Melty Blood/MBAACC/Red Arcueid/Full Moon

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  • (General Gameplan:)
    • (Introduction/Neutral sections already has some advice, expand upon it or rewrite depending on what you feel is best.)
  • Combos:
    • Add damage/meter numbers or videos to combos, in a way that would fit best with this section's current layout.
  • Move Descriptions:
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Additional Resources

F-Warc Match Video Database
Melty Bits: F-Warc
TexasTim’s F-Warc Video Guides

Notable Players

Name Color Region Common Venues Status Details
kyou
(キョウ)

Color

Japan Play Spot BIG ONE 2nd, KorewaMelty, A-cho Active
Texas Tim

Color

North America Netplay Active

Overview

Playstyle
F-Red Arcueid/F-Warc is an accessible and unique zoning character with some strong oki options, in sacrafice of very weak mobility.
Pros Cons
  • Better setplay and oki game than other moons. especially in the corner, f-warc has a variety of consistent set ups that enable her a strong start to their offense.
  • Good neutral and zoning capabilities, as per all versions of the character. Most notably, warc has her excellent 214x 'ring' series
  • Low execution, high reward: F-warc has both the lowest execution barrier, and the most consistently high damage out of all versions of the character, making them fairly easy to learn, and fairly rewarding as well.
  • Weak mobility; F-warc has the worst mobility of all moons, both in the air and ground. in a movement heavy game like Melty Blood, this can easily enable some really frustrating scenarios
  • Mediocre pressure despite f-moon mechanics - F-warc is often forced to create more gaps or spend meter in order to try and keep her turn going. Her sluggy run doesn't help in this aspect either.
  • Momentum heavy playstyle, thanks to their lower then average HP, lack of meterless reversals and stubby A normals, as well as being meter hungry. Once they get on the back foot, they can be really challenging to comeback. (once again, the aformentioned mobility makes this even worse)

General Gameplan

General thoughts and advice only. Not the end all be all guide to playing this character.

Red Arc's Full Moon version offers more simplicity and superior oki compared to Crescent and Half Moon. The trade-off is that she has less neutral tools, weaker pressure, and she loses C/H's godlike j.B. She can charge meter to force the opponent to approach. Shield is her best reversal, but 214C is okay as well. 63214C is NOT a reversal. However, it is very fast. It has 2 frames of start up prior to the super flash.

She has a harder matchup against any C-Moon character. Heat and EX Shield destroy her safe jump oki set-ups. She has a hard match up against any character that has long range, diagonally upward projectiles (F-Kohaku, C-Mech, F-Ciel, etc.), as these characters can stop Warc from using her j.214X projectiles, which are her main zoning tools.

No air dodge due to Full Moon, meaning no side correcting multiple times per jump, so she tends to use air dash j.2C to move across the screen, resulting in more opponents being more likely to try and dash under her when compared to C and H-Moon.

Neutral

Despite having less neutral tools than C and H, F-Moon still has a damn good neutral game. She can play lame; throwing out A and B air rings. She can force the opponent to try and maneuver around the rings with IADs. dj. A version ground ring can trade with attacks out of IAD, and 236A can beat or trade with attacks out of dj. For opponents that are above her, while she is on the ground, dash under and 5A is a good way to guard break. Dash under 2B is slower and harder to time, but can low profile aerials that are very active and disjointed below.

Remember that F-Warc does not have to approach the opponent unless she wants to. She can play super lame, and try to force opponents to fight through rings. Exceptions being chars with faster zoning that covers the B air ring angle.

Pressure

(sources - TexasTim videos) F-warc's pressure is weird - it has a lot of options that lose to different defensive options, with far fewer to beat them, but her big damage can make it easier to force respect. The foundation of your offense is a blockstring that looks like this:

2a(aa) 5b 2b 2c

with gaps available after 2a, 2b and 2c. 214a can end pressure but at further ranges it may be shielded.

How to use 236a: the great advantage on block may first seem as if this move is really powerful in pressure. While it is defnitely useful, there are a few limitations to this move you have to be aware off; - unless done point blank, 236a can only be followed up gapless with 236b.

- will often leave gaps when cancelled into from a & b normals.

