User:Arsenalhackgodman/Sandbox: Difference between revisions

From SuperCombo Wiki
(I am using this Sandbox page to slowly build a wiki page for the Mizumi Wiki because code is easier to read on the Supercombo Wiki. Do not attempt to alter anything on this page.)
 
(This update to the page is just for tinkering purposes only, this is the last version of the wiki page at Mizuumi Wiki before I realised the Mizuumi Wiki uses the False Startup format.)
 
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{{Template:Boss Character Disclaimer-MBAACC}}
{{FP Overview
{{FP Overview
|intro={{Character Label|MBAACC|Melty Blood/MBAACC|E-Warachia}}
|intro={{Character Label|MBAACC|Melty Blood/MBAACC|E-Warachia}}
   is an unplayable Boss Character version of {{Character Label|MBAACC|Melty Blood/MBAACC|C-Warachia}} which boasts significantly improved framedata, an invincible backdash, absurd disjoint + damage output, but no air specials apart from j.421x.
   is an unplayable Boss Character version of {{Character Label|MBAACC|Melty Blood/MBAACC|C-Warachia}}.
|pros=
|pros=
*'''PLACEHOLDER''':  
*'''Apotheosis of a Tank''': E-Wara has ridiculously high HP at around 15327 Net Health, 1125 points higher than Akiha's Net Health (Akiha has the highest HP of any selectable character in the game at around 14202 Net Health).
*'''Absurd Meter Gain and Mechanics''': Being an Eclipse Moon character, E.Wara constantly gains ~3.3% meter every 60 frames. He also rapidly gets alot of meter from doing pretty much anything.
*'''Biblically Accurate Framedata''': E.Wara is essentially just C.Wara with "fair and balanced" frame data riddled with ludicrously good disjoint, clash boxes in most of his moves, and amongst other improvements. E.Wara even boasts some infinites (ie, 236A xN).
*'''Biblically Accurate Dashes''': For whatever reason, E.Wara has absurd grounded dashes. his backdash leaves him completely invincible, whereas his front dash has small hurtboxes.
*'''Mix & Match''': E.Wara like any Eclipse Moon character has mechanics from C + H + F moons, allowing for more variety in play.
|cons=
|cons=
*'''PLACEHOLDER''':  
*'''Literally Unplayable''': E.Wara cannot be played normally in game without using a mod to make him selectable, meaning you cannot even use him online.
*'''Missing Character Defining Moves''': E.Wara has no arial specials apart from his j.421x, and he loses 2[C] and 5[C], they are within his code, but they go unused (probably because E-Wara was originally made in Act Cadenza, which would explain a lot of his quirks like his Sub-par mobility).
*'''Sub-par Mobility''': His forward and backward walk speed are ABSURDLY slow as they never get a speed boost after the start up. To give you an idea of how bad his walk speeds are, Nanaya (char with worst Main walk speed) has 400 units (Forward) and 350 units (Back), whereas E-Wara has 384 (Forward) and 256 (Back).
|border=no|tablewidth=102
|border=no|tablewidth=102
*'''AI Takeover''': For whatever reason, E.Wara has a small chance to do a random action upon wakeup (ie, Shield Bunker, Grab, Teleport, etc) which can either work in or against his favour. These moves do not show up on input readers.
|flex_header=(Eclipse Moon) Night of Wallachia
|flex_header=(Eclipse Moon) Night of Wallachia
|flex_data=[[File:MBAACC_Warachia_Portrait.webp]]
|flex_data=[[File:MBAACC_Warachia_Portrait.webp]]
<table style="width: 100%; border-collapse: collapse;">
<table style="width: 100%; border-collapse: collapse;">
<tr style="background: #f9f9f9;"><td style="text-align: right;">[[Melty_Blood/Advanced_Mechanics#Health%20Values|'''Net Health''']]:</td><td style="width:48%; text-align: left;"> CURRENTLY UNKNOWN</td></tr>
<tr style="text: #00ffff;"><td style="text-align: right;">[[Melty_Blood/Advanced_Mechanics#Health%20Values|'''Health Mechanics''']]
<tr><td style="text-align: right;">[[Melty_Blood/Advanced_Mechanics#Wakeup%20Timings|'''Wakeup Timings''']]:</td><td style="width:48%; text-align: left;"> CURRENTLY UNKNOWN(Prone)<br>CURRENTLY UNKNOWN(Supine)</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Net Health''':</td><td style="width:48%; text-align: left;"> 15327.0134908 (S+++)</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Dash Startup''':</td><td style="width:48%; text-align: left;"> CURRENTLY UNKNOWN</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''100% HP Guard Value''':</td><td style="width:48%; text-align: left;"> 0.900</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''75% HP Guard Value''':</td><td style="width:48%; text-align: left;"> 0.900</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''50% HP Guard Value''':</td><td style="width:48%; text-align: left;"> 0.750</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''25% HP Guard Value''':</td><td style="width:48%; text-align: left;"> 0.650</td></tr>
<td style="text-align: right;">[[Melty_Blood/Advanced_Mechanics#Guard_Meter|'''Guard Gauge Mechanics''']]
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Max Value''':</td><td style="width:48%; text-align: left;"> 10000</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Heal Base Value''':</td><td style="width:48%; text-align: left;"> UNKNOWNN</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Heal Acceleration''':</td><td style="width:48%; text-align: left;"> UNKNOWNN</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Heal Delay Time''':</td><td style="width:48%; text-align: left;"> UNKNOWNN</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Crush Recover Time''':</td><td style="width:48%; text-align: left;"> UNKNOWNN</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Blockstring Correction''':</td><td style="width:48%; text-align: left;"> UNKNOWNN</td></tr>
<td style="text-align: right;">[[Melty_Blood/Advanced_Mechanics#Guard_Meter|'''Guard Quality Mechanics''']]
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Max Value''':</td><td style="width:48%; text-align: left;"> 1.500</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Heal Base Value''':</td><td style="width:48%; text-align: left;"> UNKNOWNN</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Heal Delay Time''':</td><td style="width:48%; text-align: left;"> UNKNOWNN</td></tr>
<tr style="text: #00ffff;"><td style="text-align: right;">'''Wakeup Timings'''
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Prone''':</td><td style="width:48%; text-align: left;"> UNKNOWN</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Supine''':</td><td style="width:48%; text-align: left;"> UNKNOWN</td></tr>
<tr><td style="text-align: right;">'''Grounded Movement'''
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Forward Walk Speed (Constant)''':</td><td style="width:48%; text-align: left;"> 384 units</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Backward Walk Speed (Constant)''':</td><td style="width:48%; text-align: left;"> 256 units</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Forward Dash Startup''':</td><td style="width:48%; text-align: left;"> 5f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Forward Dash Speed''':</td><td style="width:48%; text-align: left;">1720 units (20 accel, max speed 2048 units) </td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Back Dash Startup''':</td><td style="width:48%; text-align: left;"> 24f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Back Dash Speed''':</td><td style="width:48%; text-align: left;"> 1824 units (60 accel)</td></tr>
<tr><td style="text-align: right;">'''Arial Movement'''
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Arial Forward Dash Startup''':</td><td style="width:48%; text-align: left;"> 7f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Arial Back Dash Startup''':</td><td style="width:48%; text-align: left;"> 11f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Landing Recovery after Arial Dash''':</td><td style="width:48%; text-align: left;"> 8f</td></tr>
<tr><td style="text-align: right;">'''Jump Related Framedata'''
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Pre-Jump''':</td><td style="width:48%; text-align: left;"> 3f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Jump Startup''':</td><td style="width:48%; text-align: left;"> 1f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Pre-Hop (7)''':</td><td style="width:48%; text-align: left;"> 4f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Pre-Hop (9)''':</td><td style="width:48%; text-align: left;"> 3f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Hop Startup''':</td><td style="width:48%; text-align: left;"> 1f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Hyperjump Startup''':</td><td style="width:48%; text-align: left;"> 11f</td></tr>
<tr style="background: #f9f9f9;"><td style="text-align: right;">'''Hyperhop Startup''':</td><td style="width:48%; text-align: left;"> 7f</td></tr>
 
</table>
}}
 
'''NOTICE: THIS PAGE IS A WORK IN PROGRESS. IT IS MISSING SOME FRAME DATA AND DESCRIPTIONS. REFRAIN FROM USING IT UNTIL THIS NOTICE IS GONE.'''


