Melty Blood/MBAACC/Warachia/Crescent Moon

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  • (Additional Ressources/Players to watch/ask):
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    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
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Additional resources

C-Warachia Match Video Database
Donnie's C-Warachia Combos & Oki Guide

Overview

Playstyle
Warabow improved.png C-Wara can dominate neutral with far reaching pokes and strong, dynamic movement.
Pros Cons
  • Large normals: C-Wara is spoiled for choice in mid and long pokes, as his grounded and jumping B and C normals all cover lots of space and compliment each other nicely.
  • Extremely mobile: Having a very good step-type dash and airdash and command airdashes allows him to approach quickly and safely on the ground or in the air.
  • Fantastic meter gain: Between his plethora of multihit normals and C-Moon's already strong meter gain modifier, C-Wara has no trouble accumulating meter quickly.
  • Flexible combo game: With meter Wara easily confirms even the smallest hits into good damage and hard knockdown while having a generally versatile converting ability at large.
  • Largest heat hitbox in the game: Furthest forward reaching heat box in the game, and even hitting behind him ruining some crossup setups, Wara heat is a strong defensive option.
  • Looping setplay off of throw: Wara's knockdown off of throw is enough time to either loop a well-insured strike/throw mixup or go for a plus, reversal-safe meaty.
  • Large hurtbox: Wara is one of the tallest characters in the game, both standing and crouching, allowing other characters to run some mixups on him that they wouldn't be able to otherwise.
  • Inconsistent defensive options: Being a large character with large normals, C-Wara's abare is relatively weak, and many of his reversals are slow and easy to safejump or react to, and his normals are on the slower side.
  • Life Troubles: Wara's poor damage modifiers on the first half of his life (over 1.0x), combined with low damage ceiling make it hard to keep a life lead reliably, which can cause him a lot of trouble playing from behind.

General Gameplan

The main goal of Warachia is using his above average speed, both on the ground and in the air, to make it hard to pin him down while he uses his large buttons. Dash 5B and dash 2B are good when placed well, since dash 2B works when you're around range 2 and if the person tries to jump out, 2B will snag them, while 5B works as generally a wall for characters that try to approach from the ground. While Warachia is certainly known for these buttons, his air game is even more notable. When he takes to the air, C-Wara has j.22X, a command airdash that can be directed using the following commands:

  • j.22A: Horizontal airdash
  • j.22B: Downwards airdash
  • j.22C: Upwards airdash

When C-Wara combines these with his air normals, such as j.B/j.C, not only does it become difficult for him to be pinned down, it also becomes difficult to avoid getting pinned down. Any hit that incurs from an encounter can result in an aerial sequence ending in j.421C. In short, mastering his movement, especially while he's in the air, makes C-Wara an extremely difficult character to fight, not only because of his elusive neutral, but because any hit he gains while in neutral can be turned into a knockdown. Whether its through an AT ender or a j.421C ender, Warachia's knockdown options are very easy to use.

Neutral

Neutral is where C-Wara shines. The most important part of C-Wara is his movement. He has incredible forward movement, with his forward dash, airdash, and command airdash all going very far, very fast. His backwards movement is adequate, but he really excels at moving forward. This leads to a really interesting neutral game where you try to be as slippery as possible, often dashing under your opponent’s jump or jumping over their dash. You can use your 2B/5B/j.B to space them out when you’re in a good position to maintain proper spacing.

C-Wara has two kinds of matchups: Ones where he controls the neutral, and ones where he doesn’t. If you control the neutral, your main goal should be to be evasive and frustrate the opponent into making mad commitments or bad approaches to chase you down while you fly around looking for crossunders, anti-airs, stray air counter hits, and intercepts. Matchups where you don’t control the neutral normally mean that you have to approach and smother the other character. To do this, you need to leverage the strength of j.B and j.C on approach, make good use of your air options to be unpredictable and adaptable, and use your ability to have a presence in midrange to passively apply pressure until you can force a large opening. Once you get your hit, you can almost always convert it into some form of knockdown and often get an okizeme situation from it. C-Wara’s okizeme isn’t the best, but he doesn’t have to commit super hard for a lot of it, and he can keep pressure on even after it's blocked. For matchups where you don’t win neutral, this means you probably don’t want to commit to your oki super hard, but instead prioritize position and staying in and being a threat over necessarily winning outright, because if you go for a hard commitment and mess up, you are back in hell and could lose the round. For matchups where you do win neutral, you can afford to play a bit riskier, because even if the oki doesn’t work out or things reset, you are generally still in a good position.