- it does not have enough range to beat backdashes midscreen


With this in mind, you want to:

- Ideally use this move in the corner, where reset options post-236a are more reliable and it can't be backdashed

- Pay attention to their habits post and pre-236a, and bait them accordingly - 2b and throw to beat 5d, 5b and 2b to beat mashing and jumping, iabd 214a can beat reversals Alternatively, you can learn some useful option selects - such as 5b 2c~(1) 6e as a throw/dp bait OS, which loses to mashing - watch TexasTim's videos for more details.

- if you do get shielded, 236a's ex cancels can prove useful; you can buffer 63214c (vs. c-moon) or 623c (vs. h and f moons) on reaction to beat most of their options post-shield

- avoid using this midscreen unless you have conditioned them strongly to respect.

63214c is your default pressure reset of choice - it can potentially crossup, so depending on spacing you can create confusing left/right mixups. if blocked, you're +1 and close to the opponent, so you can potentially get your turn restarted (with risk)

throw is pretty bad - not very damaging and ground techable. while 5b and 236c can be used to cover most techs midscreen (and all in the corner) it makes for a much less reliable mixup tool. you'll need to use this, but don't do so more then nessecary.

Okizeme

One of 3 reasons you're playing F-warc, learning when and how to set up oki is essential to develop one's gameplan.

Air Throw:

j.214c: the most fundamental oki setup, following j.214c is otg 3c, 3c, j8.214a. corner only, but enables you to stack 200~ more damage, and meaty j.214a, which is both very safe and very advantagous. the tip is to do j.214a so its already out by the time you'd descending low to the ground. Note: you need to do j.214c quickly at the end of air combos - delaying could affect the height and as such not give you enough time for the otg.

If you end a combo with j.214c, and the opponent is with their back tight to the corner but you are too far away for a 3c otg, you can super jump forward and and with j.c to get a good safejump scenario.

J.2c: you get no oki out of this. the most damaging meterless ender, but you reset to nearly fullscreen.

63214c:

Place text here

Defense

place text here*

Combos

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

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.

Midscreen Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > 236A > j.BC > sdj.BC > j.2C / j.214C
4905 (j.2C ender)


Meter Gained: 97.6% Meter Given (vs C-Moon): 32.5%
Basic BnB. You can also do j.214B > j.214C as an ender for negligible extra meter. Video
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > 236A > 236A > j.C > sdj.(A)BC > j.2C / j.214C
5043 (j.2C ender)


Meter Gained: 107.5% Meter Given (vs C-Moon): 35.8%
Alternate BnB. Does a bit more damage. Reliability can be spacing dependent. Video
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > j.C > IAD j.C, land j.C > sdj.BC > j.2C / j.214C
5159 (j.2C ender)


Meter Gained: 103.9% Meter Given (vs C-Moon): 34.6%
Advanced BnB. Optimal damage, bonus swag points. IAD means 686 or equivalent input. The goal is to 2C into j.C as fast as you can, IAD, and j.C as late as you can. This is the way you set up combos into Arc Drive as well. Optimal is 5377 damage. (If you add the optional land j.BC with an additional slight delay to the IAD j.C). Video
5[B] starter, crouching opponent
  • 5[B] > 2C > 236A (> 236A) > j.BC > sdj.(A)BC > j.2C / j.214C
4241 (j.2C ender)


Meter Gained: 98.1% Meter Given (vs C-Moon): 32.7%
When using 236A twice, add a slight delay to 2C and omit the first j.B.
5[B] starter, crouching opponent
  • 5[B] > 236A > 236A > 236A > j.C > j.ABC > j.2C / j.214C
4186 (j.2C ender)


Meter Gained: 102.6 Meter Given (vs C-Moon): 34.2
Most meter gen off of 5[B]

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > 236A~236B > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Need the last hit of 236B to hit. Do not delay 2C. Will not work on Len.
Normal starter, grounded opponent
  • (2A >) 5B > 5C > 236B, dl 5C > 236A > j.BC > sdj.BC > j.2C / j.214C
4949 (j.2C ender)


Meter Gained: 114.2% Meter Given (vs C-Moon): 38%
Needs a 'near point blank' 5B. If 5B is hit further away, 66 5C will work to pickup.
Normal starter, grounded opponent
  • (2A >) 5B > 5C > 236B, 5A/5B/5C > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Used for when 5B is near max range. After 236B, 5A or 5B or 5C will work. Uses your jump cancel.
Normal starter, grounded opponent
  • ...236B, 66 5A > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Off 'near max range' 236B, a dash 5A can be linked. Uses your jump cancel.
5[B] starter, crouching opponent
  • 5[B] > 236A > 236A~236B > j.BC > sdj.ABC > j.2C / j.214C
4316 (j.2C ender)


Meter Gained: 108.9% Meter Given (vs C-Moon): 37.2%
Instead of linking the final 236B to j.BC, you can do 236A 3 times, jump canceling into j.C and finish the combo to avoid the link.