PROGRESS: 97.5% Complete, need to add in Circuit Values, Cancel Values, and descriptions. Combos are being worked upon.


=== Normal Combos ===
=== Normal Combos ===
Refer to [[#Starters| Starters]] and [[#Enders | Enders]] when performing these combos.
Refer to [[#Starters| Starters]] and [[#Enders | Enders]] when performing these combos.


WIP


E-Wara can do (almost) all the combos C-Wara can do, but some specific things E-Wara can do that C-Wara cant are linking specials into themselves, the 236A xN infinite loop, and the {236B > 236A} xN infinite loop.


== Move Descriptions ==
== Move Descriptions ==
{{AttackData-MB/Infobox}}
{{AttackData-MB/Infobox}}
=== Normal Moves ===
=== Mobility Miscellaneous ===
===== <span class="invisible-header">Ground Dash</span> =====
{{MoveData
|image=MBAACC_E_Warachia_66.gif
|image2=MBAACC_E_Warachia_44.gif
|caption=Forward Dash
|caption2=Backwards Dash
|name=Ground Dash
|linkname=66/44
|data=
 
}}
 
==== Standing Normals ====
==== Standing Normals ====
===== <span class="invisible-header">5A</span> =====
===== <span class="invisible-header">5A</span> =====
{{MoveData
{{MoveData
|image=MBCWarachia5A.png
|image=MBAACC_E_Warachia_5A.gif
|caption=
|caption=
|name=5A
|name=5A
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|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|damage=300
|reddamage=
|reddamage=(198)
|proration=
|proration=78% (O)
|circuit=  
|circuit=  
|cancel=
|cancel=
|guard=
|guard=LH
|startup=
|startup=3
|active=
|active=3
|recovery=
|recovery=9
|frameAdv=
|frameAdv=0
|invuln=  
|invuln=  
|description=
|description=
Line 49: Line 114:
===== <span class="invisible-header">5B</span> =====
===== <span class="invisible-header">5B</span> =====
{{MoveData
{{MoveData
|image=MBCWarachia5B.png
|image=MBAACC_E_Warachia_5B.gif
|caption=
|caption=
|name=5B
|name=5B
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|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|damage=600, 450 (948)
|reddamage=
|reddamage={{Tooltip | text=(608) | hovertext=396, 212 }}
|proration=
|proration=80% x2 (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LH
|startup=
|startup=7
|active=
|active=8
|recovery=
|recovery=14
|frameAdv=
|frameAdv=-5
|invuln=  
|invuln=Clashes during startup frames
|description=
|description=
}}
}}
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===== <span class="invisible-header">5C</span> =====
===== <span class="invisible-header">5C</span> =====
{{MoveData
{{MoveData
|image=MBCWarachia5C.png
|image=MBAACC_E_Warachia_5C.gif
|image2=MBCWarachia5XC.png
|caption=
|caption=
|name=5C
|name=5C
|linkname=5C
|linkname=5C
|input=5[C]
|input=
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=5C
|version=
|damage=
|damage=600, 500, 400 (1459)
|reddamage=
|reddamage={{Tooltip | text=(855) | hovertext=330, 319, 206 }}
|proration=
|proration=100% x3
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LH (1), LHA (2)
|startup=
|startup=8
|active=
|active=9
|recovery=
|recovery=13
|frameAdv=
|frameAdv=2
|invuln=  
|invuln= Clashes on Frames 3-5
|description=
|description=
}}
}}
}}


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===== <span class="invisible-header">2A</span> =====
===== <span class="invisible-header">2A</span> =====
{{MoveData
{{MoveData
|image=MBCWarachia2A.png
|image=MBAACC_E_Warachia_2A.gif
|caption=
|caption=
|name=2A
|name=2A
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|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|damage=300
|reddamage=
|reddamage=(165)
|proration=
|proration=76% (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=L
|startup=
|startup=4
|active=
|active=3
|recovery=
|recovery=10
|frameAdv=
|frameAdv=-1
|invuln=  
|invuln=  
|description=A somewhat long 2A poke. It's one of the slowest in the game. Needless to say, you don't want to mash out with this move often. Hits low.
|description=
}}
}}
}}
}}
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===== <span class="invisible-header">2B</span> =====
===== <span class="invisible-header">2B</span> =====
{{MoveData
{{MoveData
|image=MBCWarachia2B.png
|image=MBAACC_E_Warachia_2B.gif
|caption=
|caption=
|name=2B
|name=2B
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|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|damage=750, 750 (1330)
|reddamage=
|reddamage={{Tooltip | text=(936) | hovertext=528, 408 }}
|proration=
|proration=80% x2 (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LH
|startup=
|startup=6
|active=
|active=6
|recovery=
|recovery=17
|frameAdv=
|frameAdv=-4
|invuln={{Tooltip | text=Clash 8-13| hovertext=2b sucks}}
|invuln=Clashes on Frames 5-10
|description=
|description=
}}
}}
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===== <span class="invisible-header">2C</span> =====
===== <span class="invisible-header">2C</span> =====
{{MoveData
{{MoveData
|image=MBCWarachia2C.png
|image=MBAACC_E_Warachia_2C.gif
|image2=MBCWarachia2XC.png
|caption=
|caption=
|name=2C
|name=2C
|linkname=2C
|linkname=2C
|input=2[C]
|input=
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=2C
|version=
|damage=
|damage=800, 600 (1055)
|reddamage=
|reddamage={{Tooltip | text=(737) | hovertext=550, 187 }}
|proration=
|proration=50% x2 (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=L
|startup=
|startup=8
|active=
|active=9
|recovery=
|recovery=18
|frameAdv=
|frameAdv=-4
|invuln=  
|invuln= Clashes on Frames 4-6
|description=
|description=
}}
}}
 
