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Author Topic: Warakia/Wallachia Moves, Combos and Strategies~  (Read 43792 times)

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Offline Tiamat

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #25 on: August 28, 2007, 02:29:47 PM »
bummer dood

there probably isn't that much stuff to update anyway now so it should be ok...thanks for the FAQ

somehow I misread your thing about delaying the jump after 6C hits until a couple days ago so I should get less invalid combos now lol. comment on the other vids I posted up if you got time.  you should mention that if you use 214A at the end of a blockstring you need to superjump to combo them though
« Last Edit: August 28, 2007, 02:34:00 PM by Tiamat »

Offline Bola

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #26 on: September 16, 2007, 12:05:57 PM »
buff warakia imo

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #27 on: September 25, 2007, 01:07:41 PM »
Anything you guys like doing partcularly when you corner people?
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Bola

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #28 on: September 25, 2007, 08:04:14 PM »
scream out loud

Offline Tiamat

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #29 on: September 25, 2007, 09:13:42 PM »
I like to use iad jB when doing corner blockstrings

also you can do dash 2A2A2B2C summon and it will push you back a lot

Offline Shiro

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #30 on: September 27, 2007, 04:03:21 PM »
Hey there, newbie guy here and I've been playing Warakia lately.

About ending a block string with a summon, does it matter which one? or would C be a better choice? Also I usually end my block strings with the charged whirlwinds since it kinda works like a frametrap due to the delay and so far quite a few players I go up against get hit by it

/shrug

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #31 on: September 27, 2007, 05:47:24 PM »
Hey there, newbie guy here and I've been playing Warakia lately.

About ending a block string with a summon, does it matter which one? or would C be a better choice? Also I usually end my block strings with the charged whirlwinds since it kinda works like a frametrap due to the delay and so far quite a few players I go up against get hit by it

/shrug

Actually tornado can become quite dangerous if used in a blockstring too much. Fast characters like VAkiha can speed past the Tornado and grab you and some other weird shit.

Summons in general are not really safe to use in blockstrings. If you nero summon then they can super jump past and hit you. Akiha while a nice overhead is also easily punishable (shield, dash grab, etc). Nanaya summon I guess is one of the safer ones but not all too usefull....

imo
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Shiro

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #32 on: September 27, 2007, 05:58:23 PM »
Hey there, newbie guy here and I've been playing Warakia lately.

About ending a block string with a summon, does it matter which one? or would C be a better choice? Also I usually end my block strings with the charged whirlwinds since it kinda works like a frametrap due to the delay and so far quite a few players I go up against get hit by it

/shrug

Actually tornado can become quite dangerous if used in a blockstring too much. Fast characters like VAkiha can speed past the Tornado and grab you and some other weird shit.

Summons in general are not really safe to use in blockstrings. If you nero summon then they can super jump past and hit you. Akiha while a nice overhead is also easily punishable (shield, dash grab, etc). Nanaya summon I guess is one of the safer ones but not all too usefull....

imo
hmm sounds like good options. In the end it's all about mixing it up anyways.

Offline Nevan

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #33 on: October 11, 2007, 03:19:30 AM »
Hey pplz, im new in the forum and i recentrly started to play MB AC vB hehe And yeah, my fave char is 'psyko' Wara :p I've been trying some cool combos, i found 2 wich i liked alot lol :p here it goes:

1st - 6Bx2 > 6C > 8Bx2 > Drill C > 214C - its quite simple and u can output + dmg with: 6Bx2 > 2Cx2 > 6C > 8Bx2 > Drill C > 214C

2nd- 6Bx2 > 2B > 2Cx2 > 236C

Well if u tryied it share ur opinion ;) (yeah they r a bit n00bish combos lol but atm is the best i can do xD)

Btw, i dont use much teleport or summons, basicly i use forward dash + 5Bx2 then start the combo, i rarely use Arcs lol been able to beat most of my oponents this way...well i dont say what i use fully...secret :p but to take advantage of Wara's speed is very usefull ^^
« Last Edit: October 11, 2007, 04:31:11 AM by Nevan »
Owarida!!!

