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Atlas Academy > Red Arcueid

Warc Combos and Tactics

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Lord Knight:
I'm going into this short guide assuming you already know the basics, if you don't, there's a whole section on these boards. I'm also going to use BE (Blowback Edge) for charge moves rather than [] because the boards will make it bold :/.

Combos

As far as combo's go I'm not going to list stuff like bloodwall loops or anything, just the match practical stuff.

5B 2B 2C 5C jc JB(2) JC dj JB(2) JC Airthrow
Basic Warc combo, works on pretty much everyone. You can really get by with just this combo most of the time. When spaced a bit from your opponent, you want to delay the 2B (as in, let the 5B move you right next to your opponent).

5B 2B 2C 5C jc JB(2) JC dj JA JB(2) JC Airthrow
Alternate form of the above, squeezes out a bit more damage.

5B 2B 2C 5C jc JB(2) airdash JB(1) dj JB(2) JC Airthrow
Used when you think JC won't hit after your first JB. Situational combo, but definately worth knowing.

5B 2B 2C 5C jc JC JB(2) dj JC JB(2) Airthrow
Easy mode combo to use on Hisui, Mech Hisui, Kohaku, and both Len's. Hitting JB at the start is a bit uncertain sometimes, just use your judgement.

5B 2B 2C 5C jc JB(2) JC dj JB(1) JC J2C
Does more damage than airthrow, but give up okizeme. Usually used as a heat safe combo or a game winner.

5B 2B 2C 5C jc JC JB(2) dj JC JB(2) J2C
Same as above, but again for Hisui, Mech Hisui, Kohaku and both Len's.

5B 2B 2C 5C jc JB(2) JC dj 214C
EX bloodring combo. Used in corners to set up for OTG's or super jump okizeme, also used as a heat safe combo (but not as often). For Warc okizeme, see below.

5B 2B 2C 5C jc JC JB(2) airdash JB(1) dj JB(2) JC Airthrow
Higher level bnb, does more damage, works on most characters. When this doesn't work, use JBC dj JABC airthrow instead. You usually need to delay the 2C after the 2B to get this off.

5B 2B 2C 5C jc JC JB(2) airdash JC dj JB(2) JC Airthrow
Harder version of the above - timing is stricter but nets the most damage.

BE5B 2C 5C jc JB(2) JC dj JB(2) JC Airthrow
Standard overhead combo, works pretty much on everyone.

BE5B 2C 5C jc JB(2) JC dj 214c
EX bloodring off overhead.

BE5B 2C 5C jc JB(2) JC dj JB(1) JC J2C
Hahaha combo off overhead.

5B 2B dash 2B 5B 623C 5B 5C JB(2) JC dj JB(2)JC Airthrow
EX Tele combo done when your back is to the corner.

5C 623C (various possibilities) JB(2) JC dj JB(2) JC Airthrow
EX Tele combo used when you successfully 5C out of pressure. The possibilites will be listed below.

Throw (no tech) dash 2B 5B 623C (various possibilites) JB(2) JC dj JB(2) JC Airthrow
Same as above. Also there are variations of the air combo, but they are the same as the combo's listed above - these will require your own judgement.

214B CH sc 214C jc JB(2) dj JB(2) JC Airthrow
Combo off 214B counter hit.

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623C Wallslam Combo Possibilities
2A 5B - Works at close and mid range, must dash to do 2A from mid range.
2A 2C - Works at close and mid range, must dash to do 2A from mid range.
2A 5C - Works at close and mid range, must dash to do 2A from mid range
5B 5C - Works at close and mid range.
2C 5C - Works up to the farthest rane, need to use tip of 2C.
5C 5B - Works close to the farthest range, dash 5C and delay into 5B, takes some practice.
sj J2C - lol.  :psyduck:

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Counter Hit (CH) Combo's
There are two types of counter hits. There is Counter Hit Level 1  (CH1 or low counter) which when you hit someone out of a normal attack, and there is Counter Hit Level 2 (CH2 or high counter) which is when you hit someone out of a special attack. The difference? CH2 has far, FAR more stun time than CH1, allowing you to do special combos. Counter Hits in the air are untechable, and allow for an easy 2500-3000 damage knockdown. CH1's however, are far more common - CH2 is usually anticipated, and off certain attacks.