Corner Throw Options

When you throw the opponent in the corner you want to do one of 2 things.

1 - Tech Punish

  • F-Warc 2B will cover all tech options in the corner. If the opponent does not tech, 2B will hit OTG and you will have another opportunity to tech punish.
2B 2C
If they don't tech, 2B 2C will hit OTG and you can 421A (This Needs Testing). If they did tech, 2B 2C will hit and you can 236A into combo.
  • F-Warc 236C will cover all tech options in the corner and OTG relaunch. If they don't tech, you get a relaunch. If they forward tech, the input is reversed and you get a 214C.

2 - OTG the Opponent
If you call that they don't tech, you can do one of the following:

Condition Notation Damage
vs V.Sion
Notes
Post-Throw OTG starter
  • 66 OTG 2A > 5B > 5C > 421A
1755


Meter Gained: 17.3% Meter Given (vs C-Moon): 5.7%
The 421A is for spacing for another tech punish if they decide to tech post OTG.
Post-Throw OTG starter
  • 66 OTG 2A > 5AAA > 5B > 5C > 421A
??? ???
Post-Throw OTG starter, 100% meter
  • 66 OTG 2A > 5B > 5C > 236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
After the 5C, the opponent can tech, or not tech. If they tech, you punish with 236C, if not you relaunch. This requires that you delay the 236C for tech punish timing.
Post-Throw OTG starter, 100% meter
  • 66 OTG 2A > 5AAA > 5B > 5C > 236C > j.BC > sdj.BC > j.2C / j.214C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
OTG string into 236C relaunch.

OTG Relaunch Combos

F-Warc can OTG relaunch with 214C, 236C, and 3C.

Condition Notation Damage
vs V.Sion
Notes
OTG starter, 100% meter
  • OTG 214C > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
You will almost never use this, but you can do it.
OTG starter, 100% meter
  • OTG 236C > j.ABC > sdj.BC > j.2C / j.214C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
An easy relaunch confirm for when you are in Max. Requires your jump cancel.

3C OTG Options

  • Note. If 3C is whiffing OTG after a j.214C, it is likely the case that you need to omit sdj. in favor of dj. in your air string. Being able to OTG with 3C requires you to be as low, relative to the opponent, as you can while laning j.214C. Rule of thumb is the sooner F-Warc hits the ground, relative to the opponent, the easier it is to 3C OTG. In addition, doing one 3C instead of 2 OTG will give you greater damage, due to how scaling works on OTG hits.
Condition Notation Damage
vs V.Sion
Notes
OTG starter
  • OTG 3C, 3C > Oki
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic OTG string for Oki set-ups. Used most commonly after j.214C enders in the corner, but also for Arc Drive combos after 3C.
OTG starter
  • OTG 3C, 5C > 236B, j.ABC > sdj.BC > j.2C / j.214C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
5C link into combo extender. Most commonly used while in Max so you can get a free j.214C ender. Can replace the j.A with 5A and use your jump cancel.
OTG starter
  • OTG 3C, 3C, 5C > 236B, j.ABC > sdj.BC > j.2C / j.214C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
5C link off double 3C OTG into combo extender. More difficult link. Can replace the j.A with 5A and use your jump cancel.
OTG starter, 200% meter
  • OTG 3C, 5C > 236B, j.ABC > sdj.BC > j.214C, land OTG 236C > j.ABC > sdj.BC > j.2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Double Relaunch combo. Very situational. You must go into Max during your combo just before the j.214C prior to relaunch to have the meter required to do this. Alternatively, you must be near Max at the same point, and gain the additional meter needed (200%) during the 1st relaunch. Requires your jump cancel for the 2nd relaunch with 236C.
  • Note: Remember that in Melty, combos can be extended with things like wall bounce, ground slam, ground bounce, and OTG up to a max of 3 total per valid combo in most cases. So if you use F-Warc 623C(Wall Bounce), j.214C(Ground Slam) or raw airthrow(Ground Bounce) in your combos, you will have less slots for OTG extenders.