Pressure/Okizeme

Most of C-Wara’s offense is mostly just fundamental Melty pressure. He can do really good rebeat pressure where it can be very hard to tell when he’s going to dash or IAD back in. He has really good rewards off his throw. After a throw, you can microwalk back, then input 214B (Nanaya summon) and get a solid strike/throw mixup. You can reset pressure with 63214C (Warc summon) and 22C (Tornado) if you want to spend the meter. His overheads are pretty easily reactable, but are plus on block. However, you’re in trouble if they shield. The only real mixup he can do is if he does something like 5B 63214C then either IAD j.C(w) 2A or IAD j.B, which is strong but costs a lot of meter and requires you to be really close. Some examples:

  • 2A > 5B(1) > 5A(w) > 2B
  • 2A > 5B(1) > 5A(w) > 2A
  • 2A > 2B > 5A(w) > 5B
  • 2A, > 2A(A) > 2B > 5B, 5B
  • 2A, (2A >) (5B/2B >) delay 5[C]
  • 66 5B, 5B
  • 66 5B, 2B > delay 2C/5[C]
Meter usage

To add on to Warachia's onslaught, in the event you feel you need to keep the pressure going you have the following specials commonly used for the job.

  • 63214C - Must be close in order for warc's hitbox to spawn and keep the opponent in blockstun. This is usually used whenever Warachia is in MAX
  • 22C

Adding on to the pressure ideas, allows for Warachia try IAD j.C(wh), 2A/IAD j.B to further his attempts of opening up people. Since he is C-moon, he is usually not starved for meter unless he circuit spark(burst while getting hit) or used Heat as a reversal/ to get health back at the end of a combo.

There is quite a lot of ways to make wara's pressure rather hard to separate the decision to challenge to block. A few key things you want to keep mind of is how your opponent reacts to your normals primarily and then from there you can seek to sneak in summon attempts and cover their jump outs with either 2B if they are not reacting fast enough or j7.A/B.Versus opponents that like to ex guard multi hit normals like 5B or 5[C] you may want to rebeat early so the pushback isn't as far, but also so that you can throw off the tempo of your opponent's defensive habits. Feel free to throw in some iad j.B/j.C pressure resets to keep your opponent guessing. Be sure to experiment and watch match videos of various Wara players!


Okizeme

Typically from either AT ender in the corner or 421C, below is the more prominent ender that you will see.

This is the ender you will generally use any chance you get unless you want to get to max to do j.236C into Arc drive into Heat to recover health. The most common thing you will see after j.421C is 22A meaty which is + and also checks mashing. once they block this, you're now in a strike/throw mixup. Be sure to establish pressure in your staggers and delays and after scouting for a bit you can now attempt throw which leads into the Nanaya summon setup below. Also, after a j.421C ender, if the spinner hits 8 times, you can jump, drift back j.B and that is a safe jump if you feel someone will heat or reversal out. To get the spinner to hit 8 times, you need to make sure there's roughly one Wara's worth of space between you and the opponent when you press j.421C (example).

  • Throw, 214B (Nanaya summon)

Nanaya summon is basically a personality test in and of itself and you can then monitor your opponent and adjust accordingly to how he reacts. For example after throw, (micro walk back) 214B you can do:

    • 66 Throw
    • 66 2B/ 5A, 2B

One thing to note is that if you dash throw while nanaya lunges forward for the slashes it cuts the throw tech window by a considerable amount so it truly enforces the strike/throw mix up.


  • Air throw in the corner or near the corner

The most safest option after an air throw ender in the corner is falling j.B and while it doesn't net a combo on neutral tech it does ensure a check since you can dash 5B afterwards with the frame advantage to catch a jump out into another aerial sequence. If you're a bit of ways out from the corner or gain the respect that people won't resort to shield among other things you can falling j.B into airdash j.B or even airdash j.C if you're not directly in the corner.

It is encouraged that you use the match database to study other Warachia players for their creative twists on oki and decipher their reasoning, or simply ask others for what they think about C-Wara's oki and pressure!

Defense

Defense is the worst place for C-Wara to be, but he can still do some stuff with it. You have the largest heat in the game and gain meter incredibly quickly, so this is a staple defensive option That being said, be careful about getting it baited. EX guard is probably your best friend, between restoring your guard bar and creating distance for you to jump out, it's incredibly helpful. When it's time to escape defense, jumping is almost always the best choice as there are very few characters that can keep up with you in the air and you have enough air options that they shouldn’t easily be able to pin you down as you fall to the ground. 2B and 2A are your go to abare options, but be careful as they are slow. 2B especially is a good multi-purpose defensive tool as it covers all kinds of good spaces, but be careful for its clash box, extended hurtbox, and slow startup.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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.

