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
|
- Combos:
- Add damage, meter gain/given numbers and video links to the pre-existing combos.
|
- 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.
- Combos:
- (Add sections for starter/ender options and OTG pickup combos if necessary.)
|
Additional Resources
H-Warachia Match Video Database
H-Warachia Basic Resources
Notable Players
Name |
Color
|
Region |
Common Venues |
Status |
Details
|
Aegis |
|
Japan |
A-cho |
??? |
???
|
hwlen |
|
North America |
Netplay |
Active |
???
|
adct |
|
North America |
Next Level, Netplay |
Active |
???
|
HWARA |
|
North America |
Netplay |
Active |
The disgraced former master of H-Wara.
|
Overview
Strengths / Weaknesses
Strengths
|
- Text goes here after asterisk
- Text goes here after asterisk
|
Weaknesses
|
- Place text here be sure to use "*" for each point*
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizemi
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.
- Use attack X with Y follow-up input.
- 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.
|
This section is currently only a translation from the French wiki BasGrosPoing. See here for the original.
Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- 2AA >2B > 2C(2) > 5C(2) > (6C) > j.CB(1) > j.C > AT/j.421C
|
4162
|
???
|
|
Normal starter, grounded opponent
|
- 2AA > 2B > 5A6AA > 2C > 5C(2) > 6C > j.CB(1) > j.AC > AT/j.421C
|
4529
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Delay 5C to fit j.B(1). Can omit it if messed up. |
|
|
Normal starter, grounded opponent
|
- 5B > 2B > 5C(2) > 5A6AA > 2c > 6C > j.CB(1) j.C > AT
|
5215
|
|
Meter Gained: 86.1 |
Meter Given (vs C-Moon): 36.9 |
DP/big mistake punish combo. More consistent if you start with dash, less consistent on crouching hit. Sometimes the 5A whiffs but that's ok. |
|
|
Normal starter, grounded opponent
|
- 2AA > 2B > 2C > TK9j.236A > 2C > (delay)6C > 5A6AA > 22A > sj8.j.B(1)C > j.C > AT/j.421C
|
4695
|
|
Meter Gained: 102.2 |
Meter Given (vs C-Moon): ??? |
Doesn't work well with 2AAA, character specific. |
|
|
Normal starter, grounded opponent
|
- 2AA > 2B > 2C > TK9j.236A > 2B > 2C > 22A > sj8.j.B(1)C > j.C > AT/j.421C
|
4317
|
|
Meter Gained: 95.9 |
Meter Given (vs C-Moon): 58.2 |
Generic tk katto combo |
|
|
Normal starter, grounded opponent
|
- 2AA > 2B > 2C > TK9j.236A > 2B > 2C > 5A(w)6AA > 2A(w) > sj8.j.B(1)C > j.C > AT/j.421C
|
4395
|
|
Meter Gained: 92.4 |
Meter Given (vs C-Moon): 39.6 |
Slightly better combo, can add 22A for more metergain |
|
|
Normal starter, grounded opponent
|
- 2AA > 2B > 5A6AA > 2C > TK9j.236A > 5A6AA2A(w) > j.AC > j.C > AT
|
4391
|
|
Meter Gained: 95.9 |
Meter Given (vs C-Moon): 46.5 |
Corner tk katto combo |
|
|
Normal starter, grounded opponent
|
- 2AAA > 2B > TK9j.236a > 2B > 2C > 5A6AA > j.2C > 214B/214C > 421B/421C (optional)
|
3668
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
For oki |
|
|
Normal starter, grounded opponent
|
- 2B > 2C > TK9j.236a > 2B > 2C > 5A(w)6AA > 2A(w)2C > 6C > 5A6AA > 2A(w) > j.AC > j.C > j.236A/AT/j.421C
|
~5282
|
???
|
|
Corner Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Aerial normal starter, grounded opponent
|
- j.C(3) > j.236A, land 2AA > 2B > 5A6AA > 22A, j.C > dj.C > AT/j.421C
|
???
|
???