Misc. Combos

Combos off 623C wallslam

  • Note: Any 236B can be confirmed into 623C. F-Moon has no mid to full screen confirm off 623C.

Difficulty with hitting the 5C depends on how close you were to the corner when Warc grabs them. Farther you are, easier the link will be. At farther ranges it's possible to hit 5B or dash up 5C.

Condition Notation Damage
vs V.Sion
Notes
623C starter
(mid-range)
  • 5B > 5C > 236A > 236A > j.C > sdj.BC > j.2C / j.214C
3998 (j.2C ender)


Meter Gained: 56.51% Meter Given (vs C-Moon): 33.1%
For mid range post 623C, has to be hit in a sweet spot for both 236A's. If too far, connected instead with only one, or use 236B.
623C starter
(close-range)
  • 5C > 236A > 236A > j.C > sdj.(A)BC > j.2C / j.214C
3880 (j.2C ender)


Meter Gained: 55.3% Meter Given (vs C-Moon): 32.2%
For close range post 623C, link is harder due to range.
623C starter
  • 66 5C > 236B > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
For when you are out of 5B range. If you are not sure if dash 5C is in range, then dash tech punish.

Shield Counter Hitconfirms

Condition Notation Damage
vs V.Sion
Notes
Shield Counter starter
  • D~236D, 5B > 5C > 236A > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic confirm.
Shield Counter starter
  • D~236D, 2C > 236A > 236A > j.C > sdj.(A)BC > j.2C / j.214C
3398 (j.2C ender)


Meter Gained: 101.6% Meter Given (vs C-Moon): 32.7%
Have to hit 2C when opponent is low.
Shield Counter starter
  • D~236D, 236A > 236A > 236A > j.C > sdj. ABC > j.2C / j.214C
3350 (j.2C ender)


Meter Gained: 107.1% Meter Given (vs C-Moon): 34.2%
Greatest meter off of shield counter, mainly just looks cool with triple 236A.
Shield Counter starter
  • D~236D, 2C > j.C > IAD j.C > land j.C > sdj.(A)BC > j.2C / j.214C
3439 (j.2C ender)


Meter Gained: 92.7% Meter Given (vs C-Moon): 30.6%
Have to hit 2C when opponent is low, slightly delay when the IAD j.C hits. As with raw AT, hitting more aerials is possible, but not really worth it.
  • Note: Similar to raw AT combos, differences can be somewhat negligible. Mainly personal preference which one you use.

Raw Air Throw Hitconfirms

Condition Notation Damage
vs V.Sion
Notes
Raw airthrow starter
  • Raw AT, land 5B > 5C > 236A > j.BC > sdj.(A)BC > j.C / j.214C
3307 (j.2C ender)


Meter Gained: 91.5% Meter Given (vs C-Moon): 30.5%
Basic confirm. If the 5B is hit low to the ground, you can fit 236A two times, leading to near more damage and meter gain for barely any increase in difficulty.
Raw airthrow starter
  • Raw AT, land 2C > 236A > 236A > j.C > sdj.(A)BC > j.2C / j.214C
3386 (j.2C ender)


Meter Gained: 90.9% Meter Given (vs C-Moon): 30.3%
Slightly more difficult confirm with more damage, need to hit 2C when opponent is low.
Raw airthrow starter
  • Raw AT, land 2C, j.C, IAD j.C, land j.C > sdj.(A)BC > j.2C / j.214C
3410 (j.2C ender)


Meter Gained: 86.4% Meter Given (vs C-Moon): 28.8%
Hardest and most damage I could find, but doable. Land the 2C when the opponent is low as always. It is possible to fit more aerials into the combo, but not worth due to the inconsistencies.
  • Note: Double 236A combos are char specific. Needs testing. Damage and meter differences don't differ heavily, so pick whatever is easier or looks cooler to you.

