''Character-Specific j.214C crossover combos:''' | ||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup, 100% meter | |||
|character=All Akihas, Aoko, Roa, Warakia | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.CB > sdj.A > j.B(1) > j.C > j.66 j.214C | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup, 100% meter | |||
|character=Ciel, Kouma, Both Lens, Miyako, Both Sions | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.CB > sdj.AAC > j.66 j.214C | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup, 100% meter | |||
|character=Nero, Ries, Tohno | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.CB > sdj.B(1) > j.C > j.66 j.214C | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Aerial followup, 100% meter | |||
|character=Satsuki | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * j.CB > sdj.BC > j.66 j.214C | |||
|simput= | |||
|note= | |||
}} | |||
}} | |||
==== Enders ==== | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent | |||
|character= | |||
|damage=1300 | |||
|metergen=0.0 | |||
|metero=0.0 | |||
|link= | |||
|input=* AT | |||
|simput= | |||
|note= Standard ender. Be aware that in MBAA airthrows have generally been nerfed. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent | |||
|character= | |||
|damage=2028 | |||
|metergen=32.0 | |||
|metero=9.6 | |||
|link= | |||
|input=* j.2C | |||
|simput= | |||
|note= Another standard ender. Gives decent oki and does the most damage. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent, 100% meter | |||
|character= | |||
|damage=1848 | |||
|metergen=-100.0 | |||
|metero=1.1 | |||
|link= | |||
|input=* j.66 j.214C | |||
|simput= | |||
|note= Use this after j.BC > sdj.BC. Also possible after Shin nin, but it's pretty tough. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent, 100% meter | |||
|character= | |||
|damage=1803 | |||
|metergen=-92.0 | |||
|metero=3.5 | |||
|link= | |||
|input=* j.B(1) > j.214A > j.214C | |||
|simput= | |||
|note= Easier way to end Shin Nin with j.214C. A good trick to inputting this is inputting it as j.214A~5~C. | |||
}} | |||
}} | |||
=== Corner Combos === | |||
==== 236A Combos ==== | |||
== | |||
These combos are very flashy and give you very high meter gain (usually at least 150%). Some of the variations can prove to be rather difficult due to some character's hitboxes and the fact that you want the first hit of 236A to whiff. Delay the followups after 236 for as long as possible, this will keep the opponent lower to the ground and is the only way to make some of these even possible. | These combos are very flashy and give you very high meter gain (usually at least 150%). Some of the variations can prove to be rather difficult due to some character's hitboxes and the fact that you want the first hit of 236A to whiff. Delay the followups after 236 for as long as possible, this will keep the opponent lower to the ground and is the only way to make some of these even possible. | ||
If you land a 2AA, j.AB or j.B | If you land a 2AA, j.AB or j.B starter into 5B etc. you can tack on an extra 236A on most characters with 5B/5C 5A 236A. | ||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character=Aoko, Arcueid, Len, Miyako, Ries, Satsuki, Both Sions | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (2A >) 5B > 5C > 6C > 2B > 2C > 236A, 5B > 236A > (Aerial) | |||
|simput= | |||
|note= | |||
== | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character=All Akihas, Ciel, Hisui, Kohaku, Kouma, Mech-Hisui, Nanaya, Nero, Roa, Tohno, Warachia | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (2A >) 5B > 5C > 6C > 2B > 2C > 236A, 5B > 5A > 236A > (Aerial) | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character=Akiha, Arcueid, Nero, Both Sions, Tohno, Warachia | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (2A >) 5B > 5C > 6C > 2B > 2C > 236A, 5B > 236A, 5A > 236A > (Aerial) | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character=Ciel, Both Lens, Miyako, Riesbyfe V.Akiha | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * (2A >) 5B > 5C > 6C > 2B > 2C > 236A, 5B > 236A, 5C > 5A > 236A > (Aerial) | |||
|simput= | |||
|note= | |||
}} | |||
}} | |||
==== Corner OTG w/ Throw ==== | |||
When you finally land a throw with C-Warc in the corner, you set-up what is essentially a 3-way mixup game for the opponent. You have 3 starter options here. | When you finally land a throw with C-Warc in the corner, you set-up what is essentially a 3-way mixup game for the opponent. You have 3 starter options here. | ||
'''Option 1: Wait''' | ::'''Option 1: Wait''' | ||