Starters

xx = whatever starter, EX: 2A > 5B > 2B

Enders

  • j.421C

The primary way to get a knockdown midscreen, as well as extra damage.

  • Air Throw (AT)

Use this midscreen to preserve meter or in the corner to maintain pressure. You will sometimes need to use j.22C to reach your opponent. Falling with j.B after will catch techs in the corner.

  • j.236C, land 41236C(Arc Drive)

Will not work with certain combos (usually ones that require a super jump), but will give great corner carry and can result in safe heat and a mixup. Do either heat dash 214B/C or sj into a falling j.214C. (falling j.214c gives more advantage)

  • j.236C, land Heat

Safe heat.

  • j.236A

Use this when you want to force an air tech. Used primarily when you don’t have meter.

  • j.421A/B

Only use this to kill. It's punishable on hit.

Ground Ender Note: These are after 2C ender

  • 214C

Nero summon that hits meaty.

  • 2A(whiff) 214C

Gives enough time for throw, can be used for other mixups as well.

  • (2A or delay) 214B

Nanaya will hit meaty.

  • 41236C (Arc Drive)

Doesn’t fit in well here but nowhere else to put it. Done when you don’t have enough MAX meter to do j.236c land Arc Drive or the combo wont allow you to do so. Generally you want to do it on the last hit before you jump.

Normal Combos

Refer to Starters and Enders when performing these combos.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • xx 2C > 5C(1-2) > j.CB(1) > dj.C > Ender
4188


Meter Gained: 90.0 Meter Given (vs C-Moon): 27.0
The bread and butter you will never stop using. Primary way to confirm from far away.
Normal starter, grounded opponent
  • xx 2C > 6C > j.C > dj.C > Ender
4094


Meter Gained: 89.0 Meter Given (vs C-Moon): 26.7
Basic BnB that you will probably want to phase out with more advanced combos.
Normal starter, grounded opponent
  • 6[C] > j.C > dj.C Ender
3118


Meter Gained: 61.0 Meter Given (vs C-Moon): 18.3
Easiest way to confirm 6[C].
Normal starter, grounded opponent
  • 6[C] > (2A(w)), dl. 2B > 6C > j8.C > dj.C > Ender
3787


Meter Gained: 82.0 Meter Given (vs C-Moon): 24.6
Slightly harder, but much better. The 2A is to continue pressure if they block. It’s not necessary, but it's good.
2B needs to hit the opponent when they are near the end of hitstun and j8.C needs to be delayed a bit.
5[C] starter, grounded opponent
  • 5[C] > dl.2C > 5[C] > 6[C] > j.2C
3533


Meter Gained: 62.0 Meter Given (vs C-Moon): 18.6
Way to confirm off of 5[C] with a j.2C ender. Can also sj j.C j.C for damage. Can be done from halfscreen because 5[C] pushes you forward slightly.
Use j9 as a jumpcancel to avoid going into superjump. Slightly delay 2C for an easier pickup.
214A starter, grounded opponent
  • 214A > j.(A)B > dj.C > Ender
2744


Meter Gained: 50.0 Meter Given (vs C-Moon): 15.0
Basic 214A confirm.
22X starter, grounded opponent
  • 22X > sj9.B > dj.C > Ender
3430


Meter Gained: 58.0 Meter Given (vs C-Moon): 17.4
Basic confirm for random drill hits. You can also arc drive after 22X.
Raw Airthrow starter
  • Raw AT, land 2C > 5C(2) > j9.CB(1) > dj.C > Ender
2773


Meter Gained: 82.0 Meter Given (vs C-Moon): 24.6
Basic raw AT confirm.
Raw Airthrow starter
  • Raw AT > j9 > (falling) j.C, 2C(1) > 5[C] > 6[C] > j8.BC > dj.C > Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Midscreen advanced, possibly character specific.
CH 214A starter
  • CH 214A, 2C > 5C > 6C > j8.C > dj.C > Ender
4114


Meter Gained: 90.0 Meter Given (vs C-Moon): 27.0
Counterhit 214A confirm, does a lot more than the basic confirm.