Aerial CH Hitconfirms

Condition Notation Damage
vs V.Sion
Notes
Counterhit starter, airborne opponent
  • Air CH, 5B > 5C > 236A > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic confirm.
Counterhit starter, airborne opponent
  • Air CH, 66 5A > 5B > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Use when you are too far away for 5B, or they are too low and you are not sure if 5B will land. Uses your jump cancel.
Counterhit starter, airborne opponent
  • Air CH, 3C > 5B > 5C > 236A > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Needs a high counter hit, or counter hit stun equivalent to j.214A to land 3C. Also need to be close enough for 236A to connect.
Counterhit starter, airborne opponent
  • Air CH, 3C > 5B > 5C > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
For when you are not in range for 236A. Uses your jump cancel.

IH Combo Options

Condition Notation Damage
vs V.Sion
Notes
Counterhit starter, airborne opponent
  • (Combo) > (Aerial) > IH
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic IH during a combo is used at the end of your aerial, before the ender. For when you just want to regain your red life.
Counterhit starter, airborne opponent
  • (2A >) 5B > 5C > IH 5B > 2B > 2C > 236A > (Aerial)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
For when you get A hit confirm in Max, you can IH during the normal ground string to reset the chain.
Counterhit starter, airborne opponent
  • (2A >) 5B > 5C > IH 5B > 2B > 2C > j.C > IAD j.C, land j.C > sdj.BC > j.2C / j.214C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Rejump variant of the above. This is your highest damage IH combo and the best to use Arc Drive in.
Counterhit starter, airborne opponent
  • (Combo) > j.C > j.214B > IH sdj.BC > j.2C / j.214C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Most practical use for j.214B in your aerial combos is to IH it to make the sdj. link easy.
Counterhit starter, airborne opponent
  • Rejump Combo > j.C > IAD(686) j.C, land 236C > IH AD, 3C, 5B > 5C > 236A, 236A, j.C sdj.BC > j.2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
IH Arcdrive combo that is the easiest to land. You may replace the 5C with 2C and the j.2C ender with Air Throw.
  • Note. If you just want your red life back and do not wish to or can not extend your combo using IH, you may IH any normal or special or even super on hit during a combo so long as you are in Max. The easiest moves to IH would be 236A/B/C, j.214B, or j.C because all of these have a lot of hitstun.

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
MBFWarc5A.png
Damage Red Damage Proration Cancel Guard
350 202 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 6 3 3.6% -

Short range, upward swipe. 4 frame startup, active on frame 5. Whiffs crouchers. Okay anti-air.

5B
5B
5{B}/[B]
MBCWarc5B.png
MBCWarc5XB.png
MBCWarc5XB2.png
5B Damage Red Damage Proration Cancel Guard
700 505 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 ~ 15 4 20 -9 5.4% -

Mid range, overhand swipe. Large hitbox. Moves Warc forward a fair amount. Best combo starter. Very punishable on whiff.

5{B} Damage Red Damage Proration Cancel Guard
500*2 (863) (522) 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
18 ~ 27 6 17 -5 4.5%, 3.6% (8.1%) -

Partial charged version of 5B. More forward movement. Slightly more block stun. Hits twice. Best used in pressure, however she does not have a fast high/low from this.

5[B] Damage Red Damage Proration Cancel Guard
600 404 60% (O) N, SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
27 4 17 -6 4.5% -

Fully charged version of 5B. Active on frame 27. Disjointed hitbox. Has one hit of super armor. Trips crouches. Moves Warc forward even more! Primarily used as an overhead in pressure or oki. Very risky anti-air, as you are telegraphed for 27 frames, however it can be useful if, for example, the opponent gives you a bad air tech and has no movement options left.
5[B] 2B follow up doesnt work on:
Tohno, Hime, Ries, Akiha, VAkiha, Seifuku
For other characters 5{B}(1) 2B vs 5[B] 2B is a mixup.

5C
5C
5[C]
MBCWarc5C.png
MBCWarc5XC.png
5C Damage Red Damage Proration Cancel Guard
975 707 90% (M) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 ~ 31 4 25 -11 8.78% -

Fast, standing palm strick. Active on frame 5 minimum. Good disjointed hit box in front of her that extends past her hand. Will whiff crouchers at mid to max range. Good for counter pokes. Useful in block strings and combos. This move can be partial charged (denoted as 5{C}) with the same move properties, but more start-up. This move has multiplicative proration, so using it in a combo will multiply the current proration % by 90%. For instance, if used at a starter, it will set the proration to 90%; however, if the proration is at 50%, hitting them with 5C will reduce it to 45%. Can be useful to catch jumpouts in the corner after 236b.