|
|
Normal starter, grounded opponent
|
- j.C(3) > j.236A, land 2AA > 2B > 5A6AA > 2C > 6C > j.C > dj.C > AT/j.421C
|
???
|
???
|
|
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
172
|
78% (O)
|
-SE-, -N-, -SP-, -CH-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
3
|
9
|
0
|
2.1%
|
-
|
Wara extends his claws and attacks at chest level. It has decent range and whiffs crouchers, but can be used sometimes as an anti-air. Used as his poke out of pressure and occasionally in combos.
|
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%
|
-
|
Wara extends his cape, much like a single hit version of 5B from crescent. Hits once, hits mid, and can be useful in pressure as it moves forwards. Can work as a replacement for 5B from crescent moon pressure.
|
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%
|
-
|
Wara moves far forwards and surrounds himself with a little circle of energy. Launches on hit, and is very useful in combos. Links into 5B on hit.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
480
|
90% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
13
|
-2
|
5.6%
|
Clash 8-11
|
Wara extends a claw at head level. Whiffs crouchers if not at point blank, but has anti-air clash frames and is air unblockable. Incredibly useful as an anti-air. Can be used in combos as well. The main reason you play this character over crescent.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 500, 400 (1459)
|
(747)
|
100%
|
N, SP, EX, (J)
|
LH (1), LHA (2)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
9
|
13
|
2
|
2.8%*3 (8.4%)
|
-
|
Wara swings his cape far forwards. Has a disjointed hitbox about halfway through the cape, making it a very strong long range poke. It is worth noting that this attack is plus on block, something that is very very rare for a 5C. Useful in pressure, combos, and in neutral.
|
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
144
|
76% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
3
|
9
|
0
|
2.1%
|
-
|
A slow (for a 2A) attack with his claws. Long range, but is in general not useful for poking out of pressure due to the startup. Neutral on block, practically its own stagger.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
460
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
6
|
19
|
-10
|
5.6%
|
Clash 8-13
|
Wara crouches and extends his cape over his head. This is also useful as an anti-air, and has the added bonus of hitting people crouching too. It has clash, but its anti-air potential is not as good as 5B, so it is used more in combos and pressure. Small hitbox differences compared to crescent.
|
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800, 400 (1131)
|
(692)
|
65% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
10
|
21
|
-7
|
6.3%*2 (12.6%)
|
-
|
Wara extends his cape on the ground in front of him. Hits twice, combos into 6C, and is used in pressure and combos. Not a very special move. Untechable knockdown on hit.
|
|
Aerial Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
96
|
75% (O)
|
SE, N, SP, EX, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
10
|
-
|
2.1%
|
-
|
Wara attacks downwards with his claws. It used to have a large amount of active frames, but was nerfed in Actress Again, and is less useful as a whole. Try to avoid using it, but it is useful as a fast air poke still.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 400 (967)
|
(464)
|
95%*2 (M)
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
10
|
-
|
-
|
4.2%*2 (8.4%)
|
-
|
This move is incredible. Wara extends his cape like 5C, into the air. Shorter range, only two hits, but the hitbox is still disjointed. This move makes him impossible to fight in the air for some characters. Backdash j.B is incredibly strong. The only problem is it ruins its own counter hits. It can be useful to cancel this into j.C every time you hit with it to avoid ruining counter hits. Works as a jump in to an extent as is good off of IADs as well. It is difficult to use this move too much. It can even stuff Nero j.C if used properly.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*3 (1162)
|
(667)
|
100%
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
8
|
-
|
-
|
4.2%*3 (12.6%)
|
-
|
Wara extends his cape diagonally downwards. Used as a jump in and in combos, as well a whiffed move in throw mixups. Hits three times, and doesn't autoshield. Can be fuzzy guarded with, but it's difficult. Not that good in air-to-air, though, and most of the time should only be used as a jump in and in combos.