This option is for when you predict the opponent will tech. Since Warc's throw is ground techable, you can react to all teching with 2B (ideally you want to use 5B, although 2B is much easier due to its active frames). This scores you high damage + high meter gain and will certainly make your opponent reconsider next time you throw them. | This option is for when you predict the opponent will tech. Since Warc's throw is ground techable, you can react to all teching with 2B (ideally you want to use 5B, although 2B is much easier due to its active frames). This scores you high damage + high meter gain and will certainly make your opponent reconsider next time you throw them. | ||
'''Option 2: OTG the opponent''' | ::'''Option 2: OTG the opponent''' | ||
This relies on your opponent not teching but will give you extra meter and tack on a bit of extra damage to your throw. It also sets up another tech punish opportunity, however you cannot OTG the opponent a second time. | This relies on your opponent not teching but will give you extra meter and tack on a bit of extra damage to your throw. It also sets up another tech punish opportunity, however you cannot OTG the opponent a second time. | ||
Use 2B 5B 2C 5C 5AA. On some characters you can OTG with 5B (making it easier to tech punish with 5B, since you don't have to switch stick position). For these characters use 5B 2B 2C 5C 5AA instead. | Use '''2B > 5B > 2C > 5C > 5AA'''. On some characters you can OTG with 5B (making it easier to tech punish with 5B, since you don't have to switch stick position). For these characters use '''5B > 2B > 2C 5C > 5AA''' instead. | ||
Characters that can be struck with 5B OTG: | Characters that can be struck with 5B OTG: | ||
* Arcueid | |||
* Red Arcueid | |||
* Kohaku | |||
* Kouma | |||
* Nanaya | |||
* Nero | |||
* Roa | |||
::'''Option 3: Airdash over the opponent''' | |||
'''Option 3: Airdash over the opponent''' | |||
When you throw the opponent, they are actually turned around (their back will be facing you). When this situation occurs, a universal mechanic takes place where the opponent will actually be vulnerable to being crossed over in the corner while waking up. | When you throw the opponent, they are actually turned around (their back will be facing you). When this situation occurs, a universal mechanic takes place where the opponent will actually be vulnerable to being crossed over in the corner while waking up. | ||
Line 166: | Line 401: | ||
Superjump forward, airdash back j.CB/j.C land 2B/j.C land throw | Superjump forward, airdash back j.CB/j.C land 2B/j.C land throw | ||
= | === Situational Combos === | ||
==== Combos off 623C wallslam ==== | |||
== | {{CollapsingComboTable-MB | ||
|data= | |||
{{CollapsingComboData-MB | |||
== | |condition=623C starter | ||
|character | |||
|damage= | |||
== | |metergen= | ||
|metero= | |||
|link= | |||
|input= * 2A > 2C > 5C > (Aerial) | |||
|simput= | |||
|note= Use this when your back is touching the wall. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=623C starter | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 5B > 2C > 5C | |||
|simput= | |||
|note= Works from one to three characters away. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=623C starter | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2B > 6[C] > 5C > (Aerial) | |||
|simput= | |||
|note= Works about one to two character lengths away. If you're greedy you can do '''2B > 6[C] > 2C > 5C > (Aerial)''' but you're likely to whiff the 5C. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=623C starter | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2C > 6[C] > 5C > (Aerial) | |||
|simput= | |||
|note= Works about two character spaces away. Do the 2C as late as possible. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=623C starter | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 66 5C > 2C/6C > (Aerial) | |||
|simput= | |||
|note= Works from about three character lengths away to right outside of midscreen. Input 5C as 4C so you don't do 6C by accident. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=623C starter, 100% meter | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * tk.22B > j.22C | |||
|simput= | |||
|note= Full screen. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=623C starter, 150% meter | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 63214C, 66 (Ground Normal) > (Aerial) | |||
|simput= | |||
|note= Midscreen when you aren't confident in dash 5C. | |||
}} | |||
}} | |||
= | ==== EX Shield Hitconfirms ==== | ||
== | {{CollapsingComboTable-MB | ||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Grounded opponent | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2A > (Any BnB) | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent, 5A counterhit | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * CH 5A, 66 5A > 5B > (Aerial) | |||
|simput= | |||
