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}} | ||
==Guides== | |||
Made by the tech master himself. It's got all you need to play the character probably more. Brasil's own nightmare that gives a gift to you. | |||
*[https://docs.google.com/document/d/1B6P_jfmq6FpDce5XNPAHyKuAfebcTzkKHlzli6HYaPE/edit F-Wara guide by Receita Federal] | |||
== Additional Resources == | == Additional Resources == | ||
[http://melty.games/? | [http://mbaacc.melty.games/?p1moon=f&p1char=wara 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 | == Notable Players == | ||
{| class="wikitable" | |||
!width="95"|Name!! width="85"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=f&p1char=wara&p1name=kuroshiro%20(%E9%BB%92%E7%99%BD) kuroshiro<br>(黒白)] || style="text-align:center;"| [[File:Warachia_Color24.png|Color|100px]] | |||
| Japan || A-cho,<br>Play Spot BIG ONE 2nd || Active || Funny Warachia. He is the player that comes to mind for F-Wara due to his proficiency, techs and solid play that perfectly defines the character. | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=f&p1char=wara&p1name=Receita%20Federal ReceitaFederal<br>] || style="text-align:center;"| [[File:Warachia_Color06.png|Color|100px]] | |||
| South America|| Netplay || Active || True man of South America. Mostly posts tech on his [https://twitter.com/MillerRobert1 twitter] | |||
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿<br> | |||
⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠿⠿⠛⠉⠛⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿<br> | |||
⣿⣿⣿⣿⣿⣿⣿⠟⠋⠀⠀⠀⠀⠀⠀⢸⣿⣿⣿⣿⣿⢏⣾⣿⣿⣿⣿⣿⣿⣿<br> | |||
⣿⣿⣿⣿⣿⠿⠇⠀⠀⠀⠀⠀⠀⠀⠀⠈⠻⢿⣿⣿⢋⣾⡿⠿⣛⣻⣽⣿⣿⣿<br> | |||
⣿⣿⣿⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣄⠈⠁⠉⠒⣚⣉⣉⣛⣛⣻⣿⣿<br> | |||
⣿⣿⣿⡇⠀⣤⣾⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠃⣤⣶⡝⢶⣬⣙⢿⣿⣿⣿⣿<br> | |||
⣿⣿⣿⣿⡀⣿⣿⣦⣾⡄⠀⣾⠖⠀⣀⣾⣷⣿⣿⣾⣿⣿⣆⣿⣿⣷⣿⣿⣿⣿<br> | |||
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡆⠀⣤⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣼⣿⣿⣿⣿⣿⣿<br> | |||
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⢰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿<br> | |||
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿<br> | |||
ES BRASILERO Y TIENE MIX TIENE FACHA TIENE FACTOR INTIMIDANTE NO TIENE RUN UP THROW ES FWARA | |||
|- | |||
|} | |||
== Overview == | == Overview == | ||
Line 23: | Line 41: | ||
|Strengths | |Strengths | ||
| | | | ||
* | *Large Normals: F-Wara has the best mid and long-range pokes of all his other moons, having standing B which covers a lot of space in front of him leading into his most damaging combos | ||
* | *Good Antiair | ||
*Excellent Mixups on Hard Knockdown: Having his unique ground dash that puts him airborne and his air dash that angles slightly downward, it allows for F-Wara to mixup his opponents on hard knockdown | |||
|- | |- | ||
|Weaknesses | |Weaknesses | ||
| | | | ||
* | *Large Hurtbox | ||
*Unorthodox Ground and Airdash | |||
|} | |} | ||
Line 47: | Line 67: | ||
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, | * 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, they will eat a 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. | * 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. | * 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. | * 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. | ||
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=== Defense === | === Defense === | ||
place text here* | place text here* | ||
== Combos == | == Combos == | ||
Line 166: | Line 182: | ||
# Wara lands and recovers. | # 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 | 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 them to hit the floor before you can followup. But do not fret, all of 623C's hits are untechable, so if you realize you cannot combo anymore, change to oki. | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
Line 177: | Line 193: | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 2A > 5B > 5C > 6C > 623C (, 2B > 2[C])xN | |input= * 2A > 5B > 5C > 6C > 623C (, 2B(1) > 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. | ||
Line 231: | Line 247: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=5 | |recovery=5 | ||
Line 254: | Line 270: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=9 | ||