|
|
Command Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
672
|
75% (O)
|
N, SP, EX, (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
7
|
19
|
-8
|
9.1%
|
-
|
Wara extends his cape towards the sky. Is air blockable, meaning it isn't as good as an anti-air as it would seem. Used as his launcher, primarily.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
576
|
60% (O)
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
22
|
2
|
-
|
-
|
7.7%
|
-
|
Wara does a j.C, but it has a long startup and only hits once. This move is confusing and will hit more often than you expect if you don't use it often. Knocks both aerial and grounded opponents down. Useful in mixups.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1300
|
576
|
60%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
20
|
-
|
0.0%
|
-
|
Wara cloaks the opponent and makes them fall from the top of the screen. Untechable knockdown.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw)/1200
|
480
|
30%
|
(Any if Raw)
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
0.0%
|
-
|
Standard type of grab and slash air throw.
|
|
|
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%
|
-
|
This shield counter is bugged and is fully invincible until after recovery. This makes it so typical shield counter baits don't work. Very useful.
|
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 animation as 2C. This thing is so weird and it will trade alot of the time. Sometimes you need to 2D, but you won't feel good about it.
|
Aerial
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
198
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
3.5%
|
Full 1-8
|
Same animation as j.C/j.2C. Has the unique property of being fully invulnerable during startup.
|
|
|
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
|
A 6C with extended hurtboxes.
|
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. Same as neutral, without clash frames.
|
|
|
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
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*3 (1452)
|
(697)
|
100%
|
-EX-
|
LHA (1), HA (2, Whiffs vs. Crouch.)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
3
|
27
|
-6 ~ 8
|
4.2%*3 (12.6%)
|
-
|
Wara does a claw attack that hits three times in front of him with decent range. Hits three times on standing opponents, but only once on crouchers. Can be used in a loop on standing opponents and in advanced combos, but is rarely seen beyond that.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700*3 (2034)
|
(891)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
3
|
36
|
-7 ~ -1
|
5.25%*3 (15.75%)
|
-
|
Wara does a larger claw attack. Also hits three times, but will hit crouching opponents too. It isn't seen very often as it is too slow to use in combos, but can be used as a frame trap and is safe on block if all hits are blocked. A decent way to end pressure. Don't rely on it much, but don't forget you have it.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
620*6 (2728)
|
(1478)
|
95%*6 (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+15
|
6
|
52
|
1
|
-100.0%
|
Full 1-16
|
Wara does an enormous claw attack. Hits six times, and wallslams. Slightly plus on block, so it can be used in pressure, but it's often a waste of meter. Mostly used in wallslam meter combos.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1300
|
960
|
70% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
24
|
-10
|
7.0%
|
-
|
Warachia does an upwards claw attack that hits once. Useful as an anti-air as he crouches during it and it hits high above him. Can combo on CH. Much better than the crescent version as an anti-air tool.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*3 (1947)
|
(1167)
|
90%*3 (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
2 (2) 1
|
23
|
-6
|
5.6%*3 (16.8%)
|
-
|
Wara does an upwards claw attack that hits three times. Useful in combos. Has upper body invincibility with him crouching now, but is air blockable and rarely seen as a whole outside of combos.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
650*6 (2547)
|
(1313)
|
90%*6 (M)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+9
|
6
|
39
|
-22
|
-100.0%
|
Full 1-16
|
Wara does an upwards claw attack that hits six times. Is invincible for a while and he crouches, so it is a very strong anti-air. Shielding it can be difficult as well, so it's a strong reversal.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
432
|
80% (O)
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
36
|
2
|
18
|
-6
|
4.9%
|
-
|
- Depending on the strength used, will summon either Akiha, Nanaya, or Nero.
Summons Akiha to do her 623B. Hits high and ground bounces on hit.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
36
|
-
|
-
|
-
|
(Nanaya)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
627
|
80% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
58
|
3
|
-
|
-
|
7.0%
|
-
|
Summons Nanaya to do his 214B. Hits mid and launches on hit.
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
49
|
-
|
-
|
-
|
-
|
(Nero)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
1152
|
80% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
75
|
3
|
-
|
-
|
9.8%
|
-
|
Summons Nero to do a one hit version of his 63214C. Hits mid and is air unblockable.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
18
|
-
|
-
|
Full 6-17
|
Teleport series, those are a bit faster than the crescent version. Teleports slightly backwards, has the shortest recovery.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
31
|
-
|
-
|
Full 6-18
|
Teleports a little forward.