5C IAD JAB land 5B 2B 2C 236A jc JB(2) JC dj JB(2) JC Airthrow
CH2 combo (but not for Ciel 236c :/). A couple of specific uses - VSion and Warakia's 236C/623C (a note about 236C, there is a small window where you can 5C before you get hit, but you must not do it before the super flash), Nero's wakeup claw, etc.

214A CH1 land dash 2A 5B jc JB(2) JC dj JB(2) JC Airthrow
Simple CH1 combo off A Bloodring. 5A 5B works as well.

214B CH1 airdash whiff JA land 5B 2C jc JB(2) JC dj JB(2) JC Airthrow
Simple CH1 combo off B Bloodring.

JB(1) CH1 airdash whiff jA land 2A 5B jc JB(2) JC dj JB(2) JC Airthrow
Simple CH1 combo off JB.

214A CH1 land dash 3C 5A 5B jc JB(2) JC dj JB(2) J Airthrow
Harder CH1 A bloodring combo.

236A CH1 dash 5A 5B jc JB(2) JC dj JB(2) JC Airthrow
Simple anti air 236A CH Combo.
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OTG
OTG's stand off On the Ground - a string of attacks you do when your opponent is knocked on the ground. Warc generally does this in two situations - off a j214C combo ender, or the rare situation where your back is to the corner and you get a grab.

2A 2A 2B 5B 5A 2A *let them drop* 2A 2B 5B 5C 2C whiff 5A
Warc's double OTG, doesn't work on Nanaya, Aoko, Kouma, Len, W Len, and both Neko's.

2A 2A 5B 5A 2A *let them drop* 2A 5B 5C 2C whiff 5A
Use this alternate OTG for the characters listed above.

2B 5B 5A 2C 5C -filler-
Midscreen OTG. Filler options are 214B/C, 623A/B, or 2A.

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Basic Okizeme
Okizeme is a term describing the guessing game that occurs when your opponent is rising from knockdown. It's a situation where whoever is performing okizeme is at a sizeable advantage, but still must take into account what the other player will do. Here is some basic okizeme for people just picking up Warc or beginner players in general.

2AAAAAA
Yes, mashing. Everyone starts here. Usually forces opponent into block. This is a poor choice and should be avoided. The worst part about this is that 2A can be sheilded high or low. :(

5B
Meaty 5B. Beats crouch sheild and mashing. Off late whiff cancel 5A you can create a poke/throw guessing game that will be described below. A half-charged 5B can force clashes. This means you can clash with certain DP's and heats, as well as hit them out of their jump if they decide to wake up jump (a pretty low level decision, but it has its uses). Also there is a 50/50 involving half-charged 5B and BE5B - BE5B is an overhead obviously, they have to block high or else you will hit them. But if you use a half charged 5B and cancel into 2A, they might think that you are charging the overhead and go into high guard accordingly - but by this point, you hit them low with 2A. This idea is used with several characters but is quite effective with Warc.

2B
Meaty 2B. Beats standing sheild.

236B
It's uses are limited, but it's good at what it does. This works well midscreen but is good for corner as well. It's most useful because of its special cancel point. Using into 623C will chase backsteps - using this into 214C will beat heat (623C will as well, but not as reliably). Still, it's situational and best used only on occasion.

214B
This, generally used in the corner, is  basically just fishing for anything. If it hits you can special cancel into 214C or 623C, into a combo. Not that good oki since it doesn't hit meaty.

623A/B
Low level backstep chasers and crossups. 623B is the better bait - you're farther away from the opponent and can throw out some super (623C or 214C) - if they did something, they'll be hit and you can combo off it.

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Anti-Backstep Okizeme
The following strings are how to punish wakeup backsteps with Warc:

2A(whiffs) 2C 5B
Works on - Sion, VSion, Arc, Warc, Akiha, Vakiha, Kohaku

2A(whiffs) 2C 5C
Works on - Hisui, Ciel (Difficult on Ciel though)

2A(whiffs) 2B
Works on - Practically everyone else.

623B or 236B or 214B
When you are unsure of the above (I need to test it too).
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Advanced Okizeme/Aerial Okizeme
Tougher to execute Warc mixups, a lot revolving around jumping, instant airdash or super jumping. Although some of these are baits, most of these rely on your opponent blocking on wakeup.

