Melty Bread Forums
Atlas Academy => Melty Blood: Act Cadenza => Wallachia (Warakia) => : Tiamat July 28, 2007, 10:18:14 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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So I played version B a bit. Wallachia seems the same except
236C recovery time is worse....so now it is less (if any) advantage on block and also you can't get 2C after it for wall combo anymore. they could tech almost every time and the few times it did work it was only a single hits with the 2C. and that combo is easy as crap on console version so i know it wasn't just me messing up
any other changes please post them here :mystery:
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Use 2B > j.B > j.C > dj.C after corner 236C.
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ah alright I'll try that next time I play verB i don't have it myself. i only have console but i could try that combo on console just to get used to it
if anyone else knows of changes post up though
edit: I can't get the jC after the first jB in the combo you posted
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236c > 2c connect combo still works. You were probably too close to the other character
EDIT: If you're right next to them do something like
2ax3 > 2b > (5b) > 2c > 236 c > 2c > 6c > Air combo
Or if you're far away enough you can leave out the 2ax3
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something is different though cause i can easily do that combo on the PS2 but i couldn't get it even once on verB when i played at the tournament (went in training mode for a few mins when they weren't doin matches)
is the 2C 1 or two hits? i got it to be 1 hit a few times but never got the normal 2 hit one
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If 2C only hits once, you one that one hit to be the 2nd strike.
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something is different though cause i can easily do that combo on the PS2 but i couldn't get it even once on verB when i played at the tournament (went in training mode for a few mins when they weren't doin matches)
is the 2C 1 or two hits? i got it to be 1 hit a few times but never got the normal 2 hit one
well if anyone can test out please that would be helpful cuse i remember seeing wara's 236 C having mad frame adv as well...
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The amount of hits on 2C should be dependent on your distance from the opponent and how high your opponent is (in relation to the ground, not their mental state).
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well if anyone can test out please that would be helpful cuse i remember seeing wara's 236 C having mad frame adv as well...
im pretty sure the overall recovery on his 236C was increased, which resulted in
1) less adv if any on block
2) combo is more difficult
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I'm assuming this thread is Ver. B PS2 -> Ver. B PC changes. Unless you can nail that shit every time it isn't worth sticking 236C in corner combos anymore, especially since it's 100 more meter for like 200 more damage if you use it in combos. It's possible to follow up with 2C (hard) and 2b but 236c 2b>xx does LESS damage than the standard B&B and takes 100 more meter so... what the fuck. 236c not recommended. Wara is now essentially no better vs a cornered opponent than he is vs one anywhere else. He has an ever-so-slightly higher defense rating in 1.02 than 1.0 but it won't really save your ass. OTG opportunity after 421C air combo finisher also occurs less frequently. This version really hates Warakia. He has gained no new options, his old options are less effective, he has lower defense and has to work harder for the same damage output. Goddamn retaaaaaaaaaaaaaaarded. I'm switching to Kouma. You saps have fun.
The only piece of advice I can give at this point is LEARN TO SHIELD LIKE YOU'RE IN FUCKING SPARTAN SLOW MOTION.
>:(
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RRRRRAAAAAAAAGGGGGGGEEEEEEEEEE!!!!!!!!!!!!!!
I support this character change.
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He has an ever-so-slightly higher defense rating in 1.02 than 1.0 but it won't really save your ass.
he has lower defense
>:(
sorry I'm confused...is his defense better or worse? (talking about life bar durability not defensive options)
thanks for the info...sad to hear it but I'll stick with him
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Aw that sucks D: I'll still stick with teh Waraz though
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sorry I'm confused...is his defense better or worse? (talking about life bar durability not defensive options)
Worse between PS2 Ver. B and PC 1.00
Better between PC 1.00 and 1.01
No change between PC 1.01 and PC 1.02
PC ver 1.02 def is still worse than PS2 Ver. B
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I'm coming from the PS2 version so that means it's worse right? that's a bummer =[
god they hate warachia
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They probably figured no one would notice if they messed him up. Really, no one uses this guy.
I'm seeing about picking him up. Not too motivating right now, though.
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He's not that hard to learn he only has like 1 combo now lol
only thing that would take some getting used to is how to implement his drills and summons into your gameplan imo
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Alright, well.. a good couple of hours in practice mode with Warakia today.
I tried the 236C wall combo for a good while against Akiha and it was turning out ok for a while; it wasn't real easy, but I was getting the hang of it. Then I decided to change opponent to Warcueid and suddenly the wall combo simply would not work. Like Tiamat said, she'd tech out of it 90% of the time, and the other 10% I'd get 1hit from which I could only manage to get a second 236C OTG. I was really starting to get the hang of it with Akiha, then suddenly nothing with Warcueid. I'm going to assume this combo depends on the character size and how easy it is to hit them the split-second you have before they recover. Combine that with the fact that Warakia's 2C has a variable hitbox and I'm guessing you need super-specific timing and distance, depending on the opponent. Way too impractical.
It's still possible to follow-up using other sequences, but not with dual 236Cs. I didn't check to see what would be the best follow-up, I'm thinking something along the lines of 5C, jc.B, j.B,C (airthrow/214A). Would probably be safest, and you can probably let the Cs and Bs hit multiple times.
