Melty Blood/MBAACC/Red Arcueid/Half Moon

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This page has been merged with translations from the French wiki BasGrosPoing

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    • Expand upon the move descriptions, cite their uses, add captions where helpful, etc.
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Additional Resources

H-Warc Match Video Database
Drunkard Shade article about H-Warc
H-Warc Combo video by XxTexasTimxX

Notable Players

Name Color Region Common Venues Status Details
Alma

Color

North America Netplay Active C-WArc main, but plays all moons. Very knowledgeable and has won tournaments using this moon. Can be found in the Melty Blood Community Server.
Inso

Color

Brazil Netplay Active
(dropped)
Former H-WArc main who now plays C-Miyako.
okuu (お空)

Color

Japan A-cho Inactive
Skeleton

Color

North America Next Level,
Netplay
Active

Overview

Playstyle
H-WArc is a zoner with solid air and ground control and highly damaging combos.
Pros Cons
  • Diverse zoning toolset: 236A is a slow, air unblockable reppuken. 22A is an instant (after startup), full screen zoning tool which, on counter hit, stuns the target for a long time. Air rings provide safety moving in the air when opponent is below you.
  • Solid air-to-air: H-WArc's j.B comes out in only 5 frames and has a sizeable amount of disjoint, and can lead into solid air blockstrings and conversions even on non-counterhit if airdash cancelled. Her air rings are also an incredibly robust zoning tool, especially air to air.
  • Very high damage: HWArc deals fantastic damage, consistently over 5k on most starters and even able to break 6k under ideal conditions.
  • Poor abare tools: H-WArc's A normals are quite poor, with 2A hitting mid, 5A whiffing crouchers, and both hitting only on frame 6. Despite having a 5 frame 5C, its inability to be cancelled on whiff and its tendency to whiff on crouching opponents at farther ranges make it inconsistent and risky when considering its recovery.
  • Poor reversal options: H-WArc has no meterless reversals. Her only real reversal (236C) is punishable on hit when landing from 1 character length or shorter. She has some invulnerability on 214C and 623C, but neither are particularly reliable.

General Gameplan

H-Warc's gameplan relies on non-committal movement and zoning to goad opponents into approaching, then using her large hitboxes to punish reckless approaches.

Her most powerful tools are also the most risky as while they cover large amounts of the screen, they generally have long recovery meaning they can be easily punished if the opponent gets around them.

Playing H-Warc can sometimes feel like throwing out "random" hitboxes and hoping the opponent will fall into them. However doing this predictably or at unsafe times will quickly result in you getting punished for it. Using this gameplan effectively requires equal parts predicting your opponent's movements and evaluating the gamestate to know when it's safe to go for pre-emptive screen control versus when you need to reposition.

Neutral

In the simplest terms, 236A controls the ground while j.B controls the air. Use 236A to dissuade the opponent from approaching on the ground and use j.B to intercept when they try to approach from the air.

When not going for anything specific you'll typically want to stick to (ostensibly) safe aerial movement while throwing out j.B and j.214A to fish for stray hits. A simple option for this is jump > air dash back > j.B or j.214A > do something on landing (typically 236A, 214A, run forward, or another jump). This will quickly result in you cornering yourself if repeated too much, so it's important to regain space whenever you can. Microdash > 5A is a relatively safe way of doing this, and can even sometimes catch an opponent off guard if they were expecting you to continue retreating.

Apart from zoning, ground specials are mostly reserved for pre-empting approaches. When to go for this will vary greatly depending on the matchup.

236A is your go-to "I want some screen presence" move. It can stuff ground approaches while it's out, and it can also trip up an opponent who is maneuvering in the air as they can easily land on top of it if they're not careful.

236B is best saved for when you have some space. You'll want to use it to catch an opponent while they might think they're safe to set up for something or try to start zoning themselves. Mix this in with 236A at longer ranges to keep your opponent guessing.

214A and 214B are best used when spaced out enough that an IAD won't be a threat. At this distance an opponent trying to approach from higher angles in the air will be at risk of falling into a ring and getting counterhit or setting up a favourable trade for you. If they don't approach they most likely won't be able to do much to punish you before you recover (depending on the matchup. In other words don't do this against C-Ciel when she has 100 meter).