TK Katto(j.236A) Routes

Note: TK Katto hits certain characters at different ranges. They are mostly universal, but are easier to confirm on some characters.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, midscreen
  • xx 2C > j.236A, land 2B > 2C > 22[A], sj.CB(1) > dj.C > Ender
4323


Meter Gained: 123.0 Meter Given (vs C-Moon): 54.0
Basic TK Katto combo. You do 2369A to get the jumping version of the special. The super jump is done instead of the dash so you can jump back and do a j.421C ender. Midscreen only.
Normal starter, grounded opponent, near the corner
  • xx 2C > j.236A, land 2B > 2C > 5[C] > 6[C] > 2A(w) > j.(A)B > dj.C > Ender
4857


Meter Gained: 123.0 Meter Given (vs C-Moon): 36.9
Midscreen near corner. Very high damage for C-Wara.
Normal starter, grounded opponent, midscreen
  • xx 2C > j.236A, land 2B > 2C > 5[C] > 22B/[B], 66 j.B > dj.C > Ender
4523


Meter Gained: 119.0 Meter Given (vs C-Moon): 48.2
Midscreen near (but a bit too far for 6[C]) corner.
Normal starter, grounded opponent, midscreen
  • xx 2C > j.236A, land 2B > 2C > 5[C] > 2A(w) > Heat
3756


Meter Gained: 65.0 Meter Given (vs C-Moon): 19.5
Safe heat with only 100 meter.
Normal starter, grounded opponent
  • xx 2C > j.236A, land 2B > 2C > Ground Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Sacrifices a lot of damage for oki.
Normal starter, grounded opponent
  • xx 2C > j.236A, land 2B > 2C > 5[C] > 2C > Ground Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Near corner version that sacrifices less damage for oki.
Normal starter, grounded opponent
  • xx 2C > j.236A, land 2B > 2C > 22A, 66 sj.AB(2) > j.22C > j.A(A) > dj.AB(2) > j.22C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Optimal meterless corner to corner katto combo. Incredibly hard.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • xx 2C > 236C, 2C > 5[C] > 6[C] > j.2C
4339


Meter Gained: 43.4 Meter Given (vs C-Moon): 28.2
Metered corner combo. The j.2C ender gives you enough time to do 214B and results in a fairly strong strike throw mixup. Once you learn your 236A confirms, 236C combos should only be done from far away.
Normal starter, grounded opponent, 100% meter
  • xx 2C > 236C, 2C > 5[C] > 6[C] > j8.C > dj.C > Ender
4575


Meter Gained: 58.4 Meter Given (vs C-Moon): 39.9
Metered corner combo for damage. If you’re in Max and want to Arc Drive, do it after 6[C].
Normal starter, grounded opponent, 100% meter
  • xx 2C > 236C, 2C > 2A(w)
3603


Meter Gained: 27.1 Meter Given (vs C-Moon): 16.8
Corner. Sacrifices a lot of damage for oki. Can do a sandoori by superjumping forward and then you can either land, air backdash j.B, or air backdash land 2A.
Raw Airthrow starter
  • Raw AT, land 2C > 2B > 5B > sj.C > dj.C > Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner version. Does slightly more damage.
Raw Airthrow starter
  • Raw AT > j.9 (falling) j.C, land 2C(1) > 5[C] > 22B, 66 sj.BC > dj.C > Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Very advanced corner version.

Corner 236A/j.236A routes

Note: Different characters have different ranges you can do this from, and also they determine how good your 2C(1) > 236A has to be. Can’t be too close or 2C won’t hit, can’t be too far away or 5A won’t hit.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • xx 2C(1) > 236A, 5A > 2C > 5[C] > 6[C] > j8.C > dj.B(1) > j.421C, IAD j.C(w)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This sets up a left right mixup in the corner, side is determined by if you delay 6[C] at all. You can also just do j.C > dj.C ender for damage, but you lose minimal damage for the mixup so there's little reason not to go for it. Make sure you do dj.B(1) immediately or you won’t ever switch sides.
Normal starter, grounded opponent
  • xx 2C(1) > 236A, 5A > 2C > 5[C] > 6[C] > j.2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Meterless j.2C ender.
Normal starter, grounded opponent
  • xx 2C(1) > 236A, 5A > 2C(1) > j.236A, land 2B > 623B, j.AB(1) > dj.C > Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Meterless damage, but the damage difference is very minor from the first combo. Looks a lot cooler though!
Corner starter, grounded opponent
  • xx 2C > j.236A, 5A 623B, j.AC > dj7.C > j.421C/j.22C/AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A TK katto route in the corner.
Normal starter, grounded opponent
  • xx 2C > j.236A, land (microwalk back) 5A > 2C(1) > 2A(w) > 236A, 5A > 2C > 5[C] > 6[C] > 2A(w) > j.AB > dj.C > Ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Character specific corner combo for damage. Builds a huge amount of meter.
Normal starter, grounded opponent, 100% meter
  • xx 2C > j.236A, land (microwalk back) 5A > 2C(1) > 2A(w) > 236A, 5A > 2C > 236C, 2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Character specific and difficult corner combo. A lot of delays so they are at the perfect height when you do 236C, 2C.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

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

Cancel Actions this move can be cancelled into.

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

Guard The way this move must be blocked.

