Oh shit double post.
Here are some stratagies I've gleaned from CMVs, and match videos or stuff I've made up entirely:
OkizemeIAD Mixups
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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
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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 SetupsNero is one of Warakia's most powerful tools.
Pros and Cons
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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:
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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.