22A and 22B are the most situational specials for the neutral game. They're good to mix in with 236A/B while zoning in order to throw off timing, and they can sometimes shut down attempts to approach on the ground or with a forward superjump (22A only for the latter), but otherwise they don't have much neutral use as they can be completely avoided by simply crouching. 22B is arguably useful as a feint; it looks identical to 22A so an opponent might approach/go for a punish thinking you'll be vulnerable for longer, but the quick recovery time of the B version will allow you to intercept.

Pressure

H-Warc's pressure game is very reliant on frametraps. She only has a few situational means of gaining plus frames (without spending meter), so in order to maintain pressure she has to be unpredictable with blockstring enders to keep the opponent guessing when it's safe for them to try and take their turn back. If you do have meter, 214C is the most consistent way to gain plus frames. However the frame advantage off of this isn't that much so typically you can only use it to dash back into range.

As holdable moves 5B and 5C can both be held briefly in order to enforce stagger pressure.

2A > 5A(w)6A will frametrap a crouching opponent and can also be done via spacing (this is similar in practice to C-Warc's 2A > 5A(w) > 2A frametrap).

5C/2C > 236B is a natural frametrap and is your go-to way of frametrapping at the end of a blockstring. 214A can be used to similar effect, with less combo conversionability but more coverage for opponents holding up.

If you're in range, 236B > (instant) 5C will also frametrap, meaning it's possible to alternate between 5C and 236B, with each one being a frametrap. Typically this is most useful when you're at point-blank range, like after an airthrow ender into the corner, as this allows you to loop it 2 or 3 times. Obviously this is vulnerable to being shielded, so just like everything else don't use it predictably.

Avoid using 214B in pressure, as any character can IAD over it and get a guaranteed punish.

The most important part of pressuring as H-Warc is to remain unpredictable. If you always go for the same frametrap your opponent will adapt and get easy shields. Mix up your options between 236A, reverse beat 5A, 236B, 214A, rebeat 5A > 236A, etc. to keep them guessing. If your opponent is patient and doesn't bite at all, that's when you start to mix in 5[B], 5[C], and throws.

Okizeme

Place text here

Defense

Defense can be a struggle for H-Warc. As an H-moon she doesn't have access to EX-Shield, EX Guard, or Heat Activation. She has no meterless reversal, and her only true reversal, 236C, is usually punishable on hit and best avoided. That being said, while it may have obvious deficiencies her defense is far from hopeless.

5C is one of her best assets on defense. At 4 frames it's her fastest normal, and for how fast it is it has comparatively huge range. This makes 5C a fantastic abare option, although it's not without its weaknesses. First is that it's a holdable move, meaning it's easy to accidentally extend the startup by having the button pressed for longer than intended. Being a C normal it also has long recovery time on whiff. Finally, 5C has a tendency to whiff on crouching characters at further ranges. Practice doing instant 5C to avoid the first issue, and try to stay aware of spacing to avoid having this move whiff. You may find opponents intentionally going for blockstrings that push them further away in order to bait the move. Adjust by going for 236A instead (or just jump. If they're spacing themselves out to bait 5C their pressure naturally won't be as tight). When you're using this on defense you'll want to buffer something behind it. 5C > 236A is almost always the best for this, but 5C > 623A can be converted to a combo if you're willing to risk it (or if you have meter to cancel into 214C and keep yourself safe).

2B is relatively fast and has decent range. More importantly though; 2B is her sweep, meaning it will get you a hard knockdown and give you valuable time to do whatever you feel is necessary in the moment. Use it to escape the corner, go for an OTG, or set up your own offense.

236A can be a decent tool for defense in some matchups. Typically most useful against characters with longer normals, it also has uses when an opponent spaces themselves out more, as it will stuff attempts to dash back in range.

5B is a very situational option on defense. Rarely it can hit someone out of the air, but the main reason to use this is the forward movement. If the opponent went into the air, this will move you out of the corner. There's a good chance you'll still get hit for it, but you'll be out of the corner.

If you're willing to spend the meter, 624C can get you out of the corner almost guaranteed. 623C can also be used to similar but lesser effect, although the input may be more awkward to do out of block.

Finally, you can always try to run out of the corner. Warc's run is very low to the ground, even slipping under IADs. This is a surprisingly useful option on defense and it may be worth going for on occasion.

