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Author Topic: Warakia/Wallachia Moves, Combos and Strategies~  (Read 43975 times)

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Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #50 on: October 15, 2007, 02:13:57 PM »
Who has a j.6c anyways
<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 #51 on: October 16, 2007, 12:47:37 AM »
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.

Once more, when i say j.6C is Jump + "->" C, its the 'Drill', the attack when Wara extends his cape in the air. Understood now? Now i ask, what do u guys mean with j.6C? :|

LOOL this looks like an WoW discussion about who's the best class of the game, but the truth is that every class is good, but ofc EVERY ONE has their 'nemesis', so does that happen with MB, if u like to play with Wara then stick up with it, with no complaints, ofc it may seem unfair that other chars r 'overpowered', but hell with it lol just kick ass with Wara.
Owarida!!!

Offline Shiro

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #52 on: October 16, 2007, 07:41:31 AM »
Once more, when i say j.6C is Jump + "->" C, its the 'Drill', the attack when Wara extends his cape in the air. Understood now? Now i ask, what do u guys mean with j.6C? :|
...what?

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #53 on: October 16, 2007, 10:53:23 AM »
The only thing wara has is a j.2c unless j.6c has been eluding me for the past year. D:
<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 #54 on: October 16, 2007, 11:33:36 AM »
I know the "drill" being 22A/B/C not j.6C o_O

and wara extending his cape in the air..I can only think of 4 things: 6C, j.B, j.C, j.2C

and so I ask...wtf are you smoking?

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #55 on: October 16, 2007, 02:09:25 PM »
Hes probably just a little confused with the notation or something.
<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 #56 on: October 17, 2007, 12:21:19 AM »
I know the "drill" being 22A/B/C not j.6C o_O

and wara extending his cape in the air..I can only think of 4 things: 6C, j.B, j.C, j.2C

and so I ask...wtf are you smoking?

O.o...yeah its j.C, guys i play this on computer, so i do get confused the notation like Ehrik said. So when i say j.6C its when u land a freaking j.A/Bx2(in the air) land a j.C then u press "->" or the key number 6 in the keypad on ur keyboard to the right of the pointers, wich make's Wara extend his cape like a drill, i call it the drill cause once u hit ur oponent with it, it hits for 5/6 hits(dont remeber how many). But iYes! u can do j.C, but i do j."->"6 after i land a j.C to extend the combo and to finish it with an AT or 214.C(and this may be what u guys call the "drill"). If u r happy for me to call it j.C its fine as long u dont say ass stuff -.-'' just wanted to make meself clear due to "j.6C" kk?
Owarida!!!

Offline Alt

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #57 on: October 18, 2007, 12:43:16 AM »
Figured out a decent corner tech-trap: Once you connect vs a cornered enemy do a ground combo into a 2c (2 hits) that hits as far away as you can manage without the move whiffing entirely then combo it into 22b (don't hold b). Immediately after 22b do either:

   Arc Drive or BHAD: Safe, leaves you at advantage and does fat damage if the enemy techs. Leaves you at disadvantage and does unimpressive damage but still safe if enemy doesn't tech.

or

   5c: if enemy techs forward the last hit of 5c should connect and you can do 2b5b(2 hits)2c(2 hits) into the corner combo of your choice. If the enemy techs backward or neutral you hit him with 5c and you have advantage to do whatever (maybe 22c for protected rushdown?). If the enemy doesn't tech you're not gonna be too happy.

IMPORTANT: Before employing this setup you should determine whether or not your enemy techs out of 22a/b or not. If he doesn't then there's no real reason to use it. It's a good idea to learn the spacing for the 2c(2 hits)22b so you know that if the enemy forward techs they will still get caught. If you space it really tightly he might believe he can forward tech behind you and get messed up for his trouble.

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #58 on: October 18, 2007, 10:50:26 AM »
Kinda still works with 2c > 22a if you're closer, but you have to lag the AD if they forward tech and it does really crap damage >_>
<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 #59 on: October 22, 2007, 11:16:53 AM »
Neat heat punish clash: IAD > j.c will clash with heat if you time it right. You can do it if you're punishing heat during Nero summon or just heats in general
<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 #60 on: November 05, 2007, 02:40:21 PM »
Haha I found something cool.