|active={{Tooltip | text=9| hovertext=3, 3, 3}} | |active={{Tooltip | text=9| hovertext=3, 3, 3}} | ||
|recovery=12 | |recovery=12 | ||
Line 277: | Line 293: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active={{Tooltip | text=9| hovertext=2, 3, 4}} | |active={{Tooltip | text=9| hovertext=2, 3, 4}} | ||
|recovery=15 | |recovery=15 | ||
Line 302: | Line 318: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=4 | ||
|active=4 | |active=4 | ||
|recovery=5 | |recovery=5 | ||
Line 325: | Line 341: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=8 | ||
|active={{Tooltip | text=7| hovertext=4, 3}} | |active={{Tooltip | text=7| hovertext=4, 3}} | ||
|recovery=8 | |recovery=8 | ||
Line 351: | Line 367: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active={{Tooltip | text=8| hovertext=4, 4}} | |active={{Tooltip | text=8| hovertext=4, 4}} | ||
|recovery=17 | |recovery=17 | ||
Line 367: | Line 383: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=20 | ||
|active={{Tooltip | text=8| hovertext=4, 4}} | |active={{Tooltip | text=8| hovertext=4, 4}} | ||
|recovery=10 | |recovery=10 | ||
Line 392: | Line 408: | ||
|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
Line 415: | Line 431: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=10 | |active=10 | ||
|recovery= | |recovery= | ||
Line 438: | Line 454: | ||
|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 | ||
|startup= | |startup=12 | ||
|active={{Tooltip | text=8| hovertext=2, 2, 4}} | |active={{Tooltip | text=8| hovertext=2, 2, 4}} | ||
|recovery= | |recovery= | ||
Line 466: | Line 482: | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=16 | ||
|active=7 | |active=7 | ||
|recovery=19 | |recovery=19 | ||
Line 482: | Line 498: | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=H | |guard=H | ||
|startup= | |startup=29 | ||
|active=7 | |active=7 | ||
|recovery=14 | |recovery=14 | ||
Line 505: | Line 521: | ||
|cancel=N/A | |cancel=N/A | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=22 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery= | ||
Line 531: | Line 547: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 555: | Line 571: | ||
|cancel=(Any if Raw) | |cancel=(Any if Raw) | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text= | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
Line 581: | Line 597: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 597: | Line 613: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 622: | Line 638: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 638: | Line 654: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 662: | Line 678: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=21 | ||
|active=8 | |active=8 | ||
|recovery=25 | |recovery=25 | ||
Line 687: | Line 703: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 703: | Line 719: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 732: | Line 748: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=15 | ||
|active={{Tooltip | text=X| hovertext=Projectile lasts 109 frames max. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | |active={{Tooltip | text=X| hovertext=Projectile lasts 109 frames max. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | ||
|recovery=41 | |recovery=41 | ||
Line 750: | Line 766: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=29 | ||
|active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames max. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | |active={{Tooltip | text=X| hovertext=Projectile lasts 221 frames max. Reflectable projectile box starts being active 4 frames prior to the hitbox.}} | ||
|recovery=29 | |recovery=29 | ||
Line 766: | Line 782: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=6+ | |startup=6+23 | ||
|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 | ||
Line 791: | Line 807: | ||
|proration=100% | |proration=100% | ||
|circuit=2.7%*6 (16.2%) | |circuit=2.7%*6 (16.2%) | ||
|cancel= | |cancel={{Tooltip | text=-EX-| hovertext=Frames 62-77}} | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=40| hovertext=Six hits maximum.}} | |active={{Tooltip | text=40| hovertext=Six hits maximum.}} | ||
|recovery=28 | |recovery=28 | ||
Line 809: | Line 825: | ||
|proration=100% | |proration=100% | ||