}}


==== Aerial Normals ====
==== Aerial Normals ====
===== <span class="invisible-header">j.A</span> =====
===== <span class="invisible-header">j.A</span> =====
{{MoveData
{{MoveData
|image=MBCWarachiajA.png
|image=MBAACC_E_Warachia_jA.gif
|caption=
|caption=
|name=j.A
|name=j.A
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|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|damage=300
|reddamage=
|reddamage=(110)
|proration=
|proration=75% (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=4
|active=
|active=4
|recovery=
|recovery=4
|frameAdv=
|frameAdv=
|invuln=  
|invuln=  
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===== <span class="invisible-header">j.B</span> =====
===== <span class="invisible-header">j.B</span> =====
{{MoveData
{{MoveData
|image=MBCWarachiajB.png
|image=MBAACC_E_Warachia_jB.gif
|caption=
|caption=
|name=j.B
|name=j.B
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{{AttackData-MB  
{{AttackData-MB  
|damage=600, 400 (967)
|damage=600, 400 (967)
|reddamage=(473)
|reddamage={{Tooltip | text=(532) | hovertext=330, 202 }}
|proration=95%*2 (M)
|proration=95% x2 (M)
|circuit=6.0%*2 (12.0%)
|circuit=
|cancel=N, SP, EX, J
|cancel=
|guard=HA
|guard=HA
|startup=9
|startup=6
|active={{Tooltip | text=10| hovertext=4, 6}}
|active=8
|recovery=
|recovery=18
|frameAdv=
|frameAdv=
|invuln=  
|invuln= Clashes on Frames 1-6
|description=
|description=
}}
}}
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===== <span class="invisible-header">j.C</span> =====
===== <span class="invisible-header">j.C</span> =====
{{MoveData
{{MoveData
|image=MBCWarachiajC.png
|image=MBAACC_E_Warachia_jC.gif
|caption=
|caption=
|name=j.C
|name=j.C
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|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|damage=400, 400, 400 (1162)
|reddamage=
|reddamage={{Tooltip | text=(766) | hovertext=264, 255, 247 }}
|proration=
|proration=100% x3
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=HA
|startup=
|startup=9
|active=
|active=8
|recovery=
|recovery=8
|frameAdv=
|frameAdv=
|invuln=  
|invuln= Clashes on Frames 1-3
|description=  
|description=  
}}
}}
}}
}}


==== Command Normals ====
==== Command Normals ====
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|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=6[C]
|version=6C
|damage=
|damage=1000
|reddamage=
|reddamage=(770)
|proration=
|proration=100% (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LH
|startup=
|startup=12
|active=
|active=6
|recovery=
|recovery=17
|frameAdv=
|frameAdv=-3
|invuln=  
|invuln=  
|description=
|description=
Line 266: Line 329:
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=
|version=6[C]
|damage=
|damage=1500
|reddamage=
|reddamage=(1100)
|proration=
|proration=60% (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=H
|startup=
|startup=29
|active=
|active=7
|recovery=
|recovery=19
|frameAdv=
|frameAdv=-8
|invuln=  
|invuln=  
|description=
|description=
Line 290: Line 353:
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|damage=1000
|reddamage=
|reddamage=(660)
|proration=
|proration=60% (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=HA
|startup=
|startup=21
|active=
|active=2
|recovery=
|recovery=15
|frameAdv=
|frameAdv=
|invuln=  
|invuln=  
Line 304: Line 367:
}}
}}
}}
}}


=== Universal Mechanics ===
=== Universal Mechanics ===
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{{MoveData
{{MoveData
|image=MBCWarachiaThrow.png
|image=MBCWarachiaThrow.png
|image2=MBAACC_E_Warachia_5B.gif
|caption=
|caption=
|name=Ground Throw
|name=Ground Throw
Line 316: Line 379:
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|header=no
|reddamage=
|version=Successful Grab
|proration=
|damage=1300
|reddamage=(660)
|proration=50%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=U
|startup=
|startup=3
|active=
|active=1
|recovery=
|recovery=39
|frameAdv=
|frameAdv=71
|invuln=
|invuln= Fully invulnerable starting from Frame 4
|description=
|description=
}}
{{AttackData-MB
|header=no
|version="Boss-Exclusive Failed Grab Auto Move"
|damage= 600, 450 (948)
|reddamage={{Tooltip | text=(608) | hovertext=396, 212 }}
|proration=80% (O)
|circuit=
|cancel=
|guard=LH
|startup=10
|active=8
|recovery=25
|frameAdv=-5
|invuln= Clashes on Frames 4-10
|description= Visually the same as 5B
}}
}}
}}
}}
Line 334: Line 415:
{{MoveData
{{MoveData
|image=MBCWarachiaThrowAir.png
|image=MBCWarachiaThrowAir.png
|image2=MBAACC_E_Warachia_jB.gif
|caption=
|caption=
|name=Air Throw
|name=Air Throw
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|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|header=no
|reddamage=
|version=Successful Grab
|proration=
|damage=1200 (1056)
|reddamage=(532)
|proration=100%
|circuit=
|cancel=
|guard=U
|startup=1
|active=1
|recovery={{Tooltip | text=8 | hovertext=Landing Recovery }}
|frameAdv=
|invuln=Frames 3-41
|description=
}}
{{AttackData-MB
|header=no
|version="Boss-Exclusive Failed Grab Auto Move"
    |damage=600, 400 (967)
|reddamage={{Tooltip | text=(532) | hovertext=330, 202 }}
|proration=95% x2 (M)
|circuit=
|cancel=
|guard=HA
|startup=8
|active=8
|recovery=8
|frameAdv=
|invuln= Clashes on Frames 3-8
|description= Visually the same as j.B
}}
}}
 