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #34 on: October 11, 2007, 11:03:42 AM »
Hey pplz, im new in the forum and i recentrly started to play MB AC vB hehe And yeah, my fave char is 'psyko' Wara :p I've been trying some cool combos, i found 2 wich i liked alot lol :p here it goes:

1st - 6Bx2 > 6C > 8Bx2 > Drill C > 214C - its quite simple and u can output + dmg with: 6Bx2 > 2Cx2 > 6C > 8Bx2 > Drill C > 214C

2nd- 6Bx2 > 2B > 2Cx2 > 236C

Well if u tryied it share ur opinion ;) (yeah they r a bit n00bish combos lol but atm is the best i can do xD)

Btw, i dont use much teleport or summons, basicly i use forward dash + 5Bx2 then start the combo, i rarely use Arcs lol been able to beat most of my oponents this way...well i dont say what i use fully...secret :p but to take advantage of Wara's speed is very usefull ^^


Actually the first combo you said doesn't really connect from 5b (I think this is what you  meant since Wara has no 6b) > 6c ^^; And I'm not really sure what you mean by Drill C and 8bx2 :O

As for the second combo you can extend it after the 236c into 2c > 6c > j.c > Neutral j.c (with Neutral jump, you get more hits off of the j.421c) > j.421c or air throw. Or you can end it with 2c and do nero summon ^^


Welcome btw :p
« Last Edit: October 11, 2007, 11:06:10 AM by ehrik »
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Nevan

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #35 on: October 12, 2007, 01:04:43 AM »
Thanks ^^
Sry i've explained meself bad lol 8C = Up.C but it should be j.C lol Drill is j.2C. Many thx for the hint m8 ;) now i now that 8/numpad Up is j. hehe
Btw, i started to use 214C Summon > 6C to launch > air combo prolly j.Ax3 > j.2C > j.214C or AT

I'll see if i can make a vid on practice mode to show ya guys how i play, that way u can tell what/where i can get better hehe
« Last Edit: October 12, 2007, 01:18:39 AM by Nevan »
Owarida!!!

Offline Shiro

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #36 on: October 13, 2007, 11:10:27 AM »
Btw, i started to use 214C Summon > 6C to launch > air combo prolly j.Ax3 > j.2C > j.214C or AT
Would j2C even combo? o_O I would think that it didn't due to the startup on it.

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #37 on: October 13, 2007, 12:11:08 PM »
Btw, i started to use 214C Summon > 6C to launch > air combo prolly j.Ax3 > j.2C > j.214C or AT
Would j2C even combo? o_O I would think that it didn't due to the startup on it.

It doesn't combo, and if it does manage to hit it becomes invalid
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #38 on: October 14, 2007, 07:54:49 AM »
Oh shit double post.

Here are some stratagies I've gleaned from CMVs, and match videos or stuff I've made up entirely:


Okizeme

IAD Mixups
---

With Warakia, you can do several things on your opponent's wakeup or okizeme and one of them is his IAD mix ups. (This is also applicable during blockstrings and during Nero summon)

On wakeup your opponent can do:

i) Block High: Go with option 1
ii) Block Low: Go with option 2/3
iii) Shield: Option 1
iiii) Heat: You can only avoid this if you anticipate their heat

Basically you can either do:

1) IAD whiff j.c
   a) Do low hit attacks
   b) throw immediatly
[Defeats i, and iii]

2) IAD slightly higher, and the J.c WILL hit (If they're expecting a low attack after getting punished by number 1)
   a) Normal bnb
[Defeats ii]

3) If number 2 is too hard, you can IAD and do a j.b instead which won't whiff as much as J.c once you hit the ground.
   a) Normal bnb
[Defeats ii]

4) If you expect a Heat coming, IAD then jump up to avoid the heat then throw/hit them

The J.C
---

Wara's J.c is a powerful tool for instilling fear into the hearts of the people who play MB.

J.c also extends Warakia's hitbox so that if hes close enough to the ground, his j.c will whiff and make him automatically land on the ground. This is important!
This is very useful to confuse your opponent.

To set this up:

2c > 2a whiff
2c > Jump cancel

CORNER:

2c > 236c > 2c > 2a whiff
2c > 236c > 2c > jump cancel

Or just basic ground throw


then you can do:

IAD > jump > j.c
SJ > jump (do this immediately after SJ) > j.c
Jump forward > Air dash > jump > j.c

To crossup and make it look like 50/50 you have to tilt slightly forward or backwards during the second jump or during the J.c. From what I can see from this video where I got this strategy from, the guy used j.c's momentum to crossup his opponents. I believe you can still crossup with just the second jump though.


For example:
Ciel is getting up from a knockdown. Warakia can jump into the air and pull out a j.c as they wake up. Several things can happen.



1) j.c will hit the opponent
2) The opponent will block the j.c but low block early and get hit by one of the 3 hits j.c offers.
3) j.c will completely whiff into:
   i) 2a (low hit) > BnB
   ii) Throw
   iii) Dodge or shield (For wakeup heats)
4) Abuse his neutral jump so that you can tilt slightly forward or backwards for a crossup.


Nero Summon Setups

Nero is one of Warakia's most powerful tools.