5[C] Damage Red Damage Proration Cancel Guard
2500 2020 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
43 2 27 - 16.2% -

Similar to 5C. However it is active on frame 43. Has a slightly less extended green box. Has a uniform, more extended hitbox so it won't whiff crouchers at max range. This is Unblockable. Opponent is uncombo-able on hit. Hard knockdown.

Crouching Normals

2A
MBFWarc2A.png
Damage Red Damage Proration Cancel Guard
300 181 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 3.15% -

Short range, low kick. 3 frame start-up, active on frame 4. Poor vertical hitbox. Large, extended green box.

2B
MBFWarc2B.png
Damage Red Damage Proration Cancel Guard
700 404 70% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
11 6 13 -4 5.4% -

Slow, long range, slide kick. 10 frames of start-up, active on frame 11. Has a relatively long recovery, so don't whiff this in neutral. Low profiles a fair amount. Good amount of active frames. Moves Warc far forward. Trips on hit. Essentially, this is her launcher.

2C
MBFWarc2C.png
Damage Red Damage Proration Cancel Guard
1000 707 80% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 7 9 2 9.0% -

Slow, kneeling palm strike. Hugely disjointed hitbox. Does not hit low. Mostly used in combos.

Aerial Normals

j.A
MBFWarcjA.png
Damage Red Damage Proration Cancel Guard
300 151 75% (O) SE, N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 2.7% -

Elbow strike.

j.B
MBFWarcjB.png
Damage Red Damage Proration Cancel Guard
700 505 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 5 - - 6.3% -

Downward slash.

j.C
MBFWarcjC.png
Damage Red Damage Proration Cancel Guard
1100 808 90% (O) SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 5 - - 9.9% -

Forward kick.

Command Normals

3C
MBCWarc3C.png
Damage Red Damage Proration Cancel Guard
1600 1313 55% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
20 3 20 -8 11.25% Super Armor 5-22

A slow, armored sweep. Untechable knockdown on hit.

j.2B
MBFWarcj2B.png
Damage Red Damage Proration Cancel Guard
750 404 80% (O) -SP/EX-* LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 8 18 - 7.2% -

A divekick-like slash attack. Hits mid.

j.2C
j.2C
(~8)
MBCWarcj2C.png
j.2C
~8
Damage Red Damage Proration Cancel Guard
300*6, 800 (2064)
300*6, 500 (1849)
(1096)
(952)
100%
50% (O)
- LHA, HA
First Active Active Recovery Frame Adv Circuit Invuln
4 2 (2) x3, 2, 2 (4) 1 (1) 4 14 -9 (TK) 3.6%*6, 7.2% (28.8%)
3.6%*6, 4.5% (26.1%)
-

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.

Holding up after doing the move will remove knockdown properties and cause the attack to do less damage. This move has some interesting momentum properties and will either speed you up in the air or cause you to stop forward momentum depending on if/how you superjump or airdash. It's a surprisingly good option to throw out from time to time, but don't get carried away as you will get blown up on block. It can be used to punish the startups or whiffs of some moves from across the screen on reaction. It can also be used to call out opponents who are trying to use air-to-air buttons to deal with air ring zoning or corner jumpouts.

Universal Mechanics

Ground Throw
MBCWarcThrow.png
Damage Red Damage Proration Cancel Guard
1200 606 70% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Warc grabs the opponent and tosses them the direction you held when throwing. Ground techable.

Air Throw
Air Throw
j.6/4A+D
MBCWarcThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1300 537 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

A grab that catches the opponent and slams them to the ground.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHWarcSC.png
MBHWarcSCAir.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 4.5% High 1-6

Has upper body invincibility on startup.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 4.5% -

Same animation as C/H-Moon j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCWarc214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 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
500 202 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Downward claw attack.