===== <span class="invisible-header">Shield Counter</span> =====
{{MoveData
|image=MBHWarachiaSC.png
|image2=MBHWarachiaSCAir.png
|caption=
|name=Shield Counter
|linkname=Shield Counter
|input=236D after a successful Shield (Air OK)
|data=
{{AttackData-MB
|version=Ground
|damage=1500 (1025)
|reddamage=(227)
|proration=69%
|circuit=
|cancel=
|guard=LH
|startup={{Tooltip | text=8| hovertext=Technically 18 if you count the Hitstop Frames}}
|active=4
|recovery=18
|frameAdv=-4
|invuln= {{Tooltip | text=Fully Invincible| hovertext=First Frame of Hitstop - 5 Frames after move ends}}
|description=You thought F.Wara's Shield Counter was cracked? This one is fully invincible before the "startup" even begins AND the invincibility stays for 5 frames after the move ends! If it wasn't for the fact its slightly minus on block, this Shield Counter would be meme worthy!
}}
{{AttackData-MB
|header=no
|version=Aerial
|damage=1500 (884)
|reddamage=(843)
|proration=59%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=HA
|startup=
|startup={{Tooltip | text=8| hovertext=Technically 21 if you count the Hitstop Frames}}
|active=
|active=2
|recovery=
|recovery={{Tooltip | text=2| hovertext=Landing Recovery}}
|frameAdv=
|frameAdv=
|invuln=
|invuln=Fully Invincible till 2nd hit frame
|description=
|description=
}}
}}
Line 365: Line 507:
{{AttackData-MB  
{{AttackData-MB  
|version=Bunker
|version=Bunker
|damage=
|damage=1500
|reddamage=
|reddamage=(770)
|proration=
|proration=100%
|circuit=0.0%<br>(-50.0% in blockstun)
|circuit=0.0%<br>(-50.0% in blockstun)
|cancel=
|cancel=
|guard=
|guard=LH
|startup=
|startup=18
|active=
|active=7
|recovery=
|recovery=38
|frameAdv=  
|frameAdv=-2
|invuln=
|invuln=Clashes on Frames 1-6
|description=
|description=
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=
|version=(Clash)
|damage=
|damage=1500
|reddamage=
|reddamage=(770)
|proration=
|proration=100%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LH
|startup=
|startup=3
|active=
|active=7
|recovery=
|recovery=38
|frameAdv=
|frameAdv=-1
|invuln=
|invuln=
}}
}}
Line 475: Line 617:
{{AttackData-MB  
{{AttackData-MB  
|version=A
|version=A
|damage=
|damage=500 x3 (1452)
|reddamage=
|reddamage={{Tooltip | text=(798) | hovertext=275, 266, 257 }}
|proration=
|proration=100% x3
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA (2nd and 3rd hit whiff on crouchers)
|startup=
|startup=9
|active=
|active=3
|recovery=
|recovery=17
|frameAdv=
|frameAdv=18
|invuln=
|invuln=
|description=
|description=
Line 491: Line 633:
|header=no
|header=no
|version=B
|version=B
|damage=
|damage=700 x3 (2034)
|reddamage=
|reddamage={{Tooltip | text=(1023) | hovertext=352, 341, 330 }}
|proration=
|proration=100% x3
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=15
|active=
|active=3
|recovery=
|recovery=24
|frameAdv=
|frameAdv=11
|invuln=  
|invuln=  
|description=
|description=
Line 507: Line 649:
|header=no
|header=no
|version=EX
|version=EX
|damage=
|damage=620 x5 (2728)
|reddamage=
|reddamage={{Tooltip | text=(1690) | hovertext=385, 310, 285, 259, 235, 216 }}
|proration=
|proration= 95% (M) x6
|circuit=
|circuit=-100.0%
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=4+18
|active=
|active=6
|recovery=
|recovery=35
|frameAdv=
|frameAdv=18
|invuln=
|invuln= First Frame till Frame 16 (last I-Frame) of 2nd startup.
|description=
|description=
}}
}}
Line 534: Line 676:
{{AttackData-MB  
{{AttackData-MB  
|version=A
|version=A
|damage=
|damage=1300
|reddamage=
|reddamage=(1100)
|proration=
|proration=70%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LH
|startup=
|startup=10
|active=
|active=4
|recovery=
|recovery=12
|frameAdv=
|frameAdv=2
|invuln=
|invuln=
|description=
|description=
Line 550: Line 692:
|header=no
|header=no
|version=B
|version=B
|damage=
|damage=800 x3 (1947)
|reddamage=
|reddamage={{Tooltip | text=(1336) | hovertext=550, 420, 336 }}
|proration=
|proration=90% x3 (M)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=10
|active=
|active={{Tooltip | text=2, 1| hovertext=Frames 11-12, Frame 15}}
|recovery=
|recovery=16
|frameAdv=
|frameAdv=1
|invuln=  
|invuln=  
|description=
|description=
Line 566: Line 708:
|header=no
|header=no
|version=EX
|version=EX
|damage=
|damage=650 x6 (2547)
|reddamage=
|reddamage={{Tooltip | text=(1504) | hovertext=385, 293, 256, 220, 189, 161 }}
|proration=
|proration=90% x6 (M)
|circuit=
|circuit=-100.0%
|cancel=
|cancel=
|guard=
|guard=LH
|startup=
|startup=1+9
|active=
|active=6
|recovery=
|recovery=30
|frameAdv=
|frameAdv=-13
|invuln=
|invuln=Frame 1 of first Startup to Frame 10 of 2nd Startup (First Attack Frame)
|description=
|description=
}}
}}
Line 586: Line 728:
|image2=MBCWarachia214B.png
|image2=MBCWarachia214B.png
|image3=MBCWarachia214C.png
|image3=MBCWarachia214C.png
|caption=
|caption3=Summons persist if Warachia is hit, Warachia cannot use 22A/22[A]/22B/22[B] while summons are out.
|name=Replicant Coordinator (Id)
|name=Replicant Coordinator (Id)
|linkname=214X
|linkname=214X
Line 592: Line 734:
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=A
|version=A (Akiha)
|damage=
|damage=800
|reddamage=
|reddamage=(495)
|proration=
|proration=80% (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=HA
|startup=
|startup=35
|active=
|active=2
|recovery=
|recovery=6
|frameAdv=
|frameAdv=2
|invuln=
|invuln=
|description= Summons Akiha to do her 623B. Hits high and ground bounces on hit.
|description= Summons Akiha to do her 623B. Hits high and ground bounces on hit.
Line 608: Line 750:
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=B
|version=B (Nanaya)
|damage=
|damage=1200
|reddamage=
|reddamage=(715)
|proration=
|proration=80% (O)
|circuit=
|cancel=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|description=
}}
{{AttackData-MB
|header=no
|version=(Nanaya)
|damage=
|reddamage=
|proration=
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=57
|active=
|active={{Tooltip | text=3| hovertext=Frames 58-60}}
|recovery=
|recovery={{Tooltip | text=30 | hovertext=Full Duration }}
|frameAdv=
|frameAdv=1
|invuln=  
|invuln=  
|description=Summons Nanaya to do his 214B. Useful as a zoning tool and for summon mixup.
|description= Summons Nanaya to do his 214B. Useful as a zoning tool and for summon mixup.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=C
|version=C (Nrvnqsr Chaos)
|damage=
|damage=1600
|reddamage=
|reddamage=(1320)
|proration=
|proration=80% (O)
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LH
|startup=
|startup=46
|active=
|active={{Tooltip | text=3| hovertext=Frames 45-47}}
|recovery=
|recovery={{Tooltip | text=32 | hovertext=Full Duration }}
|frameAdv=
|frameAdv=-13
|invuln=
|invuln=
|description=
|description= Summons Nrvnqsr Chaos to do a one hit version of his 63214C. Useful as a summon mixup.
}}
{{AttackData-MB
|header=no
|version=(Nero)
|damage=
|reddamage=
|proration=
|circuit=
|cancel=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|invuln=
|description=Summons Nero to do a one hit version of his 63214C. Useful as a summon mixup.
}}
}}
}}
}}
Line 690: Line 800:
|startup=
|startup=
|active=
|active=
|recovery=
|recovery=30
|frameAdv=
|frameAdv=
invuln=
|invuln=Invincible till Frame 45
|description= A teleport with little usage. Should not really be used at all, except in a few mixups. Unlike the playable waras, this teleport doesn't teleport you back, instead you teleport onto the same spot you stood.
|description= A teleport with little usage. Should not really be used at all, except in a few mixups. Unlike the playable waras, this teleport doesn't teleport you back, instead you teleport onto the same spot you stood.