IAD JA JB(1) or IAD JA land 2A
Basic 50/50. Even beginner Warc's should be using this.

SJ/8 JA JB(1) or SJ/8 JA land 2A
Basic super jump mixup, more effective after EX blood ring combo.

SJ/8 Airdash JB
Used on opponents who expect SJ JA JB mixup, and can be used to bait sheilds. If you think they will anticipate/react to the airdash forward, you can still do JA JB / JA 2A.

SJ/8 JA JB Airdash JB
For when people start consistently blocking the basic high/low. This additional option makes the others above work again. Be careful of sheilding or heat after you airdash.

SJ/8 Airdash back 214A
Basic bait. Beats heat, dp's, mashing, and you can hitconfirm on counterhit.

SJ/8 Airdash back jB
Another bait. Keeps you safe from sheild.

SJ/8 214B
This one is interesting, your options change depending on height. If you do it high, you have the option to airdash back or forth with a move or another bloodring. If you're lower, you can do the same, or just drop with a jB. Also, you can special cancel into EX bloodring if you think they'll heat or DP (seeing how DP would beat this, but the invul on EX bloodring will protect you, AND you can combo off it, but its hard) EX bloodrring of course is auto knockdown and resets into super jump oki.

Jump Airdash or SJ Airdash JA JC JB
Probably her toughest okizeme, same idea  behind Arc's IAD JC JA JB - 3hit okizeme when they are used to JAB stuffs already. Takes a considerable amount of practice, and does not work out of an instant airdash because of her 5 frame JA. If you do SJ Airdash, you airdash quickly out of your super jump.


Warc 3 Hit Okizeme list
The level of ease of are listed in order from top to bottom and split into 3 groups.

-------Easy---------
Nero
Warakia
Kouma/Satsuki
-------Medium----------
Akiha/VAkiha
Kohaku/Sion
MHisui/Warcueid/Arcueid/Hisui
VSion/Aoko
-------Hard----------
Ciel
Shiki Nanaya/Shiki Tohno
-------Impossible----------
WLen/Len
Miyako:
NAC/NecoArc:

Secrets behind this - On some characters that are stand blocking, you can abuse JC's huge hitbox to hit them when you're much higher above them (Satsuki is the most extreme example) making JCAB possible.

Secrets behind this - On some characters that are stand blocking, you can abuse JC's huge hitbox to hit them when you're much higher above them (Satsuki is the most extreme example) making JCAB possible. I haven't used JAAB yet in a match, but I've seen it done. Its actual effectiveness is still in question.

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Blockstrings

Warc's blockstrings heavily on two things - 5A and 5B. Doing 2B 5A or 5B 5A leaves Warc neutral on block. This gives her much initiative to create traps for people who try to poke out. 5B has another property - how far you move forward. If you can learn to whiff cancel 5A as late as possible (the cancel window isn't that late and takes some practice to get used to), you can essentially create blockstring loops revolving around 5B, 2B and 5A. However the weakness is because of all the reverse beats, you're damage will suffer. So how can we take advantage of this tool? Let's take a simple Warc blockstring as an example.

2A 5B 5A

After the 5A you're free to do what you want, since your neutral again. However, you still have initiative. Any A move can be canceled into another A move, so you can create a poke/throw guessing game. You can do:

2A 5B 5A 2A, or 2A 5B 5A Throw.

Keep in mind that in order for this to work, you need to late whiff cancel your 5B. Also you can't throw until they are out of blockstun.

The goal in the end for Warc is to constantly keep her pressure at neutral, and guessing your opponents actions. Warc doesn't really havve set blockstrings though - you have to be familiar enough with her moves to create these neutral situations on your own, because Warc is  very good at comboing off random hits. Here are some simple blockstring building blocks to get you started.

2A 5B 5A 2A
2A 2B 5A 2A
2B 5B 5A
2B 2C 5A 214B
5B 5A 2B





   


Rayza:
Shit is too informative, this'll finally give me some fundamentals to work on.

Lord Knight:
Updated with some more info.

Enhance:
Good stuff. I'm still trying to learn that warc, shit is hard.

mDuo13:

--- Quote from: Enhance on August 27, 2008, 01:21:39 AM ---Good stuff. I'm still trying to learn that warc, shit is hard.

--- End quote ---
No joke.

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