Melty Blood/MBAACC/Red Arcueid/Crescent Moon
Combos
Normal Combos
(2A) 5B 2B 2C 5C Aerial
- Basic BnB.
(2A) 2B 5B 2C 5C Aerial
- Easy confirm off of 2B.
(2A) 5B 2B 2C 5A 5C Aerial
- Use this one on the Neko's.
(2A) 5B 5C 6C 2B 2C Aerial
- 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.
5B 6C 2B 2C 5C Aerial
- 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.
(2A) 5B 2B 6C 2C 5C Aerial
- Not really useful, but a decent hitconfirm nonetheless.
(2A) 5B 2B pause 2C BE6C 5C Aerial
- Optimal hitconfirm. Use if your 5B didn't hit point blank.
Aerials
j.B(2) j.C sdj. j.B(2) j.C Ender
- Basic aerial.
j.C j.B(2) ad. j.B(1) sdj. j.B(2) j.C Ender
- Nin combo from MBAC. You'll rarely have to use this ender.
j.B(2) ad. j.B(1) sdj. j.B(2) j.C Ender
- Alternate version of the Nin combo. Used when you are too far for j.B(2) j.C to hit.
j.ABC sdj. j.ABC
- Used if they are very low or have a small hitbox.
j.B(1) ad. j.B(1) j.C land sj8. j.C j.B(1) sdj. j.B(2) j.C Ender
- 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. . .
j.A ad. j.B(1) j.C land sj8. j.C j.B(1) sdj. j.B(2) j.C Ender
- The j.A Shin nin combo. Helps stablize hitconfirming into the combo.
j.C j.B(2) sdj. j.Ax2 j.C ad.214C
- 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:
Crossover J214C combos
j.C j.B(2)sdj. j.A j.B(1) j.C ad.214C
- Crossover J214C on both Akihas, Aoko, Roa, Warakia
j.C j.B(2) sdj. j.Ax2 j.C ad.214C
- Crossover J214C on Miyako, Kouma, both Lens, Ciel, both Sions
j.C j.B(2) sdj. j.B(1) j.C ad.214C
- Crossover J214C on Ries, Shiki, Nero
j.C j.B(2) sdj. j.B(2) j.C ad.214C
- Crossover J214C on Satsuki
Aerial Combo Enders
Airthrow
- Standard ender. Be aware that in MBAA airthrows have generally been nerfed.
j.2C
- Another standard ender. Gives decent oki and does the most damage.
Airdash j.214C
- Use this after j.B j.C sdj.B j.C. Also possible after Shin nin, but it's pretty tough.
jB(1) j214A j214C
- Easier way to end Shin Nin with j214C. A good trick to inputting this is inputting it as j214A~5~C.
Combos off 623C wallslam
2A 2C 5C Aerial
- Use this when your back is touching the wall.
5B 2C 5C
- Works from one to three characters away.
2B 6[C] 5C Aerial
- 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.
2C BE6C 5C Aerial
- Works about two character spaces away. Do the 2C as late as possible.
Dash 5C 2C/6C Aerial
- Works from about three character lengths away to right outside of midscreen. Input 5C as 4C so you don't do 6C by accident.
63214C dash (ground normal) Aerial
- Midscreen when you aren't confident in dash 5C.
TK 22B 22C
- Full screen.
EX Shield Hitconfirms
2A into any BnB
- Opponent on ground
Opponent in air:
CH 5A dash 5A 5B Aerial
- Very easy confirm, low damage.
CH 5A 623C followup
- Use this when your back is near the corner. Good damage and sideswap.
Aerial CH Hitconfirms
2A/5B 2C 5C Aerial
- Very easy confirm, decent damage.
2B 6[C] 5C Aerial
- 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.
2C 6[C] 5C Aerial
- 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:
3C into any previous confirm
- Tacks on extra damage and meter. Pretty easy to do.
6[C] 5B 2C 5C Aerial
- Very difficult to confirm in to this, but gives you the highest damage.
3C 5B 63214C 3C 2C 6C 5C Aerial
- Corner only, 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.
Corner 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(2) starter into 5B etc. you can tack on an extra 236A on most characters with 5B/5C 5A 236A.
(2A) 5B 5C 6C 2B 2C 236A 5B 236A Aerial
- On Miyako, Satsuki, Ries, Arc, Len, Aoko, both Sions
(2A) 5B 5C 6C 2B 2C 236A 5B 5A 236A Aerial
- On Warakia, Ciel, both Shikis, Roa, Nero, both Akihas, both Hisuis, Kohaku, Kouma
(2A) 5B 5C 6C 2B 2C 236A 5B 236A 5A 236A Aerial
- On both Sions, Nero, Warakia, Akiha, Arc, Shiki
(2A) 5B 5C 6C 2B 2C 236A 5B 236A 5C 5A 236A Aerial
- On Ries, Miyako, both Lens, Ciel, V.Akiha
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:
Nanaya Kouma Arcueid Red Arcueid Nero Kohaku Maids (w/Kohaku leading) 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
Strategy
Crescent
Spacing
Pressure
Move Descriptions
Normal Moves
2A [Mid]
A swipe to the opponents knees that starts up in 5 frames. Cannot be used for mixup as it is no longer a low hit. |
2AA [Low]
Warc swipes with her other arm. Has good stun for an A, hit confirming from here is very basic. If 2A whiffs this move will not come out. |
5A [Mid]
A swipe like motion with the hand at about shoulder height. Startup is 5 frames, along with 8 frame recovery. 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. |
2B [Low]
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 B&Bs. |
5B [Mid]
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. |
5(B) [Mid]
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. |
5[B] [Overhead]
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. |
2C [Low]
Warc gets low to the ground and does a very quick (6 frames), 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! |
3C [Low]
Looks just like 2C but it has longer startup (20 frames) and super armor. Knocks down ground opponents and pops air opponents upwards. Completely untechable for ground opponents and ground techable for aerial opponents. |
5C [Mid]
Warc steps in and thrusts her arm forward. Starts up in 6 frames, making it a great counter-poke. The animation is deceiving as the move only reaches to her hand, however it reaches down to her knees so it will hit crouchers. Has little pushback but not much stun. |
5[C] [Unblockable]
Looks the same as 5C, but has VERY slow charge time (43 frames!) and probably won't hit anyone who is awake. Better to use this as a stagger in blockstrings by half-charging. |
6C [Mid]
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. |
6[C] [Mid]
Adds damage/guard damage/and a blowback effect on hit. Great for staggers and whiff canceling. |
j.A [Mid]
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 |
j.B [Overhead]
Warc does two long forward swipes with her arms. The startup is extremely fast (5 frames!), 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. |
j.C [Mid]
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. |
j.2C [Mid, Overhead on last hit]
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. |
j.2C8 [Mid]
Same as j.2C but holding up after doing the move will remove knockdown properties and cause the attack to do less damage. Absolutely useless. |
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
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Weiss Katze 「ヴァイス・カッツェ」 - 623ABC
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Alt Schule 「アルトシューレ」 - 214ABC
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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
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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
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