Disregarding matchup specifics, general concepts when on defense apply. Don't get impatient, keep an eye out for your opponent's habits, and look for opportunities to jump out; H-Warc's suite of powerful aerial options open up several more possibilities for her. Don't be afraid to shield bunker either if you have the meter for it. H-moon's bunker is very powerful so long as you're not using it predictably. Defense is an uphill battle for H-Warc, moreso than many other characters, but it's far from insurmountable.

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.

A lot of air strings can be free form in a real match. The ones that are listed should be optimal.
In a real match you might need to adjust your air strings depending on opponent's height(depends on your timing of things), and hurtboxes.
Mostly it's decision of when to omit certain j.A or if you can maybe do full j.B or if you can even airdash j.B(1).

Combo parts

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 > (delay) > 2C > 5C > 623B~[8] > Aerial
3263


Meter Gained: 27.8 Meter Given (vs C-Moon): 11.9
Basic starter.
Note: Launching with 623A/B~[8] will sometimes put you on the opposite side of your opponent after jump-cancelling, which causes followups to whiff. Mitigate this by going for an aerial route that starts with j.A, that way you can fall back on a delay > j.C route in the event of an unexpected sideswitch.
Normal starter, grounded opponent
  • (2A >) 5B > (delay) > 2B > delay > 2C > 5C > 623A~[8] > Aerial
3350


Meter Gained: 32.0 Meter Given (vs C-Moon): 13.7
Starter with a 2B "launcher". Far less likely to sideswitch. More damage than 5B > 2C > 5C unless the opponent is crouching, at which point a full combo may end up dealing less damage.
Hit 2C low to the ground, otherwise 623A will whiff under the opponent.
Avoid using against Ryougi as it's very likely for 623A to hit late or whiff entirely against her. Use the above starter instead.
Normal starter, grounded opponent
  • (2A >) 5B > delay > 2C > 5C > 5A(w)6AA > delay > 22A > 623A~[8] > Aerial
4236


Meter Gained: 49.5 Meter Given (vs C-Moon): 21.2
Highest damaging starter. 22A needs to hit as low to the ground as possible. Requires near point-blank range, so only really practical as a punish or in specific situations.
Still works with a 2AA confirm vs crouching, and there's no need to delay 2C with one 2A vs crouching.
Causes noticeably more hitstun scaling than other starters.
Normal starter, grounded opponent
  • (2A >) 5B > delay > 2C > 5C > 5A(w)6AA > delay > 22A > 5B/5C > Aerial
3960


Meter Gained: 43.2 Meter Given (vs C-Moon): 18.5
Fallback route for the above. Switch to this if the opponent is too high when 22A hits. 22A > 5B leads to more damage in a full combo but is less consistent than 5C.
Possible followups will usually be limited depending on distance/height.

Aerials

Condition Notation Damage
vs V.Sion
Notes
Aerial followup
  • j.AAB(1)C > sdj.AB(1)C > Ender
2197


Meter Gained: 26.6 Meter Given (vs C-Moon): 11.4
Basic aerial sequence. Omit the second j.A for more consistency, or move it to after the sdj for a bit more time to gauge the opponent's height. You can also omit j.A entirely and just do j.B(1)C, which is useful for when the opponent is further away and you're not confident j.A will reach.
Use this to follow up 623A with no jump cancel (i.e. hitting OTG after a j.214C ender, picking up with a grounded sequence after AD, or if you just happen to miss the input).
Aerial followup
  • j.CAB > j.66 > j.B(1) > sdj.AAB(1)C > Ender
2815


Meter Gained: 31.5 Meter Given (vs C-Moon): 13.5
CAB route. Not really any situation to use this where you couldn't use shin nin instead, but you might find some enders easier to do off of this.
Immediate j.C will whiff under a 623A/B~[8] launcher, so add a short delay if you're going for that.
Aerial followup
  • j.B(1) > j.66 > j.B(1) > sdj.AAB(1)C > Ender
1991


Meter Gained: 21.3 Meter Given (vs C-Moon): 9.1
Effectively an abridged version of the above, this is useful in niche situations where the opponent is close enough for j.B to hit, but too far for j.C (pretty common off of the 22A fallback starter).
Also a great way to convert regular hits when fishing for counters with j.B > 66.
Aerial followup
  • big delay > j.C > land > sj.CB(1) > sdj.AB(1)C > Ender
2891