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

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

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

Miscellaneous Properties

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

Normal Moves

Standing Normals

5A
MBCWarachia5A.png
Damage Red Damage Proration Cancel Guard
300 176 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 9 0 3.0% -

Big, fast 5A, hits mid. Whiffs all crouching opponents except Nero, so rarely used in pressure except as a whiff rebeat option. Sometimes useful as a fast antiair given the height and range at which it hits.

5B
MBCWarachia5B.png
Damage Red Damage Proration Cancel Guard
600, 450 (948) (541) 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 8 14 -5 4.0%, 3.0% (7.0%) -

One of Wara's most useful far range pokes. 2 hits. Hits mid.

5C
5C
5[C]
MBCWarachia5C.png
MBCWarachia5XC.png
5C Damage Red Damage Proration Cancel Guard
600, 500, 400 (1459) (761) 100% N, SP, EX, (J) LH (1), LHA (2)
First Active Active Recovery Frame Adv Circuit Invuln
15 9 13 2 4.0%*3 (12.0%) -

Wara's biggest poke which is useful for catching people off guard from far away. Its main utility however is as a far range combo tool as you can combo from max range 2C 5C on most characters (Few exceptions). First hit is air unblockable, the last two are air blockable. 3 hits. Hits mid.

5[C] Damage Red Damage Proration Cancel Guard
600*3 (1342) (656) 65%*2 (O), 90% (M) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
21 9 12 4 4.0%*3 (12.0%) -

The charged version wallslams on hit and moves Wara forward a bit. Used more as a combo tool but it does have a slightly improved hurtbox. All three hits are air unblockable. 3 hits. Hits mid.

(Interesting to note is that letting 5C recover is actually plus on block)


Crouching Normals

2A
MBCWarachia2A.png
Damage Red Damage Proration Cancel Guard
300 147 76% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 3 10 -1 3.0% -

A somewhat long 2A poke. It's one of the slowest in the game. Needless to say, you don't want to mash out with this move often. Hits low.

2B
MBCWarachia2B.png
Damage Red Damage Proration Cancel Guard
750 470 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 6 19 -10 8.0% Clash 8-13

Wara's main anti air. Useful for anti airing people directly above him, not good against people coming in at a angle. There is a clash frame on this move that is useful for OSing against heats and some held shield counters. As of Current Code, it regains its Act Cadenza hitbox where it'll hit behind him as well, making it a good button to catch forward techs that might cross up. Hits mid.

2C
2C
2[C]
MBCWarachia2C.png
MBCWarachia2XC.png
2C Damage Red Damage Proration Cancel Guard
800, 400 (1131) (706) 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
10 10 21 -7 7.0%, 5.0% (12.0%) -

A great tool used for trip anti airing and to poke from long distances. Can be confirmed from any range with 5C or dash 63214C (Red Arc Summon). 2 hits and causes untechable knockdown. Hits low.

2[C] Damage Red Damage Proration Cancel Guard
100 98 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 X 29 -9 5.0% -

A fireball that travels in a 45 degree angle. Great as a preemptive anti air against people who like to approach at that angle.


Aerial Normals

j.A
MBCWarachiajA.png
Damage Red Damage Proration Cancel Guard
300 98 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 10 - 3.0% -

Not a bad air to air poke. Hits mid.

j.B
MBCWarachiajB.png
Damage Red Damage Proration Cancel Guard
600, 400 (967) (473) 95%*2 (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 10 - - 6.0%*2 (12.0%) -

Wara's most useful poke. This is a GREAT air to air move that should beat almost everything at max range. 2 hits. Hits high.

j.C
MBCWarachiajC.png
Damage Red Damage Proration Cancel Guard
400*3 (1162) (682) 100% N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
13 8 - - 6.0%*3 (18.0%) -

Wara's air to ground move. Great at an angle. It cannot be cancelled until the third hit (You can't even jump cancel it till the third hit!). You can only combo into 2C if you hit with this move at max range. 3 hits. Hits high.


Command Normals

6C
6C
6[C]
MBCWarachia6C.png
MBCWarachia6XC.png
6C Damage Red Damage Proration Cancel Guard
1000 686 75% (O) N, SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 7 19 -8 13.0% -

One of Wara's main launchers. Air blockable. Hits mid.

6[C] Damage Red Damage Proration Cancel Guard
1500 980 60% (O) N, SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
29 7 14 -3 15.0% -

One of Wara's overheads. Unlike uncharged 6C, it is air unblockable. Normally this overhead would not be scary but it can be partial charged and cancelled into low 2A. On hit causes greater untech time than 6C.

j.2C
MBCWarachiaj2C.png
Damage Red Damage Proration Cancel Guard
1000 588 60% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
22 2 - - 11.0% -

Wara stops briefly in the air then does an attack that looks like j.C before falling to the floor. This move is advantage on block if TK'd close enough to the ground. Not very useful as an "instant" overhead because it is so slow, but useful for baiting throw tech OS as well as resetting pressure. 1 hit. Hits high.