Pros and Cons
---

Pros:
      -Slightly blocks Warakia from view
      -Sets up a whole slew of things, okizeme, high damage combos, etc
      -If opponents try to escape, it can be punished.

Cons:
      -If you guess wrong on what your opponent is going to do, you're in for a world of hurt.
      -If you let out Nero too early, sometimes the Nero summon will completely whiff
      -If you summon Nero during a blockstring they can easily punish you for it
      -Some characters can dodge just by ducking

Nero Summon Setups:
---

Throwing: One of the most basic options for a Nero Summon. However, this entirely depends on how early or how late you pull out Nero after knockdown. If you time the nero summon right, you'll be able to throw your opponent easily. The timing for throwing out a nero summon to set up a throw is about the amount of frames it takes for a 5a/2a to come out. So you can time it nicely by whiff cancelling 2c into 5a > 2a. Though, make sure your opponent isn't going to pull out a heat, wakeup ex, etc while you're about to throw them. If your opponent tends to shield the Nero hit, throw punish them or they'll punish you to hell if you try to do any normal attacks.

IADs: Yes, you can apply IAD mixups into the Nero Summon Setup. Just like with IAD mixups on okizeme or during blockstrings, you have several options:

1) IAD j.c whiff to Throw / 2a low hit
2) IAD j.b > into BnB
3) IAD j.c HIT > Combo into BnB
4) IAD j.c/j.b Cross up (Depends on whether or not your opponent is in the corner)
5) Dash 2a > iad j.b / j.c hit > Combo into BnB (This also depends on whether or not your opponent is in the corner. If they aren't in the corner, then you'll just cross up your opponent.)

421 ABC: Yes, teleporting becomes useful for this! Here are your options:

1) 421c = Crossed up opponent. You can combo after this or throw if they aren't in block stun from the Nero Summon.
2) 421b = Fake out for 421c. Can be punished by wakeup EX or 2a, etc.
3) 421a = Fake out for 421b/c. All though this is a handy tool for dodging most wakeup exs and for punishing whiffed 5/2abc. However if the range on the EX is very long such as Hairou or Flametoungue EX you'll get punished.

http://www.youtube.com/watch?v=MrYBAyKursQ Illustrated visually in this video.

Safe Heating: You can either rush up to the opponent and heat or heat from behind your Nero. Be careful though, as it can be punished by some ADs and Wakeup EXs

The Good Ole' Hitting:

1) Rush with 2a low hit
2) Stay in place, then do 2c (Low hit) > Launcher of your choice > air combo

Punishes:

Your opponent will have some options for when they wake up from Nero summon. Here are the pros and cons from the perspective of the opponent.

1) Wakeup Heat:
    Pros: Will dodge Nero hit
    Cons: Easily punishable by: DJ or J > into J.c , Clash with 5b , Dodge heat , Throw , [IN CORNER] 236c > 2c > 6c > j.c > 8j.c > j.421c / j.c > j.c  throw (5k~ damage) , Arc Drive
2) Backdash:
    Pros: Will dodge Nero hit
    Cons: Easily Punishable by: IAD > j.b/j.c , depending on whether or not they have a good or bad back dash you can Arc Drive
3) Dodge:
    Pros: Will Dodge Nero hit
    Cons: Easily Punishable by: Throw , Meaties , [IN CORNER] 236c > 2c > 6c > j.c > 8j.c > j.421c / j.c > j.c  throw (5k~ damage) , Arc Drive
4) Jumping out of range:
    Pros: Will dodge nero hit
    Cons: Moderataly hard to punish if they have TRIPLE JUMP >_>. But the only way they'll be able to jump out of range is if you summon Nero late. You can airthrow them as they come up, or use antiair such as 623a , 2b (if they're close enough to the ground) > j.aa > j.b > j.aa > j.b > j.421c / throw , 5b (If they're close enough to the ground) > 2b > j.aa > j.b > j.aa > j.b > j.421c / throw.
5) Wakeup Ex
    Pros: If wara doesn't know its coming, then Wara is dead F O E
    Cons: Easily Punishable if the Wara player knows its coming: Arc Drive, shield, dodge EX with 421abc (depending on what EX it is)
6) (NERO AND WHITE LEN ONLY) DASH OUT FOR GREAT JUSTICE.
    Pros: You're totally out of range from Nero summon
    Cons: If Wara sees it, Wara can punish it. Wara can just walk up to them and start comboing or throw.
« Last Edit: October 20, 2007, 07:52:30 AM by ehrik »
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Shiro

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #39 on: October 14, 2007, 10:13:12 AM »
Wow that's a lot of really good info.