Meter Gained: 29.0 Meter Given (vs C-Moon): 12.4
Falling j.C route. j.C can hit an opponent slightly behind you, making it very useful for situations where it's ambiguous which side you'll end up on after 623A/B~[8] (OTGs, for example).
Also great as a backup option for unexpected sideswitches. Specifically if you were using an aerial route that starts with j.A; you have enough time to react to it whiffing and switch to this instead.
Aerial followup
  • j.B(1) > j.66 > j.B(1)C > land > sj.CB(1) > sdj.AB(1)C > Ender
3005


Meter Gained: 36.0 Meter Given (vs C-Moon): 15.4
Shin nin combo. Highest damage without meter. Some enders can be tricky to follow this up with.
If you're launching with 623A/B~[8], the initial j.B(1) will whiff unless you're using it on a tall character. Use the j.A variant instead.
Aerial followup
  • j.A > j.66 > j.B(1)C > land > sj.CB(1) > sdj.AB(1)C > Ender
2656


Meter Gained: 34.6 Meter Given (vs C-Moon): 14.8
Variant of shin nin that starts with j.A to hit lower. Use this instead of the above after a 623A/B~[8] launcher. Has the added benefit of being able to switch to a falling j.C route if you get sideswitched.
Aerial followup, 200% meter
  • j.B(1) > j.66 > j.B(1)C > land > AD > big delay > 3C > 5B > 5C > 623A > jump > j.AB(1)C > sdj.AB(1)C > Ender
4097


Meter Gained: -175.7 Meter Given (vs C-Moon): 32.4
Arc Drive combo.
Picking up with 3C can be tricky due to the huge amount of time you have, the move's long startup, and the slowdown effect that occurs when AD hits. You generally want to press 3C a bit before the opponent is halfway to the ground.
Enough time to choose any side you want after AD, but be aware that 623A is going to sideswitch you again.

Enders

Condition Notation Damage
vs V.Sion
Notes
Airborne opponent
  • AT
1300


Meter Gained: 0.0 Meter Given (vs C-Moon): 0.0
Standard ender.
Airborne opponent
  • j.2C
2028


Meter Gained: 22.4 Meter Given (vs C-Moon): 9.6
Highest damage ender. Won't fully connect if the opponent is too high. A decent rule of thumb is that the opponent should be at the same height as you or lower, otherwise they're too high and you should go for airthrow instead.
Puts you just short of fullscreen off most combos unless near the corner, letting you establish some zoning after.
Airborne opponent, 100% meter
  • j.66 > j.214C
1848


Meter Gained: -100.0 Meter Given (vs C-Moon): 1.1
j.214C ender for a hard knockdown. Input can be simplified as j.663214C.
Allows for an OTG near the corner (or anywhere within range of 63214C if you want to burn 150 meter).
Easier to land when in the corner, otherwise it can be tough to end with this midscreen as it requires a decent amount of height over the opponent.
Airborne opponent, 100% meter
  • j.B(1) > j.214A > j.214C
1803


Meter Gained: -94.4 Meter Given (vs C-Moon): 3.5
An easier way to end with j.214C. Can also be input as j.214A~5C.
Note that this will likely require you to alter the final string of your aerial due to starting with j.B(1).

Midscreen combos

Condition Notation Damage
vs V.Sion
Notes
Midscreen
  • 2AA 5B 2C 5C 623B~8 > j.C > land > j.CB j.ABC > j.2C
4761


Meter Gained: 184.1 Meter Given (vs C-Moon): 36
Standard bnb. Can do 5B 5C 2C for using longer range, as end of 5C might whiff vs crouched opponents, but you lose a little dmg.
Midscreen
  • 2AA 5B 2C 5C 623A > 5B > j.ABC j.ABC > j.2C
4878


Meter Gained: 83.8 Meter Given (vs C-Moon): 35.9
Tricky bnb. Hard part is the 5B link. Since 5B can be charged, tapping it is needed to get it out asap. Can also use 5C instead of 5B for more consistenct, since 5C is a lot faster. But you lose some dmg.
Midscreen
  • 2AA 5B > delay > 2C 5C > 5A(w)6AA > delay > 22A > 623A~9 > j.ABC > j.ABC > j.2C
4964