|note= Very easy confirm, low damage. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airborne opponent, 5A counterhit | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * CH 5A > 623C > (Followup) | |||
|simput= | |||
|note= Use this when your back is near the corner. Good damage and sideswap. | |||
}} | |||
}} | |||
====== | ==== Aerial CH Hitconfirms ==== | ||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter, airborne opponent | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2A/5B > 2C > 5C > (Aerial) | |||
|simput= | |||
|note= Very easy confirm, decent damage. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter, airborne opponent | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2B > 6[C] > 5C > (Aerial) | |||
|simput= | |||
|note= Somewhat difficult but very rewarding. Practice this to get the feel of when to do 2B, you want to hit it as low as possible. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter, airborne opponent | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 2C > 6[C] > 5C > (Aerial) | |||
|simput= | |||
|note= Difficult hitconfirm and doesn't work on the whole cast, you want to hit 2C as low as possible. This is your highest damage confirm outside of 6[C] confirms. | |||
}} | |||
}} | |||
'''Off of j.C or j.214A/B counterhits:''' | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter, airborne opponent | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 3C into any previous confirm | |||
|simput= | |||
|note= Tacks on extra damage and meter. Pretty easy to do. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter, airborne opponent | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 6[C] > 5B > 2C > 5C > (Aerial) | |||
|simput= | |||
|note= Very difficult to confirm in to this, but gives you the highest damage. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter, airborne opponent, corner only, 150% meter | |||
|character | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 3C > 5B > 63214C, 3C > 2C > 6C > 5C > (Aerial) | |||
|simput= | |||
|note= This is just for flash. You want to hit the 5B as low as possible and immediately cancel into 63214C, followed by 3C. 6[C] is not possible in this combo due to the system's wallbounce limit | |||
}} | |||
}} | |||
======< | == Move Descriptions == | ||
{{MoveData|image= | {{AttackData-MB/Infobox}} | ||
=== Normal Moves === | |||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | |||
{{MoveData | |||
|image=MBCWarc5A.png | |||
|caption= | |||
|name=5A | |||
|linkname=5A | |||
|data= | |||
{{AttackData-MB | |||
|damage=350 | |||
|reddamage=196 | |||
|proration=75% (O) | |||
|circuit=4.0% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=LH | |||
|startup=4 | |||
|active=4 | |||
|recovery=8 | |||
|frameAdv=0 | |||
|invuln= | |||
|description=A swipe like motion with the hand at about shoulder height. Generally used for reverse beats to continue pressure or guard break. The hitbox's size has been lessened so all characters can duck under it. | |||
}} | |||
}} | |||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MBCWarc5B.png | |||
|image2=MBCWarc5XB.png | |||
|image3=MBCWarc5XB2.png | |||
|caption= | |||
|name=5B | |||
|input=5{B}/[B] | |||
|linkname=5B | |||
|data= | |||
{{AttackData-MB | |||
|version=5B | |||
|damage=700 | |||
|reddamage=490 | |||
|proration=100% | |||
|circuit=6.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=7 ~ 14 | |||
|active=4 | |||
|recovery=20 | |||
|frameAdv=-9 | |||
|invuln= | |||
|description=Warc swipes downward while stepping forward. A very strong move, lots of hit stun and block stun, but slow recovery. Also her strongest combo starter. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5{B} | |||
|damage=500*2 (863) | |||
|reddamage=(507) | |||
|proration=75% (O) | |||
|circuit=5.0%, 4.0% (9.0%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=17 ~ 26 | |||
|active={{Tooltip | text=6| hovertext=2 hits. 3, 3}} | |||
|recovery=17 | |||
|frameAdv=-5 | |||
|invuln= | |||
|description=Larger hitbox and moves even farther forward while hitting twice. Little pushback, good for blockstrings as long as you reverse beat or chain out of it. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5[B] | |||
|damage=600 | |||
|reddamage=392 | |||
|proration=60% (O) | |||
|circuit=5.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=H | |||
|startup=26 | |||
|active=4 | |||
|recovery=17 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description=Quick overhead, moves Warc VERY far forward, has little recovery and one hit of super armor. Lifts opponent off the ground on hit, so adjust your combo accordingly. Has quite a few uses. | |||
}} | |||
}} | |||
===== <span class="invisible-header">5C</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MBCWarc5C.png | |||
|image2=MBCWarc5XC.png | |||
|caption= | |||
|name=5C | |||
|input=5[C] | |||
|linkname=5C | |||
|data= | |||
