Melty Blood/MBAACC/Warachia/Crescent Moon

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Character Page Progress

This page is still a work in progress renovation-wise, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Players to watch/ask:
    • Add exact discord handles for any player that can be contacted there.
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
    • Adapt this section to the new template.
    • Add frame data.
    • Add images with hitboxes to the moves.

Additional resources

Match Video Database

Players to watch/ask

JP: Iwashi

  • Grungah
  • Ehrik
  • Tyth- located in melty maincord server
  • Aligari - located in melty maincord server


Strengths Weaknesses
  • Stable Match up spread
  • above average normals
  • Fantastic neutral game
  • Fast and very mobile
  • Decent mixup game
  • Hard knockdown for every hit thanks to 421C
  • Fantastic meter gain
  • Largest heat hitbox in the game (used as a reversal)
  • Low health and bad defense modifiers for the first half of his life
  • Large hurtbox
  • No good reversals besides heat (which can be OS'd)
  • Slow 2A (There is some pressure such as F-Sion 2a dash 2a that you cannot mash out of because Wara 2A is so slow...)
  • His pressure is susceptible to ex guard
  • Zoners are usually hard for him to deal with
  • Needs meter for his best knockdown/ pressure and defensive options

Warachia is one of the quintessential character of melty that controls space through his normals and movement. He has 2 jumps, an airdash and a command airdash. As if that wasn't enough to his toolkit he also has the cmoon mechanic "air dodge" to augment his air momentum and becomes elusive to many of the cast that resides in melty. His huge normals for both the ground and air while they may have green before active, because he's rather elusive with movement, allows him to weave through opponent's positioning while having them think they're in the optimal spot vs him. his ability to convert into HKD consistently, whether its an Air stray hit or a ground starter into a strike/ throw situation always leaves the constant fear of players not being able to control wara's vectors of approach and with his speed on the ground and air not giving them enough time to formulate a counter attack vs. wara. a solid high tier character that struggles vs characters above him, other than that struggles as far as the player takes him. With good fundamentals and good game decision you can take this character far.

General Gameplan

The main goal of Warachia is that he uses his above average speed, ground and air combined to make it hard to pin wara down while he uses his large buttons, dash 5B and dash 2B are good when placed well, since dash 2B works when you're around range 2 and the person tries to jump out, 2B will snag them, while 5B works as generally a wall for characters that try to approach from the ground. this is just his ground buttons that's he's famously known for. When he takes to the air has j22x, an command airdash which in the following order is like:

  • j22A: horizontal airdash
  • j22B: downwards airdash
  • j22C: upwards airdash

when these are working in part with the likes of his air normals like say j.B/j.C it becomes difficult to not only pin him down but also for to avoid him pinning you down. Any hit that incurs from any encounter can frequently result in an aerial sequence into j421C. In short mastering his movement and especially his air movement makes him an extremely difficult character to fight not only because of his elusive neutral, but because any hit he gains from neutral then turns into a Knockdown whether its an AT ender or its a 421 ender.


Neutral is where C-Wara shines. Perhaps the most important part about C-Wara is his movement. He has incredible forward movement. His forward dash, airdash, and command airdash all go far fast. His backwards movement is fine, but he really excels at going forward. This leads to a really interesting neutral game where you try to be as slippery as possible. Often dashing under your opponent’s jump or jumping over their dash. Use your 2B/5B/j.B to space them out when you’re in a good position.

There’s two kinds of MUs for wara, ones where he controls the neutral, and ones where he doesn’t. If you control the neutral, your main goal should be to be evasive and frustrate the opponent into making mad commitments or bad approaches to chase you down, while you fly around and look for crossunders, anti-airs, stray air counter hits, and intercepts. Matchups where you don’t control the neutral normally means that you have to approach and smother the other character. For this, you need to leverage the strength of the jB and jC on approach, make good use of your air options to be unpredictable and adaptable, and use your ability to have a presence in midrange to passively apply pressure until you can force a large opening. Once you get your hit, you can almost always convert it into some form of knockdown, and get an oki situation from it. Wara’s oki isn’t the best, but the good strength of it is he doesn’t really have to commit super hard for a lot of it, and he can keep pressure on even after its blocked. For matchups where you don’t win neutral, this means you probably don’t want to commit to your oki super hard, but instead prioritize position and staying in and being a threat over necessarily winning outright, because if you go for a hard commitment and are wrong, you are back in hell and could lose the round. For matchups where you do win neutral, you can afford to play a bit riskier, because even if the oki doesn’t work out or thing sreset, you are generally still in a good position.