Meter Gained: 101.3 Meter Given (vs C-Moon): 44.3
More damaging bnb. Distance specific, so not very practical.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 5B > 5C > 2C > 623A/B~[9] > j.B(1)C > j.22B > sdj.AB(1)C > j.2C
4856


Meter Gained: 84.5 Meter Given (vs C-Moon): 36.2
Corner combo, the enemy can bounce on the wall, deals more damage.
Normal starter, grounded opponent, 100% meter
  • 2AA > 5B > 5C > 2C > 623A/B~[8] > j.CAB > j.66 j.B(1) > dj.AB(1) > j.214A > j.214C, land 3C, 3C
4782


Meter Gained:  ??? Meter Given (vs C-Moon): 32.6
Corner combo with meter, then safe-jump or meaty bloodring.
Normal starter, grounded opponent, 100% meter
  • 2AA > 5B > 2C > 5C > 623B~[8] > big delay > j.C > land > sj.CB(1) > dsj.AB(1)C > airdash > j.214C > 3C > 3C
5026


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner combo with meter for hard knockdown. After that you can do 8 jump drift forward j.214A.
Normal starter, grounded opponent, corner, 100% meter
  • 2AA > 5B > 2C > 5C > 623B~[8] > big delay > j.C > land > sj.CB(1) > dsj.AB(1)C > airdash > j.214C
    > land > 623A > j.AAB(1)C > j.AB(1)C > j.2C
5378


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner combo with meter for damage.
Normal starter, grounded opponent, corner, 200% meter
  • 2AA > 5B > 2C > 5C > 623B~[8] > big delay > j.C > land > sj.CB(1) > dsj.B(1)C > airdash > j.214C
    > land > 3C > 5C > 623A > j.AB(1)C > dsj.B(1)C > j.214C
    > land > 3C > 5C > 623A > j.AB(1)C > j.AB(1)C > j.2C
5766


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner combo with a lot of meter for a lot of damage. Time scam!

Aerial CH Hitconfirms

All 2-hit > 623A pickups require hitting the opponent very low to the ground, otherwise 623A will whiff under them. You can choose to do only one normal into 623A to make it a bit easier, or just do a basic jump-cancel combo instead; though you'll be missing out on a good amount of damage without 623A.
Condition Notation Damage
vs V.Sion
Notes
Counterhit starter, airborne opponent
  • 5B > 5C > 623A~[8] > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Standard 623A pickup. The forward movement on 5B keeps you close to the opponent, making timing very consistent.
Counterhit starter, airborne opponent
  • 2C > 5C > 623A~[8] > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Alternative to the above. 2C has a longer range than 5B, but it can be awkward to do out of a run due to the possibility of accidentally getting 3C.
Deals more damage than 5B unless the counterhit was from a good starter (~80% proration or higher).
Counterhit starter, airborne opponent
  • 2B > 5C > 623A~[8] > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Easier pickup due to the fast startup and active frames on 2B. Also hits very low, which makes it less likely for 623A to whiff under the opponent.

Heavy Aerial CH Hitconfirms

"Heavy" counterhit refers to any counter that gives you enough time to do a followup with long startup. Most commonly j.C, 22A or any ring special (assuming only one hit in the case of 214B).
Condition Notation Damage
vs V.Sion
Notes
Heavy counterhit, airborne opponent
  • 3C > any of the above
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Used to net a bit of extra damage and meter off of heavy counters. Not always an increase in total combo damage depending on scaling.
Heavy counterhit, airborne opponent
  • 22A > 623A~[8] > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
High damage, very hard to do. Same idea as the 22A starter but without the consistent setup of 5A6AA. Timing will vary greatly depending on the opponent's height and the move used to get the counterhit.
Heavy counterhit, airborne opponent
  • 22A > 5B/5C > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Fallback for the above if the opponent is too high when 22A hits.