{{AttackData-MB | |||
|version=5C | |||
|damage=975 | |||
|reddamage=686 | |||
|proration=90% (M) | |||
|circuit=9.75% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=4 ~ 30 | |||
|active=4 | |||
|recovery=25 | |||
|frameAdv=-11 | |||
|invuln= | |||
|description=Warc steps in and thrusts her arm forward. Active on frame 5 minimum making it a great counter-poke, and can be delayed by holding C for up to 28f. The animation is deceiving as the move only reaches to her hand, however it reaches down enough to hit crouchers. Has little pushback but not much stun. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5[C] | |||
|damage=2500 | |||
|reddamage=1960 | |||
|proration=100% | |||
|circuit=18.0% | |||
|cancel= | |||
|guard=U | |||
|startup=42 | |||
|active=2 | |||
|recovery=27 | |||
|frameAdv= | |||
|invuln= | |||
|description=Looks the same as 5C, but has VERY slow charge time (42 frames!) and probably won't hit anyone who is awake. Better to use this as a stagger in blockstrings by half-charging. | |||
}} | |||
}} | |||
======< | ==== Crouching Normals ==== | ||
{{MoveData|image= | ===== <span class="invisible-header">2A</span> ===== | ||
{{MoveData | |||
|image=MBCWarc2A.png | |||
|image2=MBCWarc2AA.png | |||
|caption= | |||
|name=2A | |||
|input=2A~2A | |||
|linkname=2A | |||
|data= | |||
{{AttackData-MB | |||
|version=2A | |||
|damage=280 | |||
|reddamage=176 | |||
|proration=70% (O) | |||
|circuit=3.5% | |||
|cancel=-SE-, -N-, -SP-, CH, -EX-, (J) | |||
|guard=LH | |||
|startup=4 | |||
|active=3 | |||
|recovery=9 | |||
|frameAdv=0 | |||
|invuln= | |||
|description=A swipe to the opponents knees that comes out on frame 5. Hits mid. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=2A~2A | |||
|damage=250 (449) | |||
|reddamage=(341) | |||
|proration=100% | |||
|circuit=2.5% | |||
|cancel=SE, N, SP, EX, (J) | |||
|guard=LA | |||
|startup=4 | |||
|active=4 | |||
|recovery=9 | |||
|frameAdv=-1 | |||
|invuln= | |||
|description=Warc swipes with her other arm. Has good stun for an A and hits low, hit confirming from here is very basic. If 2A whiffs this move will not come out. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2B</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MBCWarc2B.png | |||
|caption= | |||
|name=2B | |||
|linkname=2B | |||
|data= | |||
{{AttackData-MB | |||
|damage=700 | |||
|reddamage=392 | |||
|proration=75% (O) | |||
|circuit=6.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=6 | |||
|active=5 | |||
|recovery=16 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description=A low sweep that starts up quickly. Can be used as a poke from medium ranges and whiff canceled for pressure, and also as an anti-air for characters without a low reaching air move. Lifts opponent on hit and is used in her BnBs. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2C</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MBCWarc2C.png | |||
|caption= | |||
|name=2C | |||
|linkname=2C | |||
|data= | |||
{{AttackData-MB | |||
|damage=1000 | |||
|reddamage=686 | |||
|proration=75% (O) | |||
|circuit=9.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=7 | |||
|active=4 | |||
|recovery=28 | |||
|frameAdv=-14 | |||
|invuln= | |||
|description=Warc gets low to the ground and does a very quick, large swipe with her hand. Has good blockstun and can be used as an anti-air thanks to it's large vertical hitbox. It also works as a long rang poke since it will tag crouchers unlike 5C. Really terrible on whiff, so don't whiff it! | |||
}} | |||
}} | |||
======< | ==== Aerial Normals ==== | ||
{{MoveData|image= | ===== <span class="invisible-header">j.A</span> ===== | ||
{{MoveData | |||
|image=MBCWarcjA.png | |||
|caption= | |||
|name=j.A | |||
|linkname=j.A | |||
|data= | |||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=147 | |||
|proration=75% (O) | |||
|circuit=3.0% | |||
|cancel=SE, N, SP, EX, J | |||
|guard=LHA | |||
|startup=5 | |||
|active=4 | |||
|recovery=10 | |||
|frameAdv= | |||
|invuln= | |||
|description=A scratch-like move that starts up fast. The hitbox is somewhat small, can be used to set up a high/low when IADing with j.B | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.B</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MBCWarcjB.png | |||
|caption= | |||
|name=j.B | |||
|linkname=j.B | |||
|data= | |||
{{AttackData-MB | |||
|damage=510, 200 | |||
|reddamage=313, 98 | |||
|proration=80% (O) | |||
|circuit=5.0%, 2.0% (7.0%) | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=4 | |||
|active=3 (4) 3 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Warc does two long forward swipes with her arms. The startup is extremely fast, the hitbox is very large so using this as an aerial poke and an anti-air are common. However, there is a hitbox on the swipes so don't be TOO liberal with it. Don't whiff this, as you will be stuck in recovery until landing. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.C</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MBCWarcjC.png | |||