As of ds Code, this now teleports slightly backwards. Has shortest ar.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
Line 708: Line 817:
|startup=
|startup=
|active=
|active=
|recovery=
|recovery=37
|frameAdv=
|frameAdv=
|invuln=
|invuln=Invincible till Frame 46
|description=Teleports a little forward.  
|description=Teleports a little forward.  
}}
}}
Line 724: Line 833:
|startup=
|startup=
|active=
|active=
|recovery=
|recovery=43
|frameAdv=
|frameAdv=
|invuln=
|invuln=Invincible till Frame 46
|description=Teleports far forward. Longest recovery.
|description=Teleports far forward. Longest recovery.
}}
}}
Line 743: Line 852:
{{AttackData-MB  
{{AttackData-MB  
|version=A
|version=A
|damage=
|damage=250 x9 (1753)
|reddamage=
|reddamage={{Tooltip | text=(1544) | hovertext=220, 187, 181, 175, 168, 162, 156, 150, 145 }}
|proration=
|proration=100%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=16
|active=
|active=21
|recovery=
|recovery={{Tooltip | text=Complicated, see hovertip | hovertext=Recovery ends on Frame 28, return to Neutral on Frame 29 }}
|frameAdv=
|frameAdv=-2
|invuln=  
|invuln=  
|description=
|description=
Line 759: Line 868:
|header=no
|header=no
|version=[A]
|version=[A]
|damage=
|damage=250 x9 (1753)
|reddamage=
|reddamage={{Tooltip | text=(1544) | hovertext=220, 187, 181, 175, 168, 162, 156, 150, 145 }}
|proration=
|proration=100%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=15
|active=
|active=21
|recovery=
|recovery={{Tooltip | text=Complicated, see hovertip | hovertext=Recovery ends on Frame 26, return to Neutral on Frame 27 }}
|frameAdv=
|frameAdv=-2
|invuln=  
|invuln=  
|description= A version summons a tornado right in front of you. The charged version goes ahead a little further.
|description= A version summons a tornado right in front of you. The charged version goes ahead a little further.
Line 776: Line 885:
|header=no
|header=no
|version=B
|version=B
|damage=
|damage=250 x9 (1753)
|reddamage=
|reddamage={{Tooltip | text=(1544) | hovertext=220, 187, 181, 175, 168, 162, 156, 150, 145 }}
|proration=
|proration=100%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=15
|active=
|active=21
|recovery=
|recovery={{Tooltip | text=Complicated, see hovertip | hovertext=Recovery ends on Frame 28, return to Neutral on Frame 29 }}
|frameAdv=
|frameAdv=-2
|invuln=  
|invuln=  
|description=
|description=
Line 792: Line 901:
|header=no
|header=no
|version=[B]
|version=[B]
|damage=
|damage=250 x9 (1753)
|reddamage=
|reddamage={{Tooltip | text=(1544) | hovertext=220, 187, 181, 175, 168, 162, 156, 150, 145 }}
|proration=
|proration=100%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=14
|active=
|active=21
|recovery=
|recovery={{Tooltip | text=Complicated, see hovertip | hovertext=Recovery ends on Frame 25, return to Neutral on Frame 26 }}
|frameAdv=
|frameAdv=-2
|invuln=  
|invuln=  
|description=B version summons a tornado a little further than 22[A]. 22[B] hits even further out. Can be used as a combo tool after 5[C]. 9 hits. Hits mid.
|description=B version summons a tornado a little further than 22[A]. 22[B] hits even further out. Can be used as a combo tool after 5[C]. 9 hits. Hits mid.
Line 808: Line 917:
|header=no
|header=no
|version=EX
|version=EX
|damage=
|damage=250 xN
|reddamage=
|reddamage= Varies
|proration=
|proration=100%
|circuit=
|circuit=-100.0%
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=4+14
|active=
|active={{Tooltip | text=61| hovertext=Frames 15-25 (10), Frames 28-29 (2), Frames 32-33 (2), Frames 36-37 (2), Frames 40-41 (2), Frames 44-45 (2), Frames 48-49 (2), Frames 52-53 (2), Frames 56-57 (2), Frames 60-61 (2), Frames 64-65 (2), Frames 68-69 (2), Frames 72-75 (4)}}
|recovery=
|recovery={{Tooltip | text=Complicated, see hovertip | hovertext=Recovery ends on Frame 45, return to Neutral on Frame 46 }}
|frameAdv=
|frameAdv={{Tooltip | text=-3 | hovertext=(point blank, becomes plus if even a single pixel away) }}
|invuln=  
|invuln=  
|description=
|description=
Line 835: Line 944:
{{AttackData-MB  
{{AttackData-MB  
|version=A<br>/ [A]
|version=A<br>/ [A]
|damage=
|damage=350 xN
|reddamage=
|reddamage=Varies
|proration=
|proration=100%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=12
|active={{Tooltip | text=PLACEHOLDER| hovertext=Active until Wara leaves the screen. Amount of hit varies.&#010;12 (2) X}}
|active={{Tooltip | text=44| hovertext=Frames 13-24 (11), Frames 27-57}}
|recovery=
|recovery=44
|frameAdv=
|frameAdv=
|invuln={{Tooltip | text=PLACEHOLDER| hovertext=Hurtboxes reappear during recovery.}}
|invuln= Frame 9 - Frame 77
|description=
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=B<br>/ [B]
|version=B<br>/ [B]
|damage=
|damage=280 xN
|reddamage=
|reddamage=Varies
|proration=
|proration=100%
|circuit=
|circuit=
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=12
|active=
|active=48
|recovery=
|recovery=62
|frameAdv=
|frameAdv=
|invuln=
|invuln= Frame 9 - Frame 99
|description=* EX is used as a ender in combos; A/B versions should never be used except to kill.
|description=* EX is used as a ender in combos; A/B versions should never be used except to kill.


Line 868: Line 976:
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=
|version=EX
|damage=
|damage=500 xN
|reddamage=
|reddamage=Varies
|proration=
|proration=100%
|circuit=-100%
|circuit=-100.0%
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=1+13
|active={{Tooltip | text=PLACEHOLDER| hovertext=Active until Wara leaves the screen. Amount of hit varies.}}
|active=133
|recovery=
|recovery=4
|frameAdv=
|frameAdv=
|invuln={{Tooltip | text=Full 11-X| hovertext=Hurtboxes reappear during recovery.}}
|invuln=Frame 11 (2nd startup)-Frame 129
|description=Untechable knockdown, fantastic ender that gives you meaty and in certain cases, even lets you OTG them!  
|description=Untechable knockdown, fantastic ender that gives you meaty and in certain cases, even lets you OTG them!  
}}
}}
}}
}}


=== Arc Drive ===
=== Arc Drive ===
Line 896: Line 1,001:
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|damage=600, 500 x10, 7000 (4150)
|reddamage=
|reddamage={{Tooltip | text=(3180)| hovertext=}}
|proration=
|proration=50%
|circuit=removes all
|circuit=removes all
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=6+12
|active=
|active={{Tooltip | text=4, 9*9, 1, 31 | hovertext=Frames 19-22, Frames 24-31, Frames 34-41, Frames 44-51, Frames 54-61, Frames 64-71, Frames 74-81, Frames 84-91, Frames 94-101, Frames 104-111, Frames 114-121, Frame 126, Frames 185-215}}
|recovery=
|recovery=Ends on Frame 167 (not counting super flash)
|frameAdv=
|frameAdv=-18
|invuln=
|invuln=Frame 1-157 (not counting super flash)
|description=One of the more useful arc drives in the game. It is a multi-hitting tornado that ends in a large untechable knockdown that gives you time to setup j.214c/heat > 214b/etc. It has full invincibility from start to finish and is great for punishing moves full screen. Is unsafe on block, but it is hard to punish fullscreen.  
|description=One of the more useful arc drives in the game. It is a multi-hitting tornado that ends in a large untechable knockdown that gives you time to setup j.214c/heat > 214b/etc. It has full invincibility from start to finish and is great for punishing moves full screen. Is unsafe on block, but it is hard to punish fullscreen.  
}}
}}
}}
}}


