
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.
xE-Warachia Melty Blood/MBAACC is an unplayable Boss Character version of xC-Warachia Melty Blood/MBAACC. |
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Pros | Cons |
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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
Standing Normals
5A
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
300 | (198) | 78% (O) | - | LH | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
3 | 3 | 9 | 0 | - | - |
5B
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
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
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
300 | (165) | 76% (O) | - | L | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
4 | 3 | 10 | -1 | - | - |
2B
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
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
Damage | Red Damage | Proration | Cancel | Guard | |
---|---|---|---|---|---|
300 | (110) | 75% (O) | - | LHA | |
First Active | Active | Recovery | Frame Adv | Circuit | Invuln |
4 | 4 | 4 | - | - | - |
j.B
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
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 | 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
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
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
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
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
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
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 | |
---|---|---|---|---|---|---|
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
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
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
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
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
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 | |
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
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
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
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:
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. |