Most of C-Wara’s offense is mostly just fundamental Melty pressure. He can do really good rebeat pressure where it can be very hard to tell when he’s going to dash or iad back in. He has really good reward off his throw. After a throw you can microwalk back 214B (Nanaya summon) and get a solid strike/throw mixup. Can reset pressure with 63214C (WArc summon) and 22C (Tornado) if you want to spend the meter. His overheads are pretty easily reactable but also plus on block, but you’re in trouble if they shield. The only real mixup he can get is if he does something like 5B 63214C then either IAD j.C(whiff) 2a or IAD j.B, which is strong but costs a lot of meter and requires you to be really close. some example include

  • 2A 5B(1) 5A(whiff) 2B
  • 2A 5B(1) 5A(whiff) 2A
  • 2A 2B 5A(whiff) 5B
  • 2A, 2A(2A) 2B 5B, 5B
  • 2A,(2A) (5B/2B) delay 5[C]
  • dash 5B, 5B
  • dash 5B, 2B delay 2C/5[C]

Meter usage

To add on to Warachia's onslaught, in the event you feel you need to keep the pressure going you have the following specials commonly used for the job.

  • 63214C - Must be close in order for warc's hitbox to spawn and keep the opponent in blockstun. This is usually used whenever Warachia is in MAX
  • 22C

Adding on to the pressure ideas, allows for Warachia try IAD j.C(whiff), 2A/IADj.B to further his attempts of opening up people. Since he is C-moon, he is usually not starved for meter unless he circuit spark(burst while getting hit) or used Heat as a reversal/ to get health back at the end of a combo.

There is quite a lot of ways to make wara's pressure rather hard to separate the decision to challenge to block. A few key things you want to keep mind of is how your opponent reacts to your normals primarily and then from there you can seek to sneak in summon attempts and cover their jump outs with either 2B if they are not reacting fast enough or j7.A/B.Versus opponents that like to ex guard multi hit normals like 5B or 5[C] you may want to rebeat early so the pushback isn't as far, but also so that you can throw off the tempo of your opponent's defensive habits. Feel free to throw in some iad j.B/j.C pressure resets to keep your opponent guessing. Be sure to experiment and watch match videos of various Wara players!


Typically from either AT ender in the corner or 421C, below is the more prominent ender that you will see.

421C ender

This is the ender you will generally use any chance you get unless you want to get to max to do j236C into Arc drive into Heat to recover health. The most common thing you will see after 421C is 22A meaty which is + and also checks mashing. once they block this, you're now in a strike/throw mixup. Be sure to establish pressure in your staggers and delays and after scouting for a bit you can now attempt throw which now does the following

    • throw, 214B(nanaya summon**

Nanaya summon is basically a personality test in itself and you can then monitor and adjust accordingly to how your opponent reacts for example after throw, (micro walk back) 214B you can do

  • Dash throw
  • Dash 2B/ 5A, 2B

One thing to note is that if you dash throw while nanaya lunges forward for the slashes it cuts the throw tech window by a considerable amount so it truly enforces the strike/throw mix up. Also after a 421C ender that the spinner hits 8 times you can jump, drift back j.B and that is a safe jump if you feel someone will heat or reversal out. To get the spinner to hit 8 times, you need to make sure there's roughly one wara's worth of space between you and the opponent when you press 421c. Example:

Air throw in the corner or near the corner

The most safest option after an air throw ender in the corner is falling j.B and while it doesn't net a combo on neutral tech it does ensure a check since you can dash 5B afterwards with the frame advantage to catch a jump out into another aerial sequence. If you're a bit of ways out from the corner or gain the respect that people won't resort to shield among other things you can falling j.B into airdash j.B or even airdash j.C if you're not directly in the corner.

It is encouraged that you use the match database to study waras for their creative twists on oki and decipher or ask others for what they about their take for oki and pressure!


Defense is the worst place for wara to be, but he can still do some stuff with it. You have the largest heat in the game and gain meter incredibly quickly, so this is a staple defensive option, but be careful about getting it baited. EX guard is probably your best friend, between restoring your guard bar and creating distance for you to jump out, its incredibly helpful. When its time to escape defense, jumping is almost always the best choice, there are very few chars that can keep up with you in the air, and you have enough air options that they shouldn’t easily be able to pin you as you fall to the ground. 2B and 2A are your go to abare options, but be careful as they are slow. 2B especially is a good multi-purpose defensive tool as it covers all kinds of good spaces, but be careful for its clash box, extended hurtbox, and slow startup.



xx = whatever starter, EX: 2A 5B 2B


  • j.421C

The way to get a knockdown midscreen, and to get extra damage.

