When's Melty on Steam?
ahaha that's no--wait, what?

Author Topic: Does Warakia have any good guard break or anti-low guard moves?  (Read 3490 times)

0 Members and 1 Guest are viewing this topic.

Offline Lu Bu

  • Apprentice
  • *
  • Posts: 9
  • Magic Circuits: 0
    • View Profile
Does Warakia have any good guard break or anti-low guard moves?
« on: February 23, 2008, 09:57:39 AM »
I need to figure out a way to mix things up with Warakia, but all his moves seems to be a little too predictable after a while...

Offline dakanya

  • Magus
  • *****
  • Posts: 1230
  • Magic Circuits: 31
    • View Profile
Re: Does Warakia have any good guard break or anti-low guard moves?
« Reply #1 on: February 23, 2008, 11:50:05 AM »
Warakia does not have any overhead normals but he does have the Akiha summon (214A) and you can guard break opponents in the air with air unblockables such as 5A.
thundering waterfalls

Offline Pfhor

  • Spellcaster
  • ***
  • Posts: 253
  • Magic Circuits: 22
  • Beyond the 1% barrier.
    • View Profile
Re: Does Warakia have any good guard break or anti-low guard moves?
« Reply #2 on: February 23, 2008, 12:35:13 PM »
Wara's IAD mixups off of 214c nero summon are pretty good. After a knockdown 214c you can do iad j.b/j.c (high), iad j.c(whiff) land 2a (low), iad j.c(whiff) land throw. If the match momentum is neutral I think the best moves to hit confirm off of are all his A moves, j.b, and 2b (an excellent anti-air).

Watch some more japanese Wara vids on jewtube.
« Last Edit: February 23, 2008, 12:37:56 PM by Pfhor »

Offline Alt

  • Spellcaster
  • ***
  • Posts: 219
  • Magic Circuits: 20
    • View Profile
Re: Does Warakia have any good guard break or anti-low guard moves?
« Reply #3 on: February 23, 2008, 09:07:15 PM »
Best way to mix up is to switch between close and long range pressure and whiff cancel ground blockstrings into dash-throw or dash 2a or mid-range dash 2b or 5c. Always whiff cancel out of 5c before the last hit, usually a good idea to do it after the first hit but occasionally the second so you don't get too predictable. You can do 6c > 2c in a blockstring and it catches people off guard a lot. If you're in the corner combo 2c into 236c 2c 6c etc etc. If you're midscreen you might wanna Nero summon for oki shit after knockdown or try your luck with 5c jbjc jc j421x. Akiha summon is a shitty overhead. It's not really reliable for anything but if your opponent has a giant hitbox and/or you can choreograph their IADs well you can pop it super early and followup with jc jc j421x. If your opponent blocks a jc you can do land > dash throw or land 2b dash throw or land 5b5c whiff cancel [dash throw or dash in 2b etc etc]. Wara has no REAL high/low mixup unless your opponent has hella bad reaction time or doesn't know Akiha summon is an overhead. His mixups are all fakeout shit + occasional throw to scare people out of turtling. Luckily most MB players are impatient as Hell and it usually only takes 1 throw to make them block MUCH less.