=== Another Arc Drive ===
=== Another Arc Drive ===
Line 921: Line 1,025:
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage={{Tooltip | text=PLACEHOLDER| hovertext=Tornado}}, {{Tooltip | text=PLACEHOLDER| hovertext=Akiha}}, {{Tooltip | text=PLACEHOLDER| hovertext=Nanaya}}, {{Tooltip | text=PLACEHOLDER| hovertext=Warc}}, {{Tooltip | text=PLACEHOLDER| hovertext=Nero}}, {{Tooltip | text=PLACEHOLDER| hovertext=Smile}} (PLACEHOLDER)
|damage={{Tooltip | text=220*21| hovertext=Tornado}}, {{Tooltip | text=500| hovertext=Akiha}}, {{Tooltip | text=1000| hovertext=Nanaya}}, {{Tooltip | text=1800*2| hovertext=Warc}}, {{Tooltip | text=1300| hovertext=Nero}}, {{Tooltip | text=4000| hovertext=Smile}} (5014)
|reddamage={{Tooltip | text=PLACEHOLDER| hovertext=Tornado}}, {{Tooltip | text=PLACEHOLDER| hovertext=Akiha}}, {{Tooltip | text=PLACEHOLDER| hovertext=Nanaya}}, {{Tooltip | text=PLACEHOLDER| hovertext=Warc}}, {{Tooltip | text=PLACEHOLDER| hovertext=Nero}}, {{Tooltip | text=PLACEHOLDER| hovertext=Smile}} (PLACEHOLDER)
|reddamage={{Tooltip | text=180*21| hovertext=Tornado}}, {{Tooltip | text=250| hovertext=Akiha}}, {{Tooltip | text=650| hovertext=Nanaya}}, {{Tooltip | text=1300*2| hovertext=Warc}}, {{Tooltip | text=1000| hovertext=Nero}}, {{Tooltip | text=3200| hovertext=Smile}} (3660)
|proration={{Tooltip | text=PLACEHOLDER| hovertext=Tornado}}, {{Tooltip | text=PLACEHOLDER| hovertext=Akiha}}, {{Tooltip | text=PLACEHOLDER| hovertext=Nanaya}},<br>{{Tooltip | text=PLACEHOLDER | hovertext=Warc}}, {{Tooltip | text=PLACEHOLDER| hovertext=Nero}}, {{Tooltip | text=PLACEHOLDER| hovertext=Smile}}
|proration={{Tooltip | text=100%*21| hovertext=Tornado}}, {{Tooltip | text=88%| hovertext=Akiha}}, {{Tooltip | text=75%| hovertext=Nanaya}},<br>{{Tooltip | text=85% (M)*2| hovertext=Warc}}, {{Tooltip | text=70%| hovertext=Nero}}, {{Tooltip | text=100%| hovertext=Smile}}
|circuit=removes all
|circuit=removes all
|cancel=
|cancel=
|guard=
|guard=LHA
|startup=
|startup=5+12
|active=
|active={{Tooltip | text=2 (2)*50 (4) 2| hovertext=whiff}} / {{Tooltip | text=2 (2)*4 1 (1) 2| hovertext=block}}
|recovery=
|recovery=46
|frameAdv=
|frameAdv=-27
|invuln=
|invuln=Full 1-2; 5-81
|description=Similar to the above, adds various 214X style summons for more damage if this hits on the ground. If the opponent is already airborne, these will whiff and the resulting damage will be less than normal Arc Drive.
|description=Similar to the above, adds various 214X style summons for more damage if this hits on the ground. If the opponent is already airborne, these will whiff and the resulting damage will be less than normal Arc Drive.
}}
}}
Line 946: Line 1,050:
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=
|damage=470*30, 290*11 (3733 ~ 6998)
|reddamage=
|reddamage=400*30, 200*11 (3090 ~ 5775)
|proration=
|proration=50% + 50% * remaining BH time
|circuit=removes all
|circuit=removes all
|cancel=
|cancel=
|guard=
|guard=U
|startup=
|startup=6+9
|active=
|active=variable (2) variable (2) 63
|recovery=
|recovery=46
|frameAdv=
|frameAdv=
|invuln=
|invuln=Full until 24f before recovery
|description=
|description=Performs a large unblockable attack similar to j.421C, moving forward then back across the screen. If either of these attacks connects, a final blockable fullscreen attack will trigger after the second pass. Circuit Breaks the opponent on superflash; this effect is unavoidable.
 
While difficult, it's sometimes possible to maneuver around the first two attacks and punish Wara's recovery. Characters with sufficient invulnerability can also attempt to invul through hits, including use of EX moves so long as their superflash (and thus meter spend) triggers before the Last Arc superflash. Depending on spacing, cancelling into bunker may allow you to get out after a couple hits. Getting hit while armored will still trigger the final attack sequence. More practically, Wara's Last Arc damage is heavily dependent on maximizing the number of hits that connect. Opponents can greatly reduce damage taken by jumping to take an air hit rather than getting hit on the ground, sometimes reducing damage by more than 50%. In some circumstances this can even leave Wara punishable on hit:
 
*Air hits will often lead to knockdown before the second pass, which will OTG. This will usually still connect to the final attack, but that sequence becomes ground techable. This typically leaves Wara -8~9 on neutral tech.
*Knockdown will sometimes instead occur from the second pass with enough time to enter wakeup before the final sequence, or it may connect on a downed opponent in the middle of its hitbox and thus give the opponent time to recover before the final sequence. This will greatly reduce damage and leave Wara -28 on block.
 
The spinner is a projectile and is not actually Wara. Wara's true position remains where he was when the Last Arc was triggered, which can cause unexpected cross ups while trying to avoiding the spinner.
 
Wara's Last Arc is in counterhit state for the duration of its recovery.
}}
}}
}}
}}





Latest revision as of 17:12, 8 December 2024


Icon warning.png
Stop! Read me first!
This character is a Boss Character in MBAACC and is unplayable under normal circumstances, requiring external mods (or in the case of E-Riesbyfe, being on the final boss fight in her Alternate Scenario) to be used.
This page is for informational purposes only.
If you looked for this page thinking that this character was playable, TURN BACK NOW.
Overview