  • Air throw (AT)

Use midscreen to preserve meter, or in the corner. Can do falling j.B to catch techs. Will sometimes need to do j.22C to get to them.

  • j.236C land 41236C(Arc Drive)

Will not work with certain combos (usually ones that require a super jump), but will give great corner carry and you can get a safe heat and a mixup. Do either heat dash 214B/C or sj into a falling j.214C. (falling j.214c gives more advantage)

  • j.236C land Heat

Safe heat

  • j.236A

When you want to force an air tech. Used primarily when you don’t have meter.

  • j.421A/B

Only use to kill, is punishable on hit.

Ground Ender Note: These are after 2C ender

  • 214C

Nero summon that hits meaty

  • 2A(whiff) 214C

Gives enough time for throw, can be used for other mixups as well

  • (2A or delay) 214B

Nanaya will hit meaty

  • 41236C (Arc Drive)

Doesn’t fit in well here but nowhere else to put it. Done when you don’t have enough MAX meter to do j.236c land Arc Drive or the combo wont allow you to do so. Generally you want to do it on the last hit before you jump.

Normal Combos

Refer to Starters and Enders when performing these combos.

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • xx 2C 5C(1-2 hits) j.CB dj.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
The bread and butter you will never stop using. Primary way to confirm from far away.
Normal starter, grounded opponent
  • xx 2c 6c j.c dj.c Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic bnb that you will probably want to phase out with more advanced combos.
Normal starter, grounded opponent
  • xx 6[C] j.C j.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Easiest way to confirm 6[C]
Normal starter, grounded opponent
  • xx 6[C] 2a delay 2B 6C [8] j.C dj.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Slightly harder, but much better. The 2a is to continue pressure if they block, it’s not necessary but is good.
Normal starter, grounded opponent
  • 214A j.AB j.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic 214A confirm
CH starter
  • CH 214A delay 2C 5C 6C sj j.C j.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Counterhit 214A confirm, does a lot more than the basic confirm.
Normal starter, grounded opponent
  • 22x sj j.B dj.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic confirm for random drill hits. You can also arc drive after 22x.
Normal starter, grounded opponent
  • 5[C] 2C 5[C] 6[C] j.2C
Meter Gained: ??? Meter Given (vs C-Moon): ???
Way to confirm off of 5[C] with a j.2C ender. Can also sj j.C j.C for damage. Can be done from halfscreen because 5[C] pushes you forward slightly.
Air throw
  • AT 2C 6C j.C dj.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic gold at confirm
  • 9j (falling)j.C 2C(1 hit) 5[C] 6[C] SJ j.bc dj.c Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen advanced, possibly character specific.

Corner Combos

Condition Notation Damage
vs V.Sion
Metered, grounded opponent, Corner
  • xx 2C 236C 2C 5[C] 6[C] j.2C
Meter Gained: ??? Meter Given (vs C-Moon): ???
Metered corner combo, j.2C ender allows enough time to do 214B and have a fairly strong strike throw mixup. Once you learn your 236A confirms, 236C combos should only be done from far away.
Metered, grounded opponent, Corner
  • xx 2C 236C 2C 5[C] 6[C] sj j.C dj.C ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Metered corner combo for damage. If you’re in max and want to arc drive, do it after 6[C]
Metered, grounded opponent, Corner
  • xx 2C 236C 2C 2A(whiff)
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner. Sacrifices a lot of damage for oki. Can do a sandoori by sj forward and then you can either land, air backdash j.b, or air backdash land 2A
Air throw(Corner)
  • AT 2C 2B 5B sj j.C dj.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner version, does slightly more damage
Air throw(Corner)
  • AT 9j (falling)j.C 2C(1) 5[C] 22b dash Sj j.bc dj.c Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Very advanced corner version

TK Katto(j236A) Routes

Note: TK Katto hits certain characters at different ranges. They are mostly universal, but are easier to confirm on some characters.