Universal Mechanics

Ground Throw
MBCWarachiaThrow.png
Damage Red Damage Proration Cancel Guard
1300 588 60% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

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

Air Throw
Air Throw
j.6/4A+D
MBCWarachiaThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1200 490 30% (Any if Raw) U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Standard type of grab and slash air throw.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCWarachia214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

A 6C with extended hurtboxes.

Heat
Heat
A+B+C
MBCWarachiaHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
21 8 25 - -100.0% (min) Full 1-28

This is the largest Heat hitbox in the game, though most of that reach is behind him. Tied for second longest Heat startup with V.Sion and Aoko.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCWarachiaCSpark.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Grounded Specials

236X
MBCWarachia236A.png
MBCWarachia236B.png
MBCWarachia236C.png
A Damage Red Damage Proration Cancel Guard
500*3 (1452) (711) 100% -EX- LHA (1), HA (2, Whiffs vs. Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
11 3 27 -6 ~ 8 6.0%*3 (18.0%) -
  • A forward claw move that hits 3 times. Each has its own special property.

Faster swipe. Up to +8 on block if the later hits connect, but the second and third hit will always whiff crouching opponents. Used in some corner combos.

B Damage Red Damage Proration Cancel Guard
700*3 (2034) (909) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 3 36 -7 ~ -1 7.5%*3 (22.5%) -

Larger, slower swipe that hits crouchers. Minus on block but still EX cancelable anytime.

EX Damage Red Damage Proration Cancel Guard
620*6 (2728) (1507) 95%*6 (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+15 6 52 1 -100.0% Full 1-16

Causes wallslam and is also advantageous on block. Useful as a metered combo extension in the corner. Also has some value as a pseudo-reversal that pushes opponents away from you, but invulnerability does not extend all the way to startup frames and long startup is vulnerable to bunker on reaction. OTG relaunches.

623X
MBCWarachia623A.png
MBCWarachia623B.png
MBCWarachia623C.png
A Damage Red Damage Proration Cancel Guard
1300 980 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
16 4 20 -6 10.0% High 1-16

An one hit upwards claw attack that has some upper body invulnerability during startup and is air unblockable. Useful as a situational, albeit slow antiair thanks to upper body invul and single hit trading favorably against deep jump-ins.

B Damage Red Damage Proration Cancel Guard
800*3 (1947) (1190) 90%*3 (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 2 (2) 1 21 -4 8.0%*3 (24.0%) -

3 hit upwards claw attack. Air blockable and does not offer any invulnerability. Links into j.A for some corner combo extension.

EX Damage Red Damage Proration Cancel Guard
650*6 (2547) (1341) 90%*6 (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+9 6 38 -21 -100.0% Full 1-10, High 11-13

C-Wara's real metered reversal. Air unblockable. Hitbox does not extend below Wara's knees and is susceptible to low profile attacks, but covers a generous amount of air space.

214X
MBCWarachia214A.png
MBCWarachia214B.png
MBCWarachia214C.png
A Damage Red Damage Proration Cancel Guard
800 441 80% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
36 2 18 5 7.0% -
  • Depending on the strength used, will summon either Akiha, Nanaya, or Nero. Summons persist if Wara is hit.

Summons Akiha to do her 623B. Hits high and ground bounces on hit. Summon is created on frame 2.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 36 - - -
(Nanaya) Damage Red Damage Proration Cancel Guard
1200 637 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
58 3 - - 10.0% -

Summons Nanaya to do his 214B. Useful as a zoning tool and for summon mixup. Hits mid and launches on hit. Summon is created on frame 2.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- 49 - - - -
(Nero) Damage Red Damage Proration Cancel Guard
1600 1176 80% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
75 3 - - 14.0% -

Summons Nero to do a one hit version of his 63214C. Useful as a summon mixup. Hits mid and is air unblockable. Summon is created on frame 3.

421X
Creature Channel (S)
421A/B/C (No EX)
MBCWarachia421ABC.png
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 26 - - Full 7-20
  • A teleport with little usage. Should not really be used at all, except in a few mixups.

As of Current Code, this now teleports slightly backwards. Has shortest recovery.

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

Teleports a little forward.

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

Teleports far forward. Longest recovery.