xE-Warachia Melty Blood/MBAACC

is an unplayable Boss Character version of xC-Warachia Melty Blood/MBAACC.
Pros Cons
  • Apotheosis of a Tank: E-Wara has ridiculously high HP at around 15327 Net Health, 1125 points higher than Akiha's Net Health (Akiha has the highest HP of any selectable character in the game at around 14202 Net Health).
  • Absurd Meter Gain and Mechanics: Being an Eclipse Moon character, E.Wara constantly gains ~3.3% meter every 60 frames. He also rapidly gets alot of meter from doing pretty much anything.
  • Biblically Accurate Framedata: E.Wara is essentially just C.Wara with "fair and balanced" frame data riddled with ludicrously good disjoint, clash boxes in most of his moves, and amongst other improvements. E.Wara even boasts some infinites (ie, 236A xN).
  • Biblically Accurate Dashes: For whatever reason, E.Wara has absurd grounded dashes. his backdash leaves him completely invincible, whereas his front dash has small hurtboxes.
  • Mix & Match: E.Wara like any Eclipse Moon character has mechanics from C + H + F moons, allowing for more variety in play.
  • Literally Unplayable: E.Wara cannot be played normally in game without using a mod to make him selectable, meaning you cannot even use him online.
  • Missing Character Defining Moves: E.Wara has no arial specials apart from his j.421x, and he loses 2[C] and 5[C], they are within his code, but they go unused (probably because E-Wara was originally made in Act Cadenza, which would explain a lot of his quirks like his Sub-par mobility).
  • Sub-par Mobility: His forward and backward walk speed are ABSURDLY slow as they never get a speed boost after the start up. To give you an idea of how bad his walk speeds are, Nanaya (char with worst Main walk speed) has 400 units (Forward) and 350 units (Back), whereas E-Wara has 384 (Forward) and 256 (Back).
File:MBAACC Warachia Portrait.webp
Health Mechanics
Net Health: 15327.0134908 (S+++)
100% HP Guard Value: 0.900
75% HP Guard Value: 0.900
50% HP Guard Value: 0.750
25% HP Guard Value: 0.650
Guard Gauge Mechanics
Max Value: 10000
Heal Base Value: UNKNOWNN
Heal Acceleration: UNKNOWNN
Heal Delay Time: UNKNOWNN
Crush Recover Time: UNKNOWNN
Blockstring Correction: UNKNOWNN
Guard Quality Mechanics
Max Value: 1.500
Heal Base Value: UNKNOWNN
Heal Delay Time: UNKNOWNN
Wakeup Timings
Prone: UNKNOWN
Supine: UNKNOWN
Grounded Movement
Forward Walk Speed (Constant): 384 units
Backward Walk Speed (Constant): 256 units
Forward Dash Startup: 5f
Forward Dash Speed:1720 units (20 accel, max speed 2048 units)
Back Dash Startup: 24f
Back Dash Speed: 1824 units (60 accel)
Arial Movement
Arial Forward Dash Startup: 7f
Arial Back Dash Startup: 11f
Landing Recovery after Arial Dash: 8f
Jump Related Framedata
Pre-Jump: 3f
Jump Startup: 1f
Pre-Hop (7): 4f
Pre-Hop (9): 3f
Hop Startup: 1f
Hyperjump Startup: 11f
Hyperhop Startup: 7f


NOTICE: THIS PAGE IS A WORK IN PROGRESS. IT IS MISSING SOME FRAME DATA AND DESCRIPTIONS. REFRAIN FROM USING IT UNTIL THIS NOTICE IS GONE.

PROGRESS: 97.5% Complete, need to add in Circuit Values, Cancel Values, and descriptions. Combos are being worked upon.

Normal Combos

Refer to Starters and Enders when performing these combos.

WIP

E-Wara can do (almost) all the combos C-Wara can do, but some specific things E-Wara can do that C-Wara cant are linking specials into themselves, the 236A xN infinite loop, and the {236B > 236A} xN infinite loop.

Move Descriptions

Template:AttackData-MB/Infobox

Mobility Miscellaneous

Ground Dash
Ground Dash
MBAACC E Warachia 66.gif
Forward Dash
MBAACC E Warachia 44.gif
Backwards Dash

Standing Normals

5A
5A
MBAACC E Warachia 5A.gif
Damage Red Damage Proration Cancel Guard
300 (198) 78% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3 3 9 0 - -
5B
5B
MBAACC E Warachia 5B.gif
Damage Red Damage Proration Cancel Guard
600, 450 (948) (608) 80% x2 (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
7 8 14 -5 - Clashes during startup frames
5C
5C
MBAACC E Warachia 5C.gif
Damage Red Damage Proration Cancel Guard
600, 500, 400 (1459) (855) 100% x3 - LH (1), LHA (2)
First Active Active Recovery Frame Adv Circuit Invuln
8 9 13 2 - Clashes on Frames 3-5

Crouching Normals

2A
2A
MBAACC E Warachia 2A.gif
Damage Red Damage Proration Cancel Guard
300 (165) 76% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
4 3 10 -1 - -
2B
2B
MBAACC E Warachia 2B.gif
Damage Red Damage Proration Cancel Guard
750, 750 (1330) (936) 80% x2 (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
6 6 17 -4 - Clashes on Frames 5-10
2C
2C
MBAACC E Warachia 2C.gif
Damage Red Damage Proration Cancel Guard
800, 600 (1055) (737) 50% x2 (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
8 9 18 -4 - Clashes on Frames 4-6

Aerial Normals

j.A
j.A
MBAACC E Warachia jA.gif
Damage Red Damage Proration Cancel Guard
300 (110) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 4 - - -
j.B
j.B
MBAACC E Warachia jB.gif
Damage Red Damage Proration Cancel Guard
600, 400 (967) (532) 95% x2 (M) - HA
First Active Active Recovery Frame Adv Circuit Invuln
6 8 18 - - Clashes on Frames 1-6
j.C
j.C
MBAACC E Warachia jC.gif
Damage Red Damage Proration Cancel Guard
400, 400, 400 (1162) (766) 100% x3 - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 8 8 - - Clashes on Frames 1-3

Command Normals

6C
6C
6[C]
MBCWarachia6C.png
MBCWarachia6XC.png
6C Damage Red Damage Proration Cancel Guard
1000 (770) 100% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 6 17 -3 - -
6[C] Damage Red Damage Proration Cancel Guard
1500 (1100) 60% (O) - H
First Active Active Recovery Frame Adv Circuit Invuln
29 7 19 -8 - -
j.2C
j.2C
MBCWarachiaj2C.png
Damage Red Damage Proration Cancel Guard
1000 (660) 60% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
21 2 15 - - -

Universal Mechanics

Ground Throw
Ground Throw
6/4A+D
MBCWarachiaThrow.png
MBAACC E Warachia 5B.gif
Successful Grab Damage Red Damage Proration Cancel Guard
1300 (660) 50% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 39 71 - Fully invulnerable starting from Frame 4
"Boss-Exclusive Failed Grab Auto Move" Damage Red Damage Proration Cancel Guard
600, 450 (948) (608) 80% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
10 8 25 -5 - Clashes on Frames 4-10

Visually the same as 5B

Air Throw
Air Throw
j.6/4A+D
MBCWarachiaThrowAir.png
MBAACC E Warachia jB.gif
Successful Grab Damage Red Damage Proration Cancel Guard
1200 (1056) (532) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 8 - - Frames 3-41
"Boss-Exclusive Failed Grab Auto Move" Damage Red Damage Proration Cancel Guard
600, 400 (967) (532) 95% x2 (M) - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 8 8 - - Clashes on Frames 3-8

Visually the same as j.B

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHWarachiaSC.png
MBHWarachiaSCAir.png
Ground Damage Red Damage Proration Cancel Guard
1500 (1025) (227) 69% - LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 - Fully Invincible

You thought F.Wara's Shield Counter was cracked? This one is fully invincible before the "startup" even begins AND the invincibility stays for 5 frames after the move ends! If it wasn't for the fact its slightly minus on block, this Shield Counter would be meme worthy!