OTG Combos

Condition Notation Damage
vs V.Sion
Notes
OTG
  • 3C > OTG
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic OTG. Not much damage, but provides a good amount of frame advantage.
Despite how it looks, you don't get "free" damage from doing this into another OTG. The second OTG will scale much harder than the first, and it will end up doing less overall than if you just did that other OTG from the start.
OTG
  • 623A/B~[8] > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
623X OTG available to H-Warc. The range of 623B lets you hit OTG from very far away, although you won't be able to jump-cancel if you hit at the very tip of the move.
Followup timing and, if close to the opponent, side switching will often be ambiguous, so it's best to default to a falling j.C route after this if you're unsure.
OTG
  • 3C > 5C > 623A~[8] > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic 3C followup. Make sure not to hold 5C by accident.
Most characters will be too low for j.B to hit afterwards unless you hold [7] or [9] instead. Follow up with an aerial that starts with j.A if you don't want to deal with that.
OTG
  • 3C > 2A > 5C > 623A~[8] > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Variant of the above that deals slightly more damage.
Because of the extra hit the opponent will usually be high enough for j.B to land consistently, unlike the above.
OTG, character specific
  • 3C > 2A > 5B > 623A~[8] > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Highest damage OTG, but character specific and can sometimes be awkward to followup.
Works anywhere: Arcueid, VSion, Roa, PCiel, NAC, Neco, Kohaku
Works anywhere, side-switches at point-blank: Aoko, Sion, Wara
Point-blank or corner only: Tohno, Nanaya, Kouma, Akiha, VAkiha, Seifuku
No jump-cancel: Ries, Len, Nero
Doesn't work: Hime, Miyako, Ciel, Warc, Mech, Satsuki, Ryougi, WLen, Hisui
OTG, tech punish
  • 2B > 5C > 623A~[8] > Aerial
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Not a true OTG; the opponent can tech out before 623A hits. Use this to chase ground techs (walk back > 2B with the right timing will catch forward and back tech in the corner).
623A is punishable if the opponent techs out, so if you think they're going to do this you can reverse beat and attempt to catch it, or use 421X instead to reposition and stay safe.

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
5A
5A~6A~6A
MBCWarc5A.png
MBHWarc5A6A.png
MBHWarc5A6AA.png
5A Damage Red Damage Proration Cancel Guard
350 192 75% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 4 5 3 2.8% -

Decent anti-air, doesn’t hit crouchers.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

Moves Warc forward.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 17 -3 7.0% -

Good for creating frame traps from 5A or hunting back dashes midscreen. By regular H-moon rules, this can only be canceled into specials.

5B
5B
5{B}/[B]
MBCWarc5B.png
MBCWarc5XB.png
MBCWarc5XB2.png
5B Damage Red Damage Proration Cancel Guard
700 480 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 ~ 15 4 20 -9 4.2% -

Her best combo starter, can catch jump outs when properly spaced. Has a short cancel window by Melty standards.

5{B} Damage Red Damage Proration Cancel Guard
500*2 (863) (497) 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
18 ~ 27 6 17 -5 3.5%, 2.8% (6.3%) -

Half charging 5B makes it a 2 hit move and moves her forward more, increasing the move’s reach. The first hit will trip crouching opponents so you may need to adjust the combo in case it hits.

5[B] Damage Red Damage Proration Cancel Guard
600 384 60% (O) N, SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
27 4 17 -6 3.5% -

Full charging 5B makes it an overhead and grants a short period of armor just before going active. Too much proration to be scary but pretty good range for an overhead.

5C
5C
5[C]
MBCWarc5C.png
MBCWarc5XC.png
5C Damage Red Damage Proration Cancel Guard
975 672 90% (M) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 ~ 31 4 25 -11 6.83% -

HWarc's fastest normal so it is good for interrupting pressure. Might whiff on some low profile moves, or blocking female crouchers if done at max range.

5[C] Damage Red Damage Proration Cancel Guard
2500 1920 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
43 2 27 - 12.6% -

Fully charging it extends the reach and makes it a really slow but quite damaging unblockable. Mix it up with 5[B] to catch people sleeping.

Crouching Normals

2A
MBHWarc2A.png
Damage Red Damage Proration Cancel Guard
280 172 70% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 3 9 0 2.45% -

Rather slow, but good range. Not a low.

2B
MBCWarc2B.png
Damage Red Damage Proration Cancel Guard
700 384 75% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 5 16 -6 4.2% -

Fairly active sweep-like move that trips the opponent but doesn’t give hard knockdown on air hit. It can also be used as anti air when properly positioned because of how low to the ground she sticks, low profiling a lot of moves.