|caption= | |||
|name=j.C | |||
|linkname=j.C | |||
|data= | |||
{{AttackData-MB | |||
|damage=950 | |||
|reddamage=637 | |||
|proration=90% (M) | |||
|circuit=9.5%, | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=5 | |||
|active=2 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=In a hook shape, Warc does a large upwards swipe. On hit, the opponent is launched vertically in to the air. Has short horizontal reach but starts up fast, so using it as an anti-air for opponents above you is a decent use. Don't whiff this like j.B. Jumping in with this and reverse beating to j.B creates a strong high/low. | |||
}} | |||
}} | |||
======< | ==== Command Normals ==== | ||
{{MoveData|image= | ===== <span class="invisible-header">3C</span> ===== | ||
{{MoveData | |||
|image=MBCWarc3C.png | |||
|caption= | |||
|name=3C | |||
|linkname=3C | |||
|data= | |||
{{AttackData-MB | |||
|damage=1600 | |||
|reddamage=1274 | |||
|proration=55% (O) | |||
|circuit=12.5% | |||
|cancel= | |||
|guard=L | |||
|startup=19 | |||
|active=3 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln=Super Armor 5-22 | |||
|description=Looks just like 2C but it has longer startup and super armor. Knocks down ground opponents and pops air opponents upwards. Completely untechable for ground opponents and ground techable for aerial opponents. | |||
}} | |||
}} | |||
===== <span class="invisible-header">6C</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MBCWarc6C.png | |||
|image2=MBCWarc6XC.png | |||
|caption= | |||
|name=6C | |||
|input=6[C] | |||
|linkname=6C | |||
|data= | |||
{{AttackData-MB | |||
|version=6C | |||
|damage=900 | |||
|reddamage=588 | |||
|proration=80% (O) | |||
|circuit=6.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=10 ~ 21 | |||
|active=5 | |||
|recovery=24 | |||
|frameAdv=-11 | |||
|invuln= | |||
|description=Warc does a side kick while moving forward. Due to the forward movement, it is extremely useful for combos and pressure. Decent for jumpouts but not useful as an anti-air. Long recovery on whiff so try not to whiff it. Whiff cancel this to continue pressure. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=6[C] | |||
|damage=1700 | |||
|reddamage=1372 | |||
|proration=80% (O) | |||
|circuit=17.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=18 | |||
|active=5 | |||
|recovery=22 | |||
|frameAdv=-9 | |||
|invuln= | |||
|description=Adds damage/guard damage/and a blowback effect on hit. Great for staggers and whiff canceling. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.2C</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MBCWarcj2C.png | |||
|caption= | |||
|name=j.2C | |||
|input=(~8) | |||
|linkname=j.2C | |||
|data= | |||
{{AttackData-MB | |||
|version=j.2C<br>~8 | |||
|damage=300*6, 800 (2064)<br>300*6, 500 (1849) | |||
|reddamage=(1062)<br>(921) | |||
|proration=100%<br>50% (O) | |||
|circuit=4.0%*6, 8.0% (32.0%)<br>4.0%*6, 5.0% (29.0%) | |||
|cancel= | |||
|guard=LHA, HA | |||
|startup=3 | |||
|active=2 (2) x3, 2, 2 (4) 1 (1) 4 | |||
|recovery={{Tooltip | text=14| hovertext=Landing recovery.}} | |||
|frameAdv=-9 (TK) | |||
|invuln= | |||
|description=Warc spins while clawing the opponent with both arms. Used to end air combos for knockdown (last hit needs to connect). Has one hit of super armor so you can use this to beat out shield counters. | |||
Holding up after doing the move will remove knockdown properties and cause the attack to do less damage. Absolutely useless. | |||
}} | |||
}} | |||
== | === Universal Mechanics === | ||
<b>Ground Throw</b><br/> | <b>Ground Throw</b><br/> | ||
Warc grabs the opponent and tosses them the direction you held when throwing. Ground techable, but this sets up a strong OTG/tech punish mixup for Warc in the corner. | Warc grabs the opponent and tosses them the direction you held when throwing. Ground techable, but this sets up a strong OTG/tech punish mixup for Warc in the corner. | ||
Line 242: | Line 989: | ||
<br/> | <br/> | ||
==Special Moves== | === Special Moves === | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
Line 298: | Line 1,045: | ||
|} | |} | ||
==Arc Drive== | === Arc Drive === | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
Line 308: | Line 1,055: | ||
|} | |} | ||
==Another Arc Drive== | === Another Arc Drive === | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
Line 318: | Line 1,065: | ||
|} | |} | ||
==Last Arc== | === Last Arc === | ||
{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" |
Revision as of 08:19, 2 September 2020
Character Page Progress
Raw PS2 info needs CC 1.07 updates!