Blood Heat
Blood Heat
A+B+C during MAX
MBCWarcHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
23 8 25 - uses all Full 1-30

Longest Heat startup in the game.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCWarcCSpark.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
Heisses Wasser
236A/B/C
(236A~236B~236C)
MBFWarc236A.png
MBFWarc236B.png
MBFWarc236C.png
A Damage Red Damage Proration Cancel Guard
500*3 (1084) (657) 70% (O) -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 10 12 8 4.5%*3 (13.5%) High 4-17
  • A series of big blood swipes, that control a lot of space and leave a lot of hitstun in juggles, as well as doing good damage. Can be cancelled into heavier versions of the same move on hit block and whiff.

A version is an upward swipe, which makes it naturally good for controlling airspace, although it's air blockable. Lowers her hurtboxes on startup. Has a short recovery, making it advantageous on block and allows for links - integral in combos and very useful in pressure, albeit risky. Launches the opponent.

B Damage Red Damage Proration Cancel Guard
500*3 (1084) (657) 70% (O) -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 10 24 -1 4.5%*3 (13.5%) -

Horizontal version of the above, with much more recovery and as such a worse advantage on block/hit. still safe on block, though, and still likely to leave gaps in pressure if used.

EX Damage Red Damage Proration Cancel Guard
500, 350*5, 360*5 (1873) (1130) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
8+5 10 30 -4 -100.0% -

EX version is a larger air-unblockable variant of 236A. It has multiple overlapping hits as there is one from Warc herself, and the blood effects are two 5-hit projectiles. Can be jump cancelled on hit so it may be used in combos, but the high proration limits its usability in most scenarios

623X
MBCWarc623AB.png
MBCWarc623C.png
A Damage Red Damage Proration Cancel Guard
- - - -EX- -
First Active Active Recovery Frame Adv Circuit Invuln
- - 34 - - Full 7-26
  • Warc teleports forward at a distance depending of the button pressed. has invul for the majority of the duration, but its both too early to be used as a reversal in pressure, and too late to be hard to punish. somewhat slow duration and limited options make this series of limited use.

A version moves a shorter range, but has utility due to being EX cancellable. stil a somewhat niche tool, but may occassionally be useful to punish projectile and long range set ups

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 34 - - Full 7-26

B version goes farther but cannot be EX canceled, so its use is more limited

EX Damage Red Damage Proration Cancel Guard
0, 1500 (1453) 0 45% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
4+5 8 11 -3 -100.0% Full 5-18

Weird move; Advances forward but has a hit, which is a hitgrab. On hit, Warc will wallslam the opponent toward the opposite side. Easy to combo into due to how fast and active it is, but the sideswitching combo slam makes this somewhat hard to use in combos or conversions, especially when 63214c exists. May be useful for punishing shield occassionally, and isn't nessecarily bad to help you build distance from the opponent

214X
Alte Schule
214A/B/C
MBCWarc214A.png
MBCWarc214B.png
MBCWarc214C.png
A Damage Red Damage Proration Cancel Guard
1000 303 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 26 5 -6 2.7% -
  • warc's infamous ring series. Big, active projectiles that have very low recovery, giving them great utility for zoning.

Warc summons a ring that travels at mid-range. Aside from the obvious space control, this move is pretty useful to use as a meaty in the corner, as it can become very advantagous and is very safe at further ranges.

B Damage Red Damage Proration Cancel Guard
1000*2 (1968) (596) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 (44) 45 5 -6 2.7%*2 (5.4%) -

A slower version that adds a second ring which launches the opponent on hit. generally seems worse then 214s, since its harder to use in all aspects that 214 is useful in, and doesn't cempensate enough elsewhere.

EX Damage Red Damage Proration Cancel Guard
500*10 (3349) (2013) -5%*10 - LH
First Active Active Recovery Frame Adv Circuit Invuln
5+12 (5+32) 46 22 12 -100.0% Full 1-9

Releases 2 large, multi-hitting rings. Deals big damage and is very advantagous on block, making it seem like a good way to reset pressure. However, the slow startup and warc's slow dash can make it significantly harder to use as such a tool, especially in midscreen. most useful to catch techs after throw along with 236c, and the partial invul may somehow prove of use.

421X
Weisse Katze
421A/B/C (No EX)
(~623A/B/C)
MBCWarc421ABC.png
A/B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 32 - - Full 9-22
C Damage Red Damage Proration Cancel Guard
- - - -CH- -
First Active Active Recovery Frame Adv Circuit Invuln
- - 35 - - Full 12-25
  • Second teleport series, this time going backwards rather then forward. Invincibility startup and distance vary with button, but the frame data is very simillar to 623x. Even more situational then the aforemtioned teleport series.