2C
MBCWarc2C.png
Damage Red Damage Proration Cancel Guard
1000 672 75% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 4 28 -14 6.3% -

Has the longest reach out of all her normals and is a low. It’s possible to connect with 623B for a combo unless you are too far.

Aerial Normals

j.A
MBCWarcjA.png
Damage Red Damage Proration Cancel Guard
300 144 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 10 - 2.1% -

Decent air to air move, slightly slower than j.B so you won’t be using it much outside of combos.

j.B
MBCWarcjB.png
Damage Red Damage Proration Cancel Guard
510, 200 307, 96 80% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
5 3 (4) 3 - - 3.5%, 1.4% (4.9%) -

Her only air normal that hits overhead. Great air to air move due to its range and priority. To get maximum damage when expecting air counter hit I suggest buffering airdash behind the first hit so the second doesn’t come out. Also very strong when used defensively while air dashing backwards. If used in air to ground situations it must be done either high enough so that she falls with the second hit at ground level or low enough that the first hit will connect with crouchers.

j.C
MBCWarcjC.png
Damage Red Damage Proration Cancel Guard
950 624 90% (M) N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 - - 6.65% -

Good vertical hitbox to challenge from below. On hit, will send the opponent upwards. Is not an overhead.

Command Normals

3C
MBCWarc3C.png
Damage Red Damage Proration Cancel Guard
1600 1248 55% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
20 3 20 -8 8.75% Super Armor 5-22

Slow and armored attack that hits low and gives hard knockdown. Punishable on block if done too close. Hitting on OTG always launches the opponent at a specific height, making it consistent to combo of from (by linking a 5C) regardless of gravity.

j.2C
j.2C
(~8)
MBCWarcj2C.png
j.2C
~8
Damage Red Damage Proration Cancel Guard
300*6, 800 (2064)
300*6, 500 (1849)
(1043)
(905)
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) 2.8%*6, 5.6% (22.4%)
2.8%*6, 3.5% (20.3%)
-

She spins around hitting in a circle with her claws. Mostly a combo ender for a little more damage and meter gain, although it creates distance between you and the opponent. It has armor through all the active frames so it could be used to challenge in the air, but it is punishable on block.

Holding 8 will make the last hit weaker and not cause a knockdown.


Universal Mechanics

Ground Throw
MBCWarcThrow.png
Damage Red Damage Proration Cancel Guard
1200 576 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, but this sets up a strong OTG/tech punish mixup for Warc in the corner.

Air Throw
Air Throw
j.6/4A+D
MBCWarcThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1300 511 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. The recovery has been nerfed, so your oki will be limited to basic things such as 5B or 2A on opponents who have a fast wakeup time.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBHWarcSC.png
MBCWarc2C.png
MBHWarcSCAir.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% High 1-6

Has upper body invincibility on startup.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same hitboxes as 2C.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% -

Same animation as j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCWarc214D.png
MBHWarc214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0% Strike 1-7

Downward claw attack.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
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
Wackenroder
236A/B/C
MBHWarc236AB.png
MBHWarc236C.png

Warc creates a blood shockwave that travels across the ground. Launches the opponent on hit.

A Damage Red Damage Proration Cancel Guard
1000 576 70% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
12 X 30 -2 to +80 7.0% -

Slow shockwave. Mostly used to take ground control during neutral, or do a pressure reset.

B Damage Red Damage Proration Cancel Guard
1000 576 70% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
21 X 26 +2 to +17 7.0% -

B shockwave travels much faster.

EX
(Shockwave)
Damage Red Damage Proration Cancel Guard
600, 400*2 (1317)
600, 400*3, 200 (1742)
(759) 100%
(1487)
- LH (1-2), LHA (3)
LH
First Active Active Recovery Frame Adv Circuit Invuln
3+4 2 (2) 2 (1) 2, (5) 18 36 -48 ~ -32 -100.0% Full 1-11, Clash 8-11

A rising slash with both invincibility and clash frames early on. Releases a large blood shockwave at the end, which travels farther than its Crescent counterpart.

623X
MBHWarc623A.png
MBHWarc623B.png
MBCWarc623C.png

Warc teleport forwards and attacks the opponent.