22X
MBCWarachia22AB.png
Invite Hell
Invite Hell
MBCWarachia22XAB.png
MBCWarachia22C.png
A Damage Red Damage Proration Cancel Guard
250*9 (1753) (1375) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 X 18 -7 2.0%*9 (18.0%) -
[A] Damage Red Damage Proration Cancel Guard
250*9 (1753) (1375) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 X 21 -7 2.0%*9 (18.0%) -
  • One of Wara's most useful zoning tools. Each meterless version creates a tornado at one of four different positions depending on the button and charged/uncharged, with the hitbox starting low to the ground and then growing until it reaches high into the air. A and B version of this move are all EX cancellable, meaning you can also confirm into arc drive knockdown.
    If the first hit of meterless 22X connects on hit or block, Wara enters an animation cycle while the remaining hitboxes are active and then recovers. If it whiffs, Wara will enter recovery immediately and become actionable as the active frames end. This leads to very good frame advantage on hit and block (+14~15) if 22X hits meaty.

A version summons a tornado right in front of you. The charged version goes ahead a little further. Can also be used as a combo tool during TK j.236A combos. 9 hits. Hits mid.

B Damage Red Damage Proration Cancel Guard
250*9 (1753) (1375) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 X 20 -9 2.0%*9 (18.0%) -
[B] Damage Red Damage Proration Cancel Guard
250*9 (1753) (1375) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 X 23 -9 2.0%*9 (18.0%) -

B version summons a tornado a little further than 22[A]. 22[B] hits even further out. Can be used as a combo tool after 5[C]. 9 hits. Hits mid.

EX Damage Red Damage Proration Cancel Guard
250*N 98*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+12 X 44 -8 -100.0% -

Summons a huge tornado that hits up to 12 times while moving forward. Primarily used as a pressure reset tool after 236B. Can be plus on block if spaced. Easily bunkered, but this is risky for the opponent if set up correctly. Hits mid.

63214C
MBCWarachia63214C.png
EX Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 2+55 - -150.0% -
(Red Arcueid) Damage Red Damage Proration Cancel Guard
200*4, 1800*2 (3550) (2271) 100%*4, 80% (M), 60% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+2 13 (10) X (17) X - - - -

Uses 150% meter to summon Red Arcueid to do her 214B attack. However the rings go full screen. At certain ranges can be combo'd into ground throw near the corner. Advantage on block. Some Wara's like to cancel 22X/236B into this summon while in max mode for extra pressure during a blockstring. The initial summon is 4 hits, and the rings afterwards are 2 hits. Hits mid. OTG relaunches. Summon does not activate before the initial active frames, so if Wara is hit out of startup it will not trade after.

Aerial Specials

j.236X
MBCWarachiaj236A.png
MBCWarachiaj236B.png
MBCWarachiaj236C.png
A Damage Red Damage Proration Cancel Guard
500*3 (1165) (570) 70% (O) - LHA (1), HA (2, Whiffs vs. Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
16 3 13 -1 ~ 14 6.0%*3 (18.0%) -
  • Air version of forward claws. Hits 3 times and mid. Used as a combo tool in TK j.236A combos. Plus on block when stand blocked, but minus on block when crouched, limiting its usage in pressure.
B Damage Red Damage Proration Cancel Guard
700*2 (1174) (525) 70% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
17 3 13 -24 (TK) 7.5%*2 (15.0%) -

A great zoning tool that doesn't put Wara in danger. Has great range and is plus on block while falling. This move should never be used as a TK or while rising from a jump.

EX Damage Red Damage Proration Cancel Guard
620*3 (1326) (732) 70% (O), 95%*2 (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+16 6 12 18 (TK) -100.0% Full 1-2

Plus on block and used primarily to combo into Arc Drive. Wall slams on hit.

j.214X
MBCWarachiaj214A.png
MBCWarachiaj214B.png
MBCWarachiaj214C.png
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 20 - - -
(Akiha) Damage Red Damage Proration Cancel Guard
800 441 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
52 2 - - 7.0% -
  • Same as the ground version of 214X with slightly different properties and is more plus the lower you do it to the ground. SHOULD NEVER BE TK'D OR DONE WHILE RISING OR YOU WILL BE IN HEAVY RECOVERY.

Same as before but does not hit overhead. It gives a lot of advantage on block if done close to the ground.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 20 - - -
(Nanaya) Damage Red Damage Proration Cancel Guard
1200 637 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
81 3 - - 10.0% -

Same as ground version.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 20 - - -
(Nero) Damage Red Damage Proration Cancel Guard
1600 1176 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
87 3 - - 14.0% -

Same as ground version but air blockable. Ideal to use after a Arc Drive combo.

j.421X
MBCWarachiaj421AB.png
MBCWarachiaj421C.png
A
/ [A]
Damage Red Damage Proration Cancel Guard
350*N 196*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 17~48 53~54
/ 73~74
- 3.0%*N Full 9-X
B
/ [B]
Damage Red Damage Proration Cancel Guard
280*N 147*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 19~66 61~62
/ 81~82
- 1.5%*N Full 9-X
  • EX is used as a ender in combos; A/B versions should never be used except to kill.