|circuit=2.7%*7 (18.9%) | |circuit=2.7%*7 (18.9%) | ||
|cancel= | |cancel={{Tooltip | text=-EX-| hovertext=Frames 76-91}} | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=18 | ||
|active={{Tooltip | text=46| hovertext=7 hits maximum.}} | |active={{Tooltip | text=46| hovertext=7 hits maximum.}} | ||
|recovery=28 | |recovery=28 | ||
Line 827: | Line 843: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=11+ | |startup=11+11 | ||
|active={{Tooltip | text=108| hovertext=17 hits maximum.}} | |active={{Tooltip | text=108| hovertext=17 hits maximum.}} | ||
|recovery=35 | |recovery=35 | ||
Line 854: | Line 870: | ||
|cancel | |cancel | ||
|guard=U | |guard=U | ||
|startup= | |startup=30 | ||
|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 | ||
Line 872: | Line 888: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=30 | ||
|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 | ||
Line 888: | Line 904: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup=2+ | |startup=2+27 | ||
|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 | ||
Line 971: | Line 987: | ||
|reddamage=(1417) | |reddamage=(1417) | ||
|proration=100% | |proration=100% | ||
|circuit=1.8% | |circuit=1.8%*9 (16.2%) | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=25 | ||
|active={{Tooltip | text=X| hovertext=21 frames. Wara recovers during active frames.
3, 2, 2, 2, 2, 2, 2, 2, 2, 2 (9 Hits)}} | |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 | |recovery=18 | ||
Line 982: | Line 998: | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |||
|version=[A] | |version=[A] | ||
|damage=250*9 (1753) | |damage=250*9 (1753) | ||
|reddamage=(1417) | |reddamage=(1417) | ||
|proration=100% | |proration=100% | ||
|circuit=1.8% | |circuit=1.8%*9 (16.2%) | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |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)}} | |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 | |recovery=21 | ||
Line 1,004: | Line 1,021: | ||
|reddamage=(1417) | |reddamage=(1417) | ||
|proration=100% | |proration=100% | ||
|circuit=1.8% | |circuit=1.8%*9 (16.2%) | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=25 | ||
|active={{Tooltip | text=X| hovertext=21 frames. Wara recovers during active frames.
3, 2, 2, 2, 2, 2, 2, 2, 2, 2 (9 Hits)}} | |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 | |recovery=20 | ||
Line 1,020: | Line 1,037: | ||
|reddamage=(1417) | |reddamage=(1417) | ||
|proration=100% | |proration=100% | ||
|circuit=1.8% | |circuit=1.8%*9 (16.2%) | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |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)}} | |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 | |recovery=23 | ||
Line 1,039: | Line 1,056: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=6+ | |startup=6+12 | ||
|active={{Tooltip | text=X| hovertext=Period of 60 frames. Wara recovers during active frames.
3, 2, 2, 2, 2 (2), 2 (2) x11, 3}} | |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 | |recovery=44 | ||
|frameAdv=-8 | |frameAdv=-8 to +34 | ||
|invuln= | |invuln= | ||
|description=Summons a big tornado right in front of you which slowly moves forward. If opponents get hit, they get sent upwards. | |description=Summons a big tornado right in front of you which slowly moves forward. If opponents get hit, they get sent upwards.<br> | ||
Used to get +frames when opponent is in the corner. | |||
}} | }} | ||
}} | }} | ||
==== Aerial Specials ==== | ==== Aerial Specials ==== | ||
Line 1,067: | Line 1,084: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=17 | ||
|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.}} | ||
Line 1,085: | Line 1,102: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=17 | ||
|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.}} | ||
Line 1,101: | Line 1,118: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+20 | ||
|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.}} | ||
Line 1,127: | Line 1,144: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=13 | ||
|active={{Tooltip | text=17~48| hovertext=Active until Wara leaves the screen. Amount of hit varies.
12 (2) X}} | |active={{Tooltip | text=17~48| hovertext=Active until Wara leaves the screen. Amount of hit varies.