I definately gotta check this out once I get back home to SA

d(^_^d )

Offline Tiamat

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #40 on: October 14, 2007, 10:35:24 AM »
I wanted to mention something really bad about the Nero summon that I didn't notice until like a month ago...mentioned in another thread but I'm starting to think Nero summon isn't such a good idea after knockdowns on some characters and should use Nanaya summon instead.  The reason for this is that many characters like Akiha can avoid nero summon completely simply by crouching...lol...

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #41 on: October 14, 2007, 12:34:20 PM »
I wanted to mention something really bad about the Nero summon that I didn't notice until like a month ago...mentioned in another thread but I'm starting to think Nero summon isn't such a good idea after knockdowns on some characters and should use Nanaya summon instead.  The reason for this is that many characters like Akiha can avoid nero summon completely simply by crouching...lol...

Actually if they can crouch to dodge it then just use IAD j.b D:

Nanaya summon imo, is more useless since everyone can just jump over it.

Anyways, even if Akiha crouched dodged it, theres nothing she can really do. If she does 2a, then she'll get hit by the summon. If she does anything else she'll get hit by the nero summon or be punished by Wara.

« Last Edit: October 14, 2007, 12:47:34 PM by ehrik »
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline dakanya

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #42 on: October 14, 2007, 12:58:49 PM »
4928 (22:48:08) (Altrael) Well
4929 (22:48:09) (Altrael) With Wara
4930 (22:48:13) (Altrael) Everything is useless so like
4931 (22:48:16) (Altrael) You have to invent uses
4933 (22:48:39) (Altrael) It's pretty much all about feeling out what the other guy understands
4934 (22:48:45) (Altrael) Once you have a grasp on what he does
4935 (22:48:48) (Altrael) Then you can do "risky" stuff
4936 (22:48:54) (Altrael) Because it's better risk/reward
4937 (22:49:02) (Altrael) When you know the probability of someone doing something
thundering waterfalls

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #43 on: October 14, 2007, 01:31:50 PM »
Yeah everything sucks with Wara.
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Tiamat

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #44 on: October 14, 2007, 03:39:51 PM »
Nanaya summon imo, is more useless since everyone can just jump over it.

we are talking about after a knockdown though...


also if you do throw > nero summon I was under the impression that even if you do the summon as quickly as possible after the throw, they will wake up at advantage because you are recovering from the summon
« Last Edit: October 14, 2007, 03:43:08 PM by Tiamat »

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #45 on: October 14, 2007, 03:57:26 PM »
Nanaya summon imo, is more useless since everyone can just jump over it.

we are talking about after a knockdown though...


also if you do throw > nero summon I was under the impression that even if you do the summon as quickly as possible after the throw, they will wake up at advantage because you are recovering from the summon

Nero summon is better used after knockdown

Nanaya summon you can still jump over after knockdown
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Tiamat

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #46 on: October 14, 2007, 04:19:28 PM »
0____________0

Offline Nevan

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #47 on: October 15, 2007, 02:04:33 AM »
Yeah everything sucks with Wara.

LOL i rly dont understand that kind of atitude, if u dont like Wara dont play with him, but if u like just try some stuff and u'll see that u would work soemthing out ;) I think it's a very good char, IMO(i've allways liked "dark spirited" chars), good range and some cool stuff u can mix up and beat the crap out of the oponent xD Regarding to nero summoning, yeah the 6C(the launcher) and j.6C it conects(not j.2C crap sry but the 6's and 2's and all that i just get confused, i do prefer the pointers "up" "down" "left" "right" "half circle" "quarter circle" :P).
Owarida!!!

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #48 on: October 15, 2007, 01:24:17 PM »
I love Wara, but I agree most of his arsenal isn't very good compared to others like Ciel.

Ciel is complete bull shit against wara btw.

Dash under Wara's 5b
Dash clash with 2b
Clash Ciel's 2b with Wara's j.c/j.b



What a whore
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline dakanya

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #49 on: October 15, 2007, 01:26:42 PM »
LOL i rly dont understand that kind of atitude, if u dont like Wara dont play with him, but if u like just try some stuff and u'll see that u would work soemthing out ;) I think it's a very good char, IMO(i've allways liked "dark spirited" chars), good range and some cool stuff u can mix up and beat the crap out of the oponent xD Regarding to nero summoning, yeah the 6C(the launcher) and j.6C it conects(not j.2C crap sry but the 6's and 2's and all that i just get confused, i do prefer the pointers "up" "down" "left" "right" "half circle" "quarter circle" :P).
Regardless of whether or not you like him, the truth is Warakia sucks. Warakia doesn't have a j.6C either.
thundering waterfalls