A Damage Red Damage Proration Cancel Guard
1500 1152 70% (O) -EX-, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 7 24 -9 to -3 10.5% -

Short teleport forward. Jump cancellable into air combo on hit.
Can be safe is spaced properly. This version can also be EX cancelled.

B Damage Red Damage Proration Cancel Guard
1500 1152 70% (O) (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 7 33 -18 to -12 10.5% -

Longer teleport forward. Jump cancellable into air combo on hit.

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 to +4 -100.0% Full 5-18

EX teleport. This is a hitgrab that throws the opponent into the corner behind you, wallslamming.

214X
Alte Schule
214A/B/C
MBCWarc214A.png
MBCWarc214B.png
MBCWarc214C.png
A Damage Red Damage Proration Cancel Guard
1000 288 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 26 5 -6 to +9 2.1% -

Warc summons a ring that travels at mid-range.

B Damage Red Damage Proration Cancel Guard
1000*2 (1968) (567) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 (44) 45 5 -6 to +18 2.1%*2 (4.2%) -

A slower version that adds a second ring which launches the opponent on hit.
2nd ring can be EX cancelled on whiff.

EX Damage Red Damage Proration Cancel Guard
500*10 (3349) (1914) -5%*10 - LH
First Active Active Recovery Frame Adv Circuit Invuln
5+12 (5+32) 46 22 +12 to +24 -100.0% Full 1-9

Releases 2 large, multi-hitting rings.

421X
Weisse Katze
421A/B/C (No EX)
(~623A/B/C)
MBCWarc421ABC.png
A/B Damage Red Damage Proration Cancel Guard
- - - -CH- -
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

Warc teleport backwards. Distance depends of the button. Can be canceled into 623X.

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: Teleports backwards at a short distance.
C: Travels the same distance as 623A backwards.

22X
Vollmond
22A/B/C
MBHWarc22AB.png
A/B
A/B
MBHWarc22C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1500 480 70% (O) -EX- HA
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
21 2 32 13 10.5% -

Warc performs a fullscreen eye beam. Will whiff on crouchers, but has huge frame advantage if blocked.

B Damage Red Damage Proration Cancel Guard
800 480 60% -EX- H
(Whiffs vs Crouch/Air)
First Active Active Recovery Frame Adv Circuit Invuln
25 2 14 25 5.6% -

A generally weaker version, but with much shorter recovery. Does not hit opponents that are airborne or in hitstun.

EX Damage Red Damage Proration Cancel Guard
1500 960 -5%*10 - HA
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
12+7 2 23 22 -100.0%, 10.5% -

EX Beam, fastest version.

63214C
MBHWarc63214C.png
Damage Red Damage Proration Cancel Guard
0, 2500 (2130) (1636) 40% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
4+5 8 11 -3 to +3 -150.0% -

A hitgrab similar to 623C. On hit, Warc takes the opponent to the corner and slams them. Ground techable.

Aerial Specials

j.214X
MBCWarcj214AB.png
MBCWarcj214C.png
A Damage Red Damage Proration Cancel Guard
1000 288 60% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 X (26) 18 10 2.1% -

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

B Damage Red Damage Proration Cancel Guard
1500 480 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
22 X (26) 21 -13 5.6% -

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 Damage Red Damage Proration Cancel Guard
2100 2016 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.

j.22X
MBCWarcj22A.png
MBCWarcj22B.png
MBCWarcj22C.png
A Damage Red Damage Proration Cancel Guard
500 (440) 211 70% (O) -EX- A
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
17 2 29 (21) - 3.5% -

Air eye beams. Whiffs on grounded opponents and wallslams on hit. Very narrow hitbox.

B Damage Red Damage Proration Cancel Guard
1000 (880) 422 70% (O) -EX- A
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
25 2 29 (21) - 7.0% -

Slow startup. Same height, but full screen range.

EX Damage Red Damage Proration Cancel Guard
1500 (1320) (844) 70% (O) - A
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
3+12 2 21 - -100.0% -

Quick EX beam with a thicker hitbox.

Arc Drive

Pluto die Schwester
41236C during Heat
MBCWarcADAAD.png
(Point-Blank Hit) Damage Red Damage Proration Cancel Guard
0, 3000 (1848) (1418) 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 2119 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.



MBAACC Navigation

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AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull