{{FP Overview |intro=xE-Warachia Melty Blood/MBAACC
is an unplayable Boss Character version of xC-Warachia Melty Blood/MBAACC which boasts significantly improved framedata, an invincible backdash, absurd disjoint + damage output, but no air specials apart from j.421x.
|pros=
- PLACEHOLDER:
|cons=
- PLACEHOLDER:
|border=no|tablewidth=102 |flex_header=(Eclipse Moon) Night of Wallachia |flex_data=File:MBAACC Warachia Portrait.webp
Normal Combos
Refer to Starters and Enders when performing these combos.
Move Descriptions
Template:AttackData-MB/Infobox
Normal Moves
Standing Normals
5A
Net Health: | CURRENTLY UNKNOWN |
Wakeup Timings: | CURRENTLY UNKNOWN(Prone) CURRENTLY UNKNOWN(Supine) |
Dash Startup: | CURRENTLY UNKNOWN |
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | - | - |
5B
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | - | - |
5C
{{MoveData |image=MBCWarachia5C.png |image2=MBCWarachia5XC.png |caption= |name=5C |linkname=5C |input=5[C] |data= |- style="line-height:1em" ! style="min-width:70px; border-bottom:solid 3px #aaa;" rowspan=4 | 5C ! colspan=2 | Damage ! style="width:16.6%" | Red Damage ! style="width:16.6%" | Proration ! style="width:16.6%" | Cancel ! style="width:16.7%" | Guard |- | colspan=2 | - | - | - | - | - |- style="line-height:1em" ! style="width:16.6%" | First Active ! style="width:16.6%" | Active ! Recovery ! Frame Adv ! Circuit ! Invuln |- style="border-bottom:solid 3px #aaa" | - | - | - | - | - | - |-
|- }}
Crouching Normals
2A
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | - | - |
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. |
2B
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | - | Clash 8-13 |
2C
{{MoveData |image=MBCWarachia2C.png |image2=MBCWarachia2XC.png |caption= |name=2C |linkname=2C |input=2[C] |data= |- style="line-height:1em" ! style="min-width:70px; border-bottom:solid 3px #aaa;" rowspan=4 | 2C ! colspan=2 | Damage ! style="width:16.6%" | Red Damage ! style="width:16.6%" | Proration ! style="width:16.6%" | Cancel ! style="width:16.7%" | Guard |- | colspan=2 | - | - | - | - | - |- style="line-height:1em" ! style="width:16.6%" | First Active ! style="width:16.6%" | Active ! Recovery ! Frame Adv ! Circuit ! Invuln |- style="border-bottom:solid 3px #aaa" | - | - | - | - | - | - |-
|- }}
Aerial Normals
j.A
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | - | - |
j.B
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
600, 400 (967) | (473) | 95%*2 (M) | N, SP, EX, J | HA | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
9 | 10 | - | - | 6.0%*2 (12.0%) | - |
j.C
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | - | - |
Command Normals
6C
6[C] | Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
Damage | Red Damage | Proration | Cancel | Guard | ||
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - |
j.2C
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | - | - |
Universal Mechanics
Ground Throw
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | - | - |
Air Throw
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | - | - |
Shield Bunker
Bunker | Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | 0.0% (-50.0% in blockstun) |
- | |
Damage | Red Damage | Proration | Cancel | Guard | ||
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - |
Heat
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
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
A | Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
B | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
EX | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - |
623X
A | Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
B | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
EX | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - |
214X
A | Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
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 | |
- | - | - | - | - | - | |
(Nanaya) | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
Summons Nanaya to do his 214B. Useful as a zoning tool and for summon mixup. | ||||||
C | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
(Nero) | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
Summons Nero to do a one hit version of his 63214C. Useful as a summon mixup. |
421X
A | Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | invuln= | - | - | |
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. | ||||||
B | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
Teleports a little forward. | ||||||
C | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
Teleports far forward. Longest recovery. |
22X
A | Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
[A] | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
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 | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
[B] | Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
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 | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - |
Aerial Specials
j.421X
A / [A] |
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | PLACEHOLDER | - | - | - | PLACEHOLDER | |
B / [B] |
Damage | Red Damage | Proration | Cancel | Guard | |
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | - | - | - | - | - | |
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. | ||||||
Damage | Red Damage | Proration | Cancel | Guard | ||
- | - | - | - | - | ||
First Active | Active | Recovery | Frame Adv | Circuit | Invuln | |
- | PLACEHOLDER | - | - | -100% | 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 | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | removes all | - |
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
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
PLACEHOLDER, PLACEHOLDER, PLACEHOLDER, PLACEHOLDER, PLACEHOLDER, PLACEHOLDER (PLACEHOLDER) | PLACEHOLDER, PLACEHOLDER, PLACEHOLDER, PLACEHOLDER, PLACEHOLDER, PLACEHOLDER (PLACEHOLDER) | PLACEHOLDER, PLACEHOLDER, PLACEHOLDER, PLACEHOLDER, PLACEHOLDER, PLACEHOLDER |
- | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | removes all | - |
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
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
- | - | - | - | removes all | - |