Melty Blood/MBAACC/Red Arcueid/Full Moon

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • (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:
    • Expand upon the move descriptions, cite their uses, add memes in captions, etc.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.


Additional Resources

F-Warc Match Video Database
Melty Bits: F-Warc

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

General thoughts and advice only. Not the end all be all guide to player this char.

Red Arc's Full Moon version offers more simplicity, and superior Oki. 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. Full Moon 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 match up against any C-Moon char. Heat and EX Shield destroy her safe jump Oki set-ups. She has a hard match up against any char that has long range, diagonally upward projectiles (F-Koha, C-Mech, F-Fiel, ect.), as these chars can stop Warc from using air rings.

No air dodge, means no correcting facing multiple times per jump, so she tends to use air dash j.2C to move across the screen, when the opponent dashes under her, more often than C and H.

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 space around rings with IADs or 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.

Let me say again: 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

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Okizeme

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Defense

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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.

Normal Combos

Note: This section will be divided between starter ground strings, aerial followups and ender options. The combo sections following this one will also use these aerial followups/ender options.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 5C > 236A > (Aerial)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic BnB.
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 5{C} > 236A, 236A > (Aerial #2)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Partial charged 5C allows for double 236A.
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > 236A > (Aerial)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
2C offers less proration, more damage.
Normal starter, grounded opponent
  • (2A >) 5B > 2B > delay 2C > 236A, 236A > (Aerial #2)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Delay 2C allows for double 236A.
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > (Aerial #3)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Used for rejump combos. Uses your jump cancel.
Normal starter, grounded opponent, 100% meter
  • (2A >) 5B > (2B >) 5C/2C > 236B > 63214C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Used for when 5B > 2B is out of range, or when 236A is out of range. Either 5C or 2C works.
5[B] starter, grounded opponent
  • 5[B] > 2C > 236A, 236A > (Aerial #2)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimal damage off Charged 5B overhead.

Aerials

Condition Notation Damage
vs V.Sion
Notes
#1
Aerial followup
  • j.BC > sdj.BC > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic aerial.
#2
Aerial followup
  • j.C > sdj.BC > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Used for double 236A combos.
#3
Aerial followup
  • j.C > IAD j.C, land j.C > sdj.BC > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Rejump Aerial Only. 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.
#4
Aerial followup
  • j.C > j.214B, sdj.BC > Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Flashy air combo. More useful when you IH the j.214B.

Enders

Condition Notation Damage
vs V.Sion
Notes
Airborne opponent
  • AT
1300
Meter Gained: 0.0 Meter Given (vs C-Moon): 0.0
Used rarely due to poor Oki. Mainly used when j.2C and j.214C will not land properly, or to put the opponent in the corner. The reason this is so bad is because, you can only hit meaty with 2A in the corner. So the opponent can 5D on wake-up. If you bait the shield, the opponent can throw you. F-Warc has no low to cover both options. So after every air throw in the corner, you have a 50% chance of taking damage and losing initiative.
Airborne opponent
  • j.2C
2028
Meter Gained: 28.8 Meter Given (vs C-Moon): 9.6
High damage/meter gain ender.
Airborne opponent, 100% meter
  • j.214C
2100
Meter Gained: -100.0 Meter Given (vs C-Moon): 1.1
Standard ender for best Oki. Opponent can be hit OTG afterwards.
Airborne opponent, 100% meter
  • j.214B > j.214C
1892
Meter Gained: -92.8 Meter Given (vs C-Moon): 3.5
Slightly more meter for slightly less damage. Mainly used in specific situations and set-ups, such as needing the additional meter gain for j.214C, or anti-Nanaya 623B Oki. Opponent can be hit OTG afterwards.

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, 5C > 236A > (Aerial)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
236B delay 5C. Needs a 'near point blank' 5B.
Normal starter, grounded opponent
  • (2A >) 5B > 5C > 236B, 5A/5B/5C > (Aerial)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Used for when 5B is not 'near point blank'. 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.