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • xx 2C j.236A 2B 2C 22[A] sj j.AC j.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic tk katto combo, you do 2369A to get the jumping version of the special. The super jump is done instead of the dash so you can jump back and do a j.421C ender. Miscreen only.
Normal starter, grounded opponent
  • xx 2C j.236A 2B 2C 5[C] 6[C] 2a(whiff) j.AB dj.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen near corner, very high damage for c-wara
Normal starter, grounded opponent
  • xx 2C j.236A 2B 2C 5[C] 22B/[B] dash j.B dj.C Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen near (but a bit too far for 6[C]) corner.
Normal starter, grounded opponent
  • xx 2C j.236A 2B 2C 5[C] 2A(whiff) Heat
Meter Gained: ??? Meter Given (vs C-Moon): ???
Safe heat with only 100 meter
Normal starter, grounded opponent
  • xx 2C j.236A 2B 2C Ground Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Sacrifices a lot of damage for oki.
Normal starter, grounded opponent
  • xx 2C j.236A 2B 2C 5[C] 2C Ground Ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Near corner version that sacrifices less damage for oki
Normal starter, grounded opponent
  • xx 2C j.236A 2B 2C 22A dash sj j.AB(2) j.22c j.A(A) dj.AB(2) j.22C AT
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimal meterless corner to corner katto combo. Incredibly hard.
Normal starter, grounded opponent
  • xx 2C j.236A 2B 2C 22A dash sj j.AB(2) j.22c j.A(A) dj.AB(2) j.22C AT
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimal meterless corner to corner katto combo. Incredibly hard.
Corner starter, grounded opponent
  • xx 2C j.236A, 5A 623B j.A j.C, j7, j.C, (421C/j22C Air throw)
Meter Gained: ??? Meter Given (vs C-Moon): ???
a TK katto route in the corner.

Corner 236A routes

Note: Different characters have different ranges you can do this from, and also they determine how good your 2C(1) 236A has to be. Can’t be too close or 2C won’t hit, can’t be too far away or 5A won’t hit

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • xx 2C(1) 236A 5A 2C 5[C] 6[C] sj j.C dj.B(1) j.421C iad j.C(whiff)
Meter Gained: ??? Meter Given (vs C-Moon): ???
This sets up a left right mixup in the corner, side is determined by if you delay 6[C] at all. You can also just do j.C dj.C ender for damage, but you lose minimal damage for the mixup so there's little reason to not go for it. Make sure you do dj.B(1) immediately or you won’t ever switch sides.
Normal starter, grounded opponent
  • xx 2c(1) 236A 5A 2C 5[C] 6[C] j.2C
Meter Gained: ??? Meter Given (vs C-Moon): ???
Meterless j.2C ender.
Normal starter, grounded opponent
  • xx 2c(1) 236A 5A 2C(1) j.236A 2B 623B j.AB(1) j.C ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Meterless damage, but the damage difference is very minor from the first combo. Looks a lot cooler though
Normal starter, grounded opponent(corner)
  • xx 2C j.236A (mircrowalk back)5A 2C(1) 2A(whiff) 236A 5A 2C 5[C] 6[C] 2A(whiff) J.AB dj.C ender
Meter Gained: ??? Meter Given (vs C-Moon): ???
Character specific corner combo for damage. Builds a huge amount of meter.
Normal starter, grounded opponent(corner)
  • xx 2C j.236A (mircrowalk back)5A 2C(1) 2A(whiff) 236A 5A 2C 236C 2C
Meter Gained: ??? Meter Given (vs C-Moon): ???
Character specific and difficult corner combo. A lot of delays so they are at the perfect height when you do 236C 2C.

Move Descriptions

Frame Data Help
Header Tooltip
Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage done against standing C-V. Sion.

Red Damage Base damage done to the recoverable red health bar by this attack. (Numbers are scaled and based against standing C-V. Sion.)

(x) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined and scaled meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable
N = Normal cancelable
SP = Special cancelable
CH = Cancelable into the next part of the same attack (Chain in case of specials)
EX = EX cancelable
J = Jump cancelable
(X) = Cancelable only on hit
-X- = Cancelable on hit or whiff

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Impact Frame Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot be affected by certain types of attacks.

X y~z denotes X type of invincibility happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.


Strike = Strike invincible
Throw = Throw invincible

Hurtbox-Based Properties:

Full = No hurtboxes are present
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves


A somewhat long 2a poke. Start up is 5f, its one of the slowest in the game. Needless to say, you don't want to mash out with this move often. Hits low.


Standard 5a. Startup is 4f. Recovery is 9f. Used mainly for whiff cancelling. Hits mid.