A: Fakeout, and a slow one at that. Warc teleports and appears in the same spot. The move has some invincibility so it can go through some things (although unreliably).
B: Same distance as 623A, but backwards. Start up is a little longer than A version.
C: Not an EX move. Same distance as 623B, but backwards. Invlun starts up a little longer than 623B, but much longer than 421A.

63214C
MBFWarc63214C.png
Damage Red Damage Proration Cancel Guard
800*4 (1987) (1503) 60% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
4+5 4 19 1 -100.0%, 4.5% Full 3-7

A unique EX move, Warc dashes forward rapidly and does claw attack. Almost excellent, but still a very useful too in Warc's kit Untechable knockdown on hit. Long range, fast startup and partial invul make this a good tool to punish things from long range as well as to escape gaps. Leads to untechable knockdown anywhere on screen, and gives decent oki to work with. Depending on the range it hits, it may or may not crossup the opponent, and although it doesn't pass crossup protection, it may have some utility to switch sides during pressure. It's only real issue is that its only +1 on block, which makes it limited as the pressure reset tool it can be.

Aerial Specials

j.214X
MBCWarcj214AB.png
MBCWarcj214C.png
A Damage Red Damage Proration Cancel Guard
1000 303 60% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 X (26) 18 10 2.7% -
  • Aerial rings, one of F-warc's most individually notable tools. Warc throws a ring at a diagonally downward angle.

A version does not change Warc's air momentum, which makes it very good for oki purposes - throwing a ring while descending low to the ground can be very advantagous and safe. It also works really well for zoning purposes, when you are above the opponent, which can encourage them to chase you.

B Damage Red Damage Proration Cancel Guard
1500 505 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
22 X (26) 21* -13 7.2% -

A slower version that halts Warc's air momentum and lets her regain her air actions after a recovery period, similarly to a j.A. Excellent tool for zoning as it can allow Warc to mix her trajectory and enable more mindgames in neutral.

EX Damage Red Damage Proration Cancel Guard
2100 2121 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+17 X (26) 6 6 (TK) -100.0% Full 1-12

Big EX ring, causes an untechable knockdown on hit. Ideal combo ender, as it enables F-warc's excellent setups in the corner, and generally enables her to keep her turn anywhere on screen.

Arc Drive

Pluto die Schwester
41236C during Max/Heat
MBCWarcADAAD.png
(Point-Blank Hit) Damage Red Damage Proration Cancel Guard
0, 3000 (1848) (1492) 70% (M), 30% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
18 9 3+60 -53 removes all Full 27-89
(Moon Drop) Damage Red Damage Proration Cancel Guard
3000 2230 30% (O) - U
First Active Active Recovery Frame Adv Circuit Invuln
30+246 1 - - removes all Full 27-89

Warc summons a moon-like object which will fall after some time, resulting in an unblockable attack that causes an untechable knockdown on the opponent. However, if Warc is hit during the duration of this Arc Drive, the moon drop is cancelled.

If this Arc Drive's vertical hitbox hits (see image), this will result in an instant moon drop, but this will do much less damage.

Another Arc Drive

Pluto die Schwester
41236C during Blood Heat
MBCWarcADAAD.png
(Point-Blank Hit) Damage Red Damage Proration Cancel Guard
0, 4200 (2772) (2332) 75% (M), 40% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
18 9 3+30 -24 removes all Full 27-59
(Moon Drop) Damage Red Damage Proration Cancel Guard
4200 3253 40% (O) - U
First Active Active Recovery Frame Adv Circuit Invuln
30+240 1 - - removes all Full 27-59

Same as Arc Drive, but for more damage.


Last Arc

Gnadenstoss
Grounded EX Shield during Blood Heat
MBCWarcLA.png
Damage Red Damage Proration Cancel Guard
(3300~6200) (2800~5100) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
2+4 1 61 - removes all Full

Fullscreen command grab-type last arc. Warc throws her arms back and begins to laugh maniacally while a multitude of chains come out of the ground to trap the enemy. She then releases a stream of energy through the opponent sending them across the screen.


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