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
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
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 > Ender
???
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 > Ender
???
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.
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 > Ender
???
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 > Ender
???
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.
Condition Notation Damage
vs V.Sion
Notes
623C starter
(mid-range)
  • 5B > 5C > 236A > (Aerial)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
For mid range post 623C.
623C starter
(close-range)
  • 5C > 236A > (Aerial)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
For close range post 623C.
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, 5B > 5C > 236A, 236A > (Aerial #2)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Lower 5B confirm allows for double 236A.
Shield Counter starter
  • D~236D, 2C > 236A > (Aerial)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Slightly more damage that basic, but slightly harder.
Shield Counter starter
  • D~236D, 2C > 236A, 236A > (Aerial #2)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Can double 236A off low 2C confirm.

Raw Air Throw Hitconfirms

Condition Notation Damage
vs V.Sion
Notes
Raw airthrow starter
  • Raw AT, land 5B > 5C > 236A > (Aerial)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic confirm.
Raw airthrow starter
  • Raw AT, j.2B(w), 236A, 236A, 236A > (Aerial #2)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Very hard. May be char specific. Needs testing.
  • Note: Double 236A combos are char specific. Needs testing.

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 > (Aerial #3)
???
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 > Ender
???
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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 202 75% (O) 3.6% -SE-, -N-, -SP-, -EX-, (J) LH 4 3 6 3 -

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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 700 505 100% 5.4% N, SP, EX, (J) LH 7 ~ 14 4 20 -9 -

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

5{B} 500*2 (863) (522) 75% (O) 4.5%, 3.6% (8.1%) N, SP, EX, (J) LH 17 ~ 26 6 17 -5 -

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] 600 404 60% (O) 4.5% N, SP, EX, (J) H 26 4 17 -6 -

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.

5C
5C
5[C]
MBCWarc5C.png
MBCWarc5XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 975 707 90% (M) 8.78% SP, EX, (J) LH 4 ~ 30 4 25 -11 -

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 initially prorates to 90%, however if the combo is already at 90% or less, it will always prorate a small, additional amount (the formula for which, I don't know).

5[C] 2500 2020 100% 16.2% - U 42 2 27 - -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 181 75% (O) 3.15% -SE-, -N-, -SP-, -EX-, (J) L
(Whiffs vs Air.)
3 4 5 3 -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 404 70% (O) 5.4% N, SP, EX, (J) L 10 6 13 -4 -

Slow, long range, slide kick. 10 frames of start-up, active on frame 11. 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 707 80% (O) 9.0% SP, EX, (J) LH 11 7 9 2 -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 151 75% (O) 2.7% SE, N, SP, EX, J HA 4 4 10 - -

Elbow strike.

j.B
MBFWarcjB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 505 90% (O) 6.3% N, SP, EX, J HA 6 5 - - -

Downward slash.

j.C
MBFWarcjC.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1100 808 90% (O) 9.9% SP, EX, J HA 8 5 - - -

Forward kick.

Command Normals

3C
MBCWarc3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 1313 55% (O) 11.25% - L 19 3 20 -8 Super Armor 5-22

A slow, armored sweep. Untechable knockdown on hit.

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

A divekick-like slash attack. Hits mid.

j.2C
j.2C
(~8)
MBCWarcj2C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.2C
~8
300*6, 800 (2064)
300*6, 500 (1849)
(1096)
(952)
100%
50% (O)
3.6%*6, 7.2% (28.8%)
3.6%*6, 4.5% (26.1%)
- LHA, HA 3 2 (2) x3, 2, 2 (4) 1 (1) 4 14 -9 (TK) -

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.

Universal Mechanics

Ground Throw
MBCWarcThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 606 70% 0.0% - U 2 1 20 - -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Raw)/1300 537 30% 0.0% - U 1 1 12 - -

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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 500 (345) 202 50% 4.5% (SP), (EX), (J) LHA 8 4 18 -4 High 1-6

Has upper body invincibility on startup.