Wara's main anti air. Useful for anti airing people directly above him, not good against people coming in at a angle. There is a clash frame on this move that is useful for OSing against heats and some held shield counters. As of CC, it regains its MBAC hitbox where it'll hit behind him as well. Hits mid.


One of Wara's most useful far range pokes. 2 hits. Hits mid.


A great tool used for trip anti airing and to poke from long distances. Can be confirmed from any range with 5c or dash 63214c (Red Arc Summon). 2 hits and causes untechable knockdown. Hits low.


A fireball that travels in a 45 degree angle. Great as a preemptive anti air against people who like to approach at that angle.


Wara's biggest poke which is useful for catching people off guard from far away. Its main utility however is as a far range combo tool as you can combo from max range 2c 5c on most characters (Few exceptions). First hit is air unblockable, the last two are air blockable. 3 hits. Hits mid.

(Interesting to note is that letting 5c recover is actually plus on block)


Charge version of Wara's 5c. Causes wall slam and brings Wara forward more. Used more as a combo tool but it does have a slightly improved hurtbox. All three hits are air unblockable. 3 hits. Hits mid.


One of Wara's main launchers. Air blockable. Hits mid.


One of Wara's overheads, the startup is 28f. Unlike uncharged 6C, it is air unblockable. Normally this overhead would not be scary but it can be partial charged and cancelled into 2a (a low). On hit causes greater untech time than 6C. Hits high.


Not a bad air to air poke. 5f startup. Hits mid.


Wara's most useful poke. This is a GREAT air to air move that should beat almost everything at max range. 2 hits. Hits high.


Wara's air to ground move. Great at an angle. It cannot be cancelled until the third hit (You can't even jump cancel it till the third hit!). You can only combo into 2c if you hit with this move at max range. 3 hits. Hits high.


Wara stops briefly in the air then does an attack that looks like j.C before falling to the floor. This move is advantage on block if TK'd close enough to the ground. Not very useful as a "instant" overhead because it is so slow, but useful for baiting throw tech OS as well as resetting pressure. 1 hit. Hits high.

