User:Arsenalhackgodman/Sandbox

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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from his j.421x, and he loses 2[C] and 5[C], they are within his code, but they go unused (probably because E-Wara was originally made in Act Cadenza, which would explain a lot of his quirks like his Sub-par mobility).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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