Aerial Damage Red Damage Proration Cancel Guard
1500 (884) (843) 59% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 2 2 - - Fully Invincible till 2nd hit frame
Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCWarachia214D.png
Bunker Damage Red Damage Proration Cancel Guard
1500 (770) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
18 7 38 -2 0.0%
(-50.0% in blockstun)
Clashes on Frames 1-6
(Clash) Damage Red Damage Proration Cancel Guard
1500 (770) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
3 7 38 -1 - -
Heat
Heat
A+B+C
MBCWarachiaHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
21 8 25 - -100.0% (min) Full 1-28

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

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

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


Special Moves

Grounded Specials

236X
Bad News (Lie)
236A/B/C
MBCWarachia236A.png
MBCWarachia236B.png
MBCWarachia236C.png
A Damage Red Damage Proration Cancel Guard
500 x3 (1452) (798) 100% x3 - LHA (2nd and 3rd hit whiff on crouchers)
First Active Active Recovery Frame Adv Circuit Invuln
9 3 17 18 - -
B Damage Red Damage Proration Cancel Guard
700 x3 (2034) (1023) 100% x3 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 3 24 11 - -
EX Damage Red Damage Proration Cancel Guard
620 x5 (2728) (1690) 95% (M) x6 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+18 6 35 18 -100.0% First Frame till Frame 16 (last I-Frame) of 2nd startup.
623X
Bad News (Malice)
623A/B/C
MBCWarachia623A.png
MBCWarachia623B.png
MBCWarachia623C.png
A Damage Red Damage Proration Cancel Guard
1300 (1100) 70% - LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 12 2 - -
B Damage Red Damage Proration Cancel Guard
800 x3 (1947) (1336) 90% x3 (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 2, 1 16 1 - -
EX Damage Red Damage Proration Cancel Guard
650 x6 (2547) (1504) 90% x6 (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+9 6 30 -13 -100.0% Frame 1 of first Startup to Frame 10 of 2nd Startup (First Attack Frame)
214X
Replicant Coordinator (Id)
214A/B/C (No EX)
MBCWarachia214A.png
MBCWarachia214B.png
MBCWarachia214C.png
Summons persist if Warachia is hit, Warachia cannot use 22A/22[A]/22B/22[B] while summons are out.
A (Akiha) Damage Red Damage Proration Cancel Guard
800 (495) 80% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
35 2 6 2 - -

Summons Akiha to do her 623B. Hits high and ground bounces on hit.

B (Nanaya) Damage Red Damage Proration Cancel Guard
1200 (715) 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
57 3 30 1 - -

Summons Nanaya to do his 214B. Useful as a zoning tool and for summon mixup.

C (Nrvnqsr Chaos) Damage Red Damage Proration Cancel Guard
1600 (1320) 80% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
46 3 32 -13 - -

Summons Nrvnqsr Chaos to do a one hit version of his 63214C. Useful as a summon mixup.

421X
Creature Channel (S)
421A/B/C (No EX)
MBCWarachia421ABC.png
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 30 - - Invincible till Frame 45

A teleport with little usage. Should not really be used at all, except in a few mixups. Unlike the playable waras, this teleport doesn't teleport you back, instead you teleport onto the same spot you stood.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 37 - - Invincible till Frame 46

Teleports a little forward.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 43 - - Invincible till Frame 46

Teleports far forward. Longest recovery.

22X
Fumble Code (Apothesis)
22A/[A]/B/[B]/C
MBCWarachia22AB.png
Invite Hell
MBCWarachia22XAB.png
MBCWarachia22C.png
A Damage Red Damage Proration Cancel Guard
250 x9 (1753) (1544) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 21 Complicated, see hovertip -2 - -
[A] Damage Red Damage Proration Cancel Guard
250 x9 (1753) (1544) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 21 Complicated, see hovertip -2 - -

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 x9 (1753) (1544) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 21 Complicated, see hovertip -2 - -
[B] Damage Red Damage Proration Cancel Guard
250 x9 (1753) (1544) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 21 Complicated, see hovertip -2 - -

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

EX Damage Red Damage Proration Cancel Guard
250 xN Varies 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+14 61 Complicated, see hovertip -3 -100.0% -

Aerial Specials

j.421X
Creature Channel (No Id)
(Ex: Creature Channel (Gestalt))

j.421A/[A]/B/[B]/C
MBCWarachiaj421AB.png
MBCWarachiaj421C.png
A
/ [A]
Damage Red Damage Proration Cancel Guard
350 xN Varies 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 44 44 - - Frame 9 - Frame 77
B
/ [B]
Damage Red Damage Proration Cancel Guard
280 xN Varies 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 48 62 - - Frame 9 - Frame 99
  • EX is used as a ender in combos; A/B versions should never be used except to kill.

Combo enders. If you do this move by accident and they block it, hold the button after doing it, you will appear at the same horizontal position as you started from instead of directly in front of your opponent. If you combo into it w/o killing someone, you are minus but not punishable unless only some hits connect, your back is to the corner, or you do the held version which has more recovery. Hits mid.

EX Damage Red Damage Proration Cancel Guard
500 xN Varies 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+13 133 4 - -100.0% Frame 11 (2nd startup)-Frame 129

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

Arc Drive

Night on the Blood Liar (Unzanity)
41236C during Max/Heat
MBCWarachiaAD.png
Damage Red Damage Proration Cancel Guard
600, 500 x10, 7000 (4150) (3180) 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+12 4, 9*9, 1, 31 Ends on Frame 167 (not counting super flash) -18 removes all Frame 1-157 (not counting super flash)

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

Another Arc Drive

Night on the Blood Liar (Inzanity)
41236C during Blood Heat
MBCWarachiaAAD.png
Damage Red Damage Proration Cancel Guard
220*21, 500, 1000, 1800*2, 1300, 4000 (5014) 180*21, 250, 650, 1300*2, 1000, 3200 (3660) 100%*21, 88%, 75%,
85% (M)*2, 70%, 100%
- LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+12 2 (2)*50 (4) 2 / 2 (2)*4 1 (1) 2 46 -27 removes all Full 1-2; 5-81

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

Last Arc

Night Ruler the Blood Dealer
Grounded EX Shield during Blood Heat
MBCWarachiaLA.png
MBCWarachiaLA2.png
Damage Red Damage Proration Cancel Guard
470*30, 290*11 (3733 ~ 6998) 400*30, 200*11 (3090 ~ 5775) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
6+9 variable (2) variable (2) 63 46 - removes all Full until 24f before recovery

Performs a large unblockable attack similar to j.421C, moving forward then back across the screen. If either of these attacks connects, a final blockable fullscreen attack will trigger after the second pass. Circuit Breaks the opponent on superflash; this effect is unavoidable.

While difficult, it's sometimes possible to maneuver around the first two attacks and punish Wara's recovery. Characters with sufficient invulnerability can also attempt to invul through hits, including use of EX moves so long as their superflash (and thus meter spend) triggers before the Last Arc superflash. Depending on spacing, cancelling into bunker may allow you to get out after a couple hits. Getting hit while armored will still trigger the final attack sequence. More practically, Wara's Last Arc damage is heavily dependent on maximizing the number of hits that connect. Opponents can greatly reduce damage taken by jumping to take an air hit rather than getting hit on the ground, sometimes reducing damage by more than 50%. In some circumstances this can even leave Wara punishable on hit:

  • Air hits will often lead to knockdown before the second pass, which will OTG. This will usually still connect to the final attack, but that sequence becomes ground techable. This typically leaves Wara -8~9 on neutral tech.
  • Knockdown will sometimes instead occur from the second pass with enough time to enter wakeup before the final sequence, or it may connect on a downed opponent in the middle of its hitbox and thus give the opponent time to recover before the final sequence. This will greatly reduce damage and leave Wara -28 on block.

The spinner is a projectile and is not actually Wara. Wara's true position remains where he was when the Last Arc was triggered, which can cause unexpected cross ups while trying to avoiding the spinner.

Wara's Last Arc is in counterhit state for the duration of its recovery.


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