Special Moves

Bad News (Lie) 「バッドニュース (ライ)」 - 236ABC
  • (Description) - A forward claw move that hits 3 times. Each has its own special property.
  • (A version) - A quick forward claw that is even/adv on block. However, it whiffs over crouchers completely making it useless except in combos near the corner on standing opponents.
  • (B version) - A larger version of 236A except it hits crouchers. It is heavily minus on block but EX cancellable.
  • (EX version) - The most useful version of this move, used primarily as a combo tool near the corner. Causes wallslam and is also advantage on block; HOWEVER, it is easily bunkerable by all moons. Can be used as a ghetto reversal which pushes opponents away from you. OTG relaunches.
Replicant Coordinator (ID) 「レプリカントコーディネーター (イド)」 - 214ABC
  • (Description) - Depending on the strength used, will summon either Akiha, Nanaya, or Nero.
  • (A version) - Summons Akiha to do her 623B. Hits high and ground bounces on hit.
  • (B version) - Summons Nanaya to do his 214B. Useful as a zoning tool and for summon mixup. Hits mid and launches on hit.
  • (C version) - Summons Nero to do a one hit version of his 63214C. Useful as a summon mixup. Hits mid and is airunblockable.
Creature Control (Apoplectic) 「クリーチャーチャンネル (アポトーシス)」 - 63214C [150% Meter]
  • (Description) - Uses 150% meter to summon Red Arcueid to do her 214B attack. However the rings go full screen. At certain ranges can be combo'd into ground throw near the corner. Advantage on block. Some Wara's like to cancel 22x/236b into this summon while in max mode for extra pressure during a blockstring. The initial summon is 4 hits, and the rings afterwards are 2 hits. Hits mid. OTG relaunches.
Bad News (Malice) 「バッドニュース (マリス)」 - 623ABC
  • (Description) - A upwards claw attack.
  • (A version) - A one hit upwards claw attack that has some upper body invul. Useful as a situational anti air. 1 Hit. Hits mid.
  • (B version) - A three hit upwards claw attack that can be combo'd into by j.A. Not useful for anything else. 3 hits. Hits mid.
  • (EX version) - Wara's only "decent" reversal. Heavily minus on block, and frankly, should not be used often. 6 hits. Hits mid.
Creature Control (Yes) 「クリーチャーチャンネル (エス)」 - 421ABC
  • (Description) - A teleport with little usage. Should not really be used at all, except in a few mixups.
  • (A version) - As of CC, this now teleports slightly backwards. Has best recovery.
  • (B version) - Teleport a little forward.
  • (C version) - Teleport far forward. Recovery is the worst.
 Fumble Code (Apoplectic) 「ファンブルコード (アポトーシス)」 - 22A[A]B[B]C]
  • (Description) - One of Wara's most useful zoning tools. They reach FAR and HIGH up. You can also combo into it from almost everywhere. (With the EX version as an exception of course). A and B versions of the tornado can also be used as meaties, doubling their usefulness. (You can make them meaty by hitting with the last few active frames of the tornado; the last hit hitting meaty is ideal. Example: Throw > 22a (1 hit meaty)). A and B version of this move are all EX cancellable, meaning you can also confirm into arc drive knockdown.
  • (A version) - Summons a tornado right in front of you. The charged version goes ahead a little further. Can also be used as a combo tool during TK j.236A combos. 9 hits. Hits mid.
  • (B version) - Summons a tornado a little further than 22[A]. 22[B] almost traverses the entire screen. Can be used as a combo tool after 5[C]. 9 hits. Hits mid.
  • (EX version) - This is a little different from the non EX versions. It summons a huge vertical tornado that hits multiple times while it moves forward. Primarily used as a pressure reset tool after 236B. (Though it can be easily bunkered, 22C is advantage on block depending on distance.) 10 hits. Hits mid.
Bad News (Lie) 「バッドニュース (ライ)」 - J236ABC
  • (Description) - Air version of forward claws. Hits 3 times and mid.
  • (A version) - Used as a combo tool in TK j.236a combos.
  • (B version) - A great zoning tool that doesn't put Wara in danger. Has great range and is plus on block while falling. This move should never be used as a TK or while rising from a jump.
  • (EX version) - Plus on block and used primarily to combo into Arc Drive. Wall slams on hit.
Replicant Coordinator (ID) 「レプリカントコーディネーター (イド)」 - J214ABC
  • (Description) - Same as the ground version of 214X with slightly different properties and is more plus the lower you do it to the ground. SHOULD NEVER BE TK'D OR DONE WHILE RISING OR YOU WILL BE IN HEAVY RECOVERY.
  • (A version) - Same as before but does not hit overhead. It gives a lot of advantage on block if done close to the ground.
  • (B version) - Same as ground version.
  • (C version) - Same as ground version but air blockable. Ideal to use after a Arc Drive combo.
Creature Control (Apoplectic) 「クリーチャーチャンネル (アポトーシス)」 - J63214C [150% Meter]
  • (Description) - Same as above but does not have the initial 4 hits from the summon. 2 hits.
Creature Control (No ID)/(Gestalt (EX Version)) 「クリーチャーチャンネル (ノイド)/(ゲシュタルト)」 - J421ABC
  • (Description) - EX is used as a ender in combos; A/B versions should never be used except to kill.
  • (A version) - Combo ender. If you do this move by accident and they block it, hold [A] after doing it, you will appear away from your opponent. If you combo into it w/o killing someone you will get punished for it. Hits mid.
  • (B version) - Combo ender. If you do this move by accident and they block it, hold [B] after doing it, you will appear away from your opponent. If you combo into it w/o killing someone you will get punished for it. Hits mid.
  • (EX version) - Untechable knockdown, fantastic ender that gives you meaty and in certain cases, even lets you OTG them!
 On Stage 「オン・ステージ」 - J22ABC
  • (Description) - Fantastic neutral tool that lets you airdash forward. Its important to note that you lose your normal airdash if you use this command dash first.
  • (A version) - Air dash forward and farther than a normal airdash. Used in some mixups and to keep up pressure.
  • (B version) - Air dash downwards at a angle, similar to F-Wara's airdash. Used as a which way mixup tool after certain enders and after throw.
  • (C version) - Air dash upwards at a angle, similar to F-Wara's normal dash. Used in some mixups and to keep up pressure.

Arc Drive

Night on the Blood Liar (Anzanti) 「ナイトオンザブラッドライアー(アンザニティ)」
  • (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

Night on the Blood Liar (Inzanti) 「ナイトオンザブラッドライアー(インザニティ)」
  • (Description) - AAD description

Last Arc

Night Ruler the Blood Dealer 「ナイトルーラーザブラッドディーラー」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.

MELTY BLOOD Actress Again Current Code
Powerd Ciel
Red Arcueid
White Len