Air 500 (345) 202 50% 4.5% - HA 8 4 - - -

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

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCWarc214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Bunker 500 202 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 202 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-7

Downward claw attack.

Blood Heat
Blood Heat
A+B+C during MAX
MBCWarcHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% uses all - U 22 8 25 - Full 1-30

Longest Heat startup in the game.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCWarcCSpark.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - 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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 500*3 (1084) (657) 70% (O) 4.5%*3 (13.5%) -CH-, -EX- LHA 15 10 12 8 High 4-17

A series of swipes that can be rekka'd into.

A version is an upward swipe lower hurtboxes during startup. Short recovery, making it advantageous on block and allows for links. Launches the opponent.

B 500*3 (1084) (657) 70% (O) 4.5%*3 (13.5%) -CH-, -EX- LHA 14 10 24 -1 -

Horizontal version of the above.

EX 500, 350*5, 360*5 (1873) (1130) 50% (O) -100.0% - LH 7+4 10 30 -4 -

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.

623X
MBCWarc623AB.png
MBCWarc623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - -EX- - - - 34 - Full 7-26

Warc teleports forward at a distance depending of the button pressed

B - - - - - - - - 34 - Full 7-26

B version goes farther but cannot be EX canceled

EX 0, 1500 (1453) 0 45% (O) -100.0% - LH 3+4 8 11 -3 Full 5-18

Hitgrab teleport. On hit, Warc will wallslam the opponent toward the opposite side.

214X
Alte Schule
214A/B/C
MBCWarc214A.png
MBCWarc214B.png
MBCWarc214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 303 100% 2.7% - LHA 17 26 5 -6 -

Warc summons a ring that travels at mid-range.

B 1000*2 (1968) (596) 100% 2.7%*2 (5.4%) -EX- LHA 24 (43) 45 5 -6 -

A slower version that adds a second ring which launches the opponent on hit.

EX 500*10 (3349) (2013) -5%*10 -100.0% - LH 4+11 (4+31) 46 22 12 Full 1-9

Releases 2 large, multi-hitting rings.

421X
Weisse Katze
421A/B/C (No EX)
(~623A/B/C)
MBCWarc421ABC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B - - - - - - - - 32 - Full 9-22
C - - - - -CH- - - - 35 - Full 12-25
  • After a short startup, Warc teleports backwards. Invincibility startup and distance vary with button.

A: Fakeout. 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: 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800*4 (1987) (1503) 60% (O) -100.0%, 4.5% - LH 3+4 4 19 1 Full 3-7

A quick dashing claw attack. Untechable knockdown on hit. +1 on block.

Aerial Specials

j.214X
MBCWarcj214AB.png
MBCWarcj214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 303 60% (O) 2.7% -EX- LHA 11 X (26) 18 10 -

Aerial rings. Warc throws a ring at a diagonally downward angle. This version does not change Warc's air momentum.

B 1500 505 50% (O) 7.2% -EX- LHA 21 X (26) 21* -13 -

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.

EX 2100 2121 50% (O) -100.0% - LHA 2+16 X (26) 6 6 (TK) Full 1-12

Big EX ring, causes an untechable knockdown on hit.

Arc Drive

Pluto die Schwester
41236C during Max/Heat
MBCWarcADAAD.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
(Point-Blank Hit) 0, 3000 (1848) (1492) 70% (M), 30% (O) removes all - LH 17 9 3+60 -53 Full 27-89
(Moon Drop) 3000 2230 30% (O) removes all - U 29+245 1 - - 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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
(Point-Blank Hit) 0, 4200 (2772) (2332) 75% (M), 40% (O) removes all - LH 17 9 3+30 -24 Full 27-59
(Moon Drop) 4200 3253 40% (O) removes all - U 29+239 1 - - 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
(3300~6200) (2800~5100) 50% + 50% * remaining BH time removes all - U 1+3 1 61 - 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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