Combo enders. If you do this move by accident and they block it, hold the button after doing it, you will appear at the same horizontal position as you started from instead of directly in front of your opponent. If you combo into it w/o killing someone you will get punished for it. Hits mid.

EX Damage Red Damage Proration Cancel Guard
500*N 392*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+13 31~67 57~93 - -100.0% Full 11-X

Untechable knockdown, fantastic ender that gives you meaty and in certain cases, even lets you OTG them!

j.22X
On Stage
j.22A/B/C (No EX)
MBCWarachiaj22A.png
MBCWarachiaj22B.png
MBCWarachiaj22C.png
A/B/C Damage Red Damage Proration Cancel Guard
- - - -SE-*, -N-, -SP-, -EX-, -J- -
First Active Active Recovery Frame Adv Circuit Invuln
12 - - - - -
  • Fantastic neutral tool that lets you airdash forward. Its important to note that you lose your normal airdash if you use this command dash first. This can be cancelled into anything, even into a different version of this special if you haven't used your airdash beforehand.

A: Forward version that goes farther than a normal airdash. Used in some mixups and to keep up pressure.
B: Downward version, similar to F-Wara's airdash. Used as a which way mixup tool after certain enders and after throw.
C: Upward version, similar to F-Wara's normal dash. Used in some mixups and to keep up pressure.

j.63214C
MBCWarachia63214C.png
EX Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 20 - -150.0% -
(Red Arcueid) Damage Red Damage Proration Cancel Guard
1800*2 (3194) (2181) 80% (M), 60% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+45 X (17) X - - - -

Same as the ground version but does not have the initial 4 hits from the summon.


Arc Drive

MBCWarachiaAD.png
Damage Red Damage Proration Cancel Guard
100, 500*10, 4000 (3284) (2507) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+13 1 (1) 2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 48 -32 removes all Full 1-88

One of the more useful arc drives in the game. It is a multi-hitting tornado that ends in a large untechable knockdown that gives you time to setup j.214c/heat > 214b/etc. It has full invincibility from start to finish and is great for punishing moves full screen. Is unsafe on block, but it is hard to punish fullscreen.


Another Arc Drive

Night on the Blood Liar (Inzanity)
41236C during Blood Heat
MBCWarachiaAAD.png
Damage Red Damage Proration Cancel Guard
15020 (5014) (3660) - - LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+12 2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2 46 -27 removes all Full 1-2; 5-81

Similar to the above, adds various 214X style summons for more damage if this hits on the ground. If the opponent is already airborne, these will whiff and the resulting damage will be less than normal Arc Drive.

Last Arc

Night Ruler the Blood Dealer
Grounded EX Shield during Blood Heat
MBCWarachiaLA.png
MBCWarachiaLA2.png
Damage Red Damage Proration Cancel Guard
15410 (3700 ~ 7000) (3000 ~ 5500) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
6+9 - - - removes all Full

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.

Notable Players

Name Color Region Common Venues Status Details
Aligari Color North America EVO, SoCal Locals, Netplay Active Active NA C-Wara with an aggressive midrange but solid style.
Donnie Color South America Netplay Active Most active player who doesn't downplay the character. Found in Melty Sud.
Ehrik Color North America venues Inactive description
Grungah Color North America venues Inactive description
Iwashi Color Japan A-cho,
Big One 2nd
Active The well-known top level Japanese C-Wara. Has plenty of footage against other high level Japanese players. Sports a flexible style with impressive confirms and routing.
Kyros Color North America venues Active(?) High level Hazama player in BBCF who also plays C-Wara in MBAACC. Very solid neutral style with great use of C-Wara's mobility options and pokes.
MoltyBleed Color Europe venues Active description
Skeleton Color North America Next Level,
Netplay
Active Top level C-Kouma player who plays C-Wara as well. Has a uniquely zoner-centric style involving heavy usage of drills, 5[C], and 623A anti-air.
Tyth Color North America venues Inactive description
WriggleBug Color Brazil Netplay Active Most Active C-Wara player on Brazil.
Zapoke Color North America Midwest locals Active Highly active in Maincord, #1 "Cwara sux" fan and locals enthusiast. Will give a solid idea of how the character operates at an accessible level if you ask.

MBAACC Navigation

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