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
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
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
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
Note: This section will be divided between starter ground strings, aerial followups and ender options. The combo sections following this one will also use these aerial followups/ender options.
Starters
Aerials
Character-Specific j.214C crossover combos:
Enders
Corner Combos
236A Combos
These combos are very flashy and give you very high meter gain (usually at least 150%). Some of the variations can prove to be rather difficult due to some character's hitboxes and the fact that you want the first hit of 236A to whiff. Delay the followups after 236 for as long as possible, this will keep the opponent lower to the ground and is the only way to make some of these even possible. If you land a 2AA, j.AB or j.B starter into 5B etc. you can tack on an extra 236A on most characters with 5B/5C 5A 236A.
Corner OTG w/ Throw
When you finally land a throw with C-Warc in the corner, you set-up what is essentially a 3-way mixup game for the opponent. You have 3 starter options here.
- Option 1: Wait
This option is for when you predict the opponent will tech. Since Warc's throw is ground techable, you can react to all teching with 2B (ideally you want to use 5B, although 2B is much easier due to its active frames). This scores you high damage + high meter gain and will certainly make your opponent reconsider next time you throw them.
- Option 2: OTG the opponent
This relies on your opponent not teching but will give you extra meter and tack on a bit of extra damage to your throw. It also sets up another tech punish opportunity, however you cannot OTG the opponent a second time.
Use 2B > 5B > 2C > 5C > 5AA. On some characters you can OTG with 5B (making it easier to tech punish with 5B, since you don't have to switch stick position). For these characters use 5B > 2B > 2C 5C > 5AA instead.
Characters that can be struck with 5B OTG:
- Arcueid
- Red Arcueid
- Kohaku
- Kouma
- Nanaya
- Nero
- Roa
- Option 3: Airdash over the opponent
When you throw the opponent, they are actually turned around (their back will be facing you). When this situation occurs, a universal mechanic takes place where the opponent will actually be vulnerable to being crossed over in the corner while waking up.
This relies on the opponent not teching, however using this will strongly encourage teching to avoid the mixup giving you more chances to tech punish for high damage.
If your opponent begins to block this, you can set up all of Warc's mixups with ease. Some strong options here include:
IAD backwards j.CB/j.C land 2B/j.C land throw
Superjump forward, airdash back j.CB/j.C land 2B/j.C land throw
Situational Combos
Combos off 623C wallslam
EX Shield Hitconfirms
Aerial CH Hitconfirms
Off of j.C or j.214A/B counterhits:
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
5B
5{B}/[B] |
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5C
5C
5[C] |
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Crouching Normals
2A
2A
2A~2A |
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2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
3C
6C
6C
6[C] |
---|
j.2C
j.2C
(~8) |
---|
Universal Mechanics
Ground Throw
Warc grabs the opponent and tosses them the direction you held when throwing. Ground techable, but this sets up a strong OTG/tech punish mixup for Warc in the corner.
Air Throw
A grab that catches the opponent and slams them to the ground. The recovery has been nerfed, so your oki will be limited to basic things such as 5B or 2A on opponents who have a fast wakeup time.
Special Moves
Alt Nagel 「アルトネーゲル」 - 236ABC
|
Weiss Katze 「ヴァイス・カッツェ」 - 623ABC
|
Alt Schule 「アルトシューレ」 - 214ABC
|
Reverse Weiss Katze 「(後方) ヴァイス・カッツェ」 - 421ABC
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Vor Mond 「フォル・モーント」 - j.22ABC
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Vorsicht Echt Schule 「フォーアツァイト・エヒトシューレ」 - 63214C
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Arc Drive
Blut die Schwester 「プルート・ディ・シュヴェスタァ」 - 41236C in HEAT or MAX
|
Another Arc Drive
Blut die Schwester 「プルート・ディ・シュヴェスタァ」 - 41236C in BLOOD HEAT
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Last Arc
Gnadenstoß 「グナーデン・シュトース」 - Standing or crouching EX shield in BLOOD HEAT
|