Well, I guess maybe a real hardcore Warakia geek could find out against which characters the 236C wall combo is effective. My observation at the moment is: Akiha - ok, Warcueid - no. Can anyone else try this and see if their observations are similar?
EDIT: If you're right next to them do something like
2ax3 > 2b > (5b) > 2c > 236 c > 2c > 6c > Air combo
How would that 2C hit after the 5B? They'd be too high and about to tech after that.
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personally I plan to use lazyness power +10 and just use the same combo whether they are against the wall or not cause verB is gay
I don't plan to download it myself but I'll practice on console and force myself to not use the wall combo so I'll be ready for next verB tournament lol.
might be a good idea to use more 22Cs in max mode in this version simply because his 236C is not so good anymore (not in combos just for pressure purposes ans such)
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You can still follow up with 5C, jc.[air combo]. It's better than nothing.
I wouldn't back down from verB, it's the latest version and it recieves updates and patches. I'd hate to consciously nerf my playstyle and combos so I can play an obsolete version.
What's Warakia's best jump-in? C?
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I'm not backing down from it really I just won't be able to practice on it so I'm trying to play my current version as if it is verB.
Wara's best jump in is jC
Wara's best iad is jB
I find myself using jB a lot more than jC personally but both are good moves.
For jump C get used to the range where you'll get them to block all 3 hits to be most effective. After the 3rd hit is blocked after a jump in with jC do an airdash while still airborne into jB or land and dash into 2A for mixup/continued pressure. Also gives you a lot of meter. If they are blocking after your jump ins a lot land after they block it and dash grab. good stuff
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Switch up between j.c and j.b even as a standard jump-in because j.c gets beat by every anti air in the history of the universe and your enemies only need to shield one hit of it to counterhit you out of the air and combo your ass into the ground. You can protect jump-ins somewhat with 214b and 214c though dry summoning at close range vs anyone or mid-range vs fast-dash people is asking for trouble.
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jB usually works but I have a peev about air moves that don't hit crouchers well so I don't like to use it from a jump much. I do a lot of iadB though cause that hits crouchers much better.
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Yeah, I don't like air moves that don't hit crouching opponents. They don't feel safe, I worry about free crouching sweeps and slides :-\
I have a difficult time with characters that don't have solid jump-in moves, where I can jump in and follow up with my ground combo. Warakia's about the toughest character I've used for that (feels like Darkstalkers :P), with multi-hitting jump-ins that'll push the opponent back depending on how many hits you get, won't come out if you do them too late, and and generally require some specific positioning. That puts a small crutch on my play style and zoning technique. Any advice? Is Warakia just better using range and a heavy ground game?
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just don't use jC too much and you should be ok. jumping around with jB is fine japanese do it all the time. My advice would be to not jump in with jC too much but when you do, make sure to be used to the range where you'll get the 3 hits. After it hits you have time to land and then dash into 2A (yes you have time to dash lol). In general though iad jB is the best I think cause it hits crouchers well and priority/range is pretty good. After that just do 2A or 2B into combo if it hits.
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Wow, indeed you have time to dash after jC. Pretty awesome, this is very helpful to Warakia's game. Reminds me of MvC jump-in->dash combos.
I have a hard time IADing in Melty Blood, not sure why. I think the timing for the second "forward" motion in the air is kinda strict. I wasn't sure if I was doing it right yesterday, I didn't use it much with my characters, but it clearly complements Warakia's jB very well. It doesn't help much they changed the movement mechanics on verB. from ReAct.
I'm trying to integrate drills, teleports and summons into my game. I cancel into Nero and Shiki summons after blocked 5C/2Cs or other ground attacks. They're actually not as spammable as I'd thought they'd be and some characters seem to get around them, so I started alternating with drills. But drills, whether hitting or blocked, basically ends my rush-down offensive due to ending delay. At least summons, let me continue with pressure easier. Are there better uses for drills?
Teleports are alright, I'm going to work more on tossing them out. I like to use a character's full movelist, regardless of how limited use a special move might have. Speaking of which, I've actually found myself using 623A as anti-air ocassionally, because it only hits once, and if you counter-hit, it's a launcher.
More daily.
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Drills come out faster than summons so you can use them to hit people from backdashing away from your blockstring or something. Personally I like the summons more than the drills but they both have uses.
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You can cancel his drill into 236c, not entirely sure how useful that is though.
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sometimes I cancel drill into 63214C or 22C after a throw or something for chip damage/advantage
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Yes... I'm sorry for reviving a year old topic. :prinny:
I just wanted to state that Wara's wall 236c combo into air combo or 214c setup works 100% for all characters.
Example:
5b-2b-2c-236c-2c-6c-jc-jc-dash-airthrow
5b-2b-2c-236c-2c(1hit)-2a-214c-Nero summon setup variations
The only thing you have to do is get the spacing correct and get timing between 236c-2c, these moves are slightly different for some characters but the difficulty in perfecting them is nothing compared to other character's advanced combos.