12 (2) X}} | ||
|recovery=53~54<br>/ 73~74 | |recovery=53~54<br>/ 73~74 | ||
Line 1,145: | Line 1,162: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=13 | ||
|active={{Tooltip | text=19~66| hovertext=Active until Wara leaves the screen. Amount of hit varies.}} | |active={{Tooltip | text=19~66| hovertext=Active until Wara leaves the screen. Amount of hit varies.}} | ||
|recovery=61~62<br>/ 81~82 | |recovery=61~62<br>/ 81~82 | ||
Line 1,161: | Line 1,178: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+13 | ||
|active={{Tooltip | text=31~67| hovertext=Active until Wara leaves the screen. Amount of hit varies.}} | |active={{Tooltip | text=31~67| hovertext=Active until Wara leaves the screen. Amount of hit varies.}} | ||
|recovery=57~93 | |recovery=57~93 | ||
Line 1,180: | Line 1,197: | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=100, | |damage=100, 500*10, 4000 (3284) | ||
|reddamage=(2584) | |reddamage=(2584) | ||
|proration=50% (O) | |proration=50% (O) | ||
Line 1,186: | Line 1,203: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=6+ | |startup=6+13 | ||
|active=1 (1) 2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 | |active=1 (1) 2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 | ||
|recovery=48 | |recovery=48 | ||
Line 1,194: | Line 1,211: | ||
}} | }} | ||
}} | }} | ||
=== Another Arc Drive === | === Another Arc Drive === | ||
Line 1,211: | Line 1,227: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=5+ | |startup=5+12 | ||
|active=2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 | |active=2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 | ||
|recovery=46 | |recovery=46 | ||
Line 1,237: | Line 1,253: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup=6+ | |startup=6+9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full | |invuln=Full | ||
|description=Performs | |description=Performs a large unblockable attack similar to j.421C, moving forward then back across the screen. If either of these attacks connects, a final blockable fullscreen attack will trigger after the second pass. Circuit Breaks the opponent on superflash; this effect is unavoidable. | ||
While difficult, it's sometimes possible to maneuver around the first two attacks and punish Wara's recovery. Characters with sufficient invulnerability can also attempt to invul through hits, including use of EX moves so long as their superflash (and thus meter spend) triggers before the Last Arc superflash. Getting hit while armored will still trigger the final attack sequence. More practically, Wara's Last Arc damage is heavily dependent on maximizing the number of hits that connect. Opponents can greatly reduce damage taken by jumping to take an air hit rather than getting hit on the ground, sometimes reducing damage by more than 50%. In some circumstances this can even leave Wara punishable on hit: | |||
*Air hits will often lead to knockdown before the second pass, which will OTG. This will usually still connect to the final attack, but that sequence becomes ground techable. This typically leaves Wara -8~9 on neutral tech. | |||
*Knockdown will sometimes instead occur from the second pass with enough time to enter wakeup before the final sequence, or it may connect on a downed opponent in the middle of its hitbox and thus give the opponent time to recover before the final sequence. This will greatly reduce damage and leave Wara -28 on block. | |||
Wara's Last Arc is in counterhit state for the duration of its recovery. | |||
}} | }} | ||
}} | }} |
Latest revision as of 16:31, 14 January 2024
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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Guides
Made by the tech master himself. It's got all you need to play the character probably more. Brasil's own nightmare that gives a gift to you.
Additional Resources
F-Warachia Match Video Database
F-Wara guide by Receita Federal
Notable Players
Name | Color | Region | Common Venues | Status | Details |
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kuroshiro (黒白) |
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Japan | A-cho, Play Spot BIG ONE 2nd |
Active | Funny Warachia. He is the player that comes to mind for F-Wara due to his proficiency, techs and solid play that perfectly defines the character. |
ReceitaFederal |
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South America | Netplay | Active | True man of South America. Mostly posts tech on his twitter
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ |
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, they will eat a 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.
- 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 | |
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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.
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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:
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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 them to hit the floor before you can followup. But do not fret, all of 623C's hits are untechable, so if you realize you cannot combo anymore, change to oki.
Haze Combos
F-Wara's 214 Haze increases the aerial hitstun of your moves if your opponent is touching it. This makes certain combos possible in the presence of Haze.
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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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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