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
40
|
-
|
-
|
Full 6-19
|
Teleports far forward. Longest recovery.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*9 (1753)
|
(1350)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
X
|
18
|
-7
|
1.4%*9 (12.6%)
|
-
|
[A]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*9 (1753)
|
(1350)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
24
|
X
|
21
|
-7
|
1.4%*9 (12.6%)
|
-
|
Ground spike series, all versions hits mid and can be air blocked. A version summons a tornado right in front of you. The charged version goes ahead a little further.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*9 (1753)
|
(1350)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
X
|
20
|
-9
|
1.4%*9 (12.6%)
|
-
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*9 (1753)
|
(1350)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
24
|
X
|
23
|
-9
|
1.4%*9 (12.6%)
|
-
|
B version summons a tornado a little further than 22[A]. 22[B] almost traverses the entire screen.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*N
|
96*N
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+12
|
X
|
44
|
-8
|
-100.0%
|
-
|
EX version summons a huge vertical tornado that hits multiple times while it moves forward.
|
|
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
2+55
|
-
|
-150.0%
|
-
|
(Red Arcueid)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*4, 1800*2 (3550)
|
(2227)
|
100%*4, 80% (M), 60% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+2
|
13 (10) X (17) X
|
-
|
-
|
-
|
-
|
Uses 150% meter to summon Red Arcueid to do her 214B attack. However the rings go full screen. The initial summon is 4 hits, and the rings afterwards are 2 hits. Hits mid. OTG relaunches.
|
|
Aerial Specials
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*3 (1165)
|
(559)
|
70% (O)
|
-
|
LHA (1), HA (2, Whiffs vs. Crouch.)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
3
|
12
|
2 ~ 14
|
4.2%*3 (12.6%)
|
-
|
Air version of forward claws. Hits 3 times and mid. Like the ground version, the last 2 hits doesn't hit crouchers.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700*2 (1039)
|
(455)
|
50% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
3
|
12
|
-24 (TK)
|
5.25%*2 (10.5%)
|
-
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700*3 (1367)
|
(598)
|
50% (O)
|
-EX-, -J-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
3
|
12
|
-16 (TK)
|
5.25%*3 (15.75%)
|
-
|
A great zoning tool that doesn't put Wara in danger. Has great range and is plus on block while falling. Non-charged, this move should never be used as a TK or while rising from a jump. If charged it's jump cancelable.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
620*3 (1326)
|
(717)
|
70% (O), 95%*2 (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+16
|
6
|
12
|
18 (TK)
|
-100.0%
|
Full 1-2
|
Plus on block EX version. Wall slams on hit.
|
|
|
A / [A]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*N
|
192*N
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
17~48
|
53~54 / 73~74
|
-
|
2.1%*N
|
Full 9-X
|
B / [B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
280*N
|
144*N
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
19~66
|
61~62 / 81~82
|
-
|
1.05%*N
|
Full 9-X
|
Combo enders. If you do this move by accident and they block it, hold the button after doing it, you will appear at the same horizontal position as you started from instead of directly in front of your opponent. J421B is your highest damage meterless air ender and both j421a and j421b are safe on hit if you're near the corner. Hits mid.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*N
|
384*N
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+13
|
31~67
|
57~93
|
-
|
-100.0%
|
Full 11-X
|
Untechable knockdown, fantastic ender that gives you meaty and in certain cases, even lets you OTG them!
|
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100, 500*10, 4000 (3284)
|
(2460)
|
50% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+12
|
1 (1) 2 (2) 2 (2) 2 (2) 2 (2) 2 (4) 2
|
48
|
-32
|
removes all
|
Full 1-88
|
One of the more useful arc drives in the game. It has full invincibility from start to finish and is great for punishing moves full screen. Is unsafe on block, but it is hard to punish fullscreen.
|
|
MBAACC Navigation