Normally when you use j.c on a blocking person you  usually aren't able to Air dash after the blocked j.c if you're too close to the ground right? But if you IAD right after the block j.c then you can continue your aerial assault

Provided you have a air dash and a jump left of course
<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 #61 on: November 06, 2007, 01:08:52 AM »
O'rly? Nice ;)
Owarida!!!

Offline RoboDuk

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #62 on: November 12, 2007, 03:03:23 PM »
is j.C->j.2C any useful in mixup? or do you reckon the pushback hinders your momentum to much? since the j.2C only chains 1-2 hits in

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #63 on: November 13, 2007, 01:28:22 PM »
is j.C->j.2C any useful in mixup? or do you reckon the pushback hinders your momentum to much? since the j.2C only chains 1-2 hits in

j.2c should probably never be used unless to confuse a person with just enough health to die from j.2c
<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 #64 on: November 17, 2007, 01:19:14 PM »
<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 Davey

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #65 on: December 06, 2007, 12:43:51 AM »
Meh...the standard combo does more damage..i think they build about the same amount of meter too...
Also, i don't know if Alt posted this cuz it's way early in the mornin and my eye's are dying  :slowpoke:
buuut...in the corner, after you hit with whatever combo and throw a 6c, if you time the jump
just right, you can jc, jc, airthrow WITHOUT dashing in, and then forward dashing immediately
after airthrowing and doing another jc as an overhead, or throw jc really close to the ground so it
cancels and then 2a for mixup...but it's really vulnerable to wake-up dp's...

With the 2P crossover bonus, this is reeeeally useful for cross-ups...too bad wara has like, no air moves
that hit behind him  :emo:

2a, 2a, 2b, 2c(2 hits), 6c, jc, jc, throw, airdash, jc, 5b(2 hits), 2b, 2c(2hits), 6c, jc, jc, 421c
                          OR                        airdash, 2a, 2b, 2c(2hits), 6c, jc, jc, 421c
Davey:    Andrew...even I land most of my combos, and I've played like, 2 weeks?
Andrew:  Well, that's cuz you use the standard launcher!!! Mine is non-standard and damn near impossible!!
Magz:     So why do you use it -.-?
Andrew:  ...Shut up -.-

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #66 on: December 06, 2007, 02:38:11 AM »
Yeah malice combo is useless. Its just cool to look at  :p

and yeah I think everyone knew about the 6c  lag jumpish thing already
<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 Davey

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #67 on: December 06, 2007, 09:10:35 AM »
DAMN thought i was being usefull T~T  :'(  :emo:
Davey:    Andrew...even I land most of my combos, and I've played like, 2 weeks?
Andrew:  Well, that's cuz you use the standard launcher!!! Mine is non-standard and damn near impossible!!
Magz:     So why do you use it -.-?
Andrew:  ...Shut up -.-

Offline ehrik

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #68 on: December 06, 2007, 02:14:50 PM »
DAMN thought i was being usefull T~T  :'(  :emo:

D:! btw Neutral jumping the second j.c lets you get more hits off of the j.421c
<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 #69 on: February 18, 2008, 08:27:33 AM »
So liek random blockstring for jumpers

2ax2/x3 (stagger) > 6c > 214a8 (jump has priority if 6c hits) / 2c
<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 Xavori

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #70 on: May 01, 2008, 11:28:18 PM »
Greetings~

Though I guess I am trolling off of my home forum of Miyako Arima, I would like to contribute a few points, since I enjoy using Warakia when playing against new players, as his lines カット are really カット fun to カット say. ^^;; However, my Warakia style is a bit different from the norm. I use my circuit purely for Heating and Arc Driving instead of for the j.421C combo ender, and utilize combos that trade a lower damage for a Nero summon ender, or just pressure in general.

Note: Unless otherwise noted, perform all hits of a move.
Note: All damage values are versus Warakia
Note: Attachment~

From most useful to least...

2A>5B(1 hit)>5C(1 hit)>2C>214C
-Low hit confirm, Nero ender
-You can continue with 5B or 5C if you are very close to the opponent or have dash momentum. However, one hit of each will guarantee that they stay in range for both 2C hits and that you'll get the untechable knockdown.

5B>5C>2B>215C
-3084 damage, Nero Ender
-I use 5B to win clash wars. Be sure not to 5C until after 5B's second clash. If the war continues, you might win with 5C, but it comes out very slowly. Use 2B or 2A if you don't feel confident in 5C.

2A>2B>2C>6C>xx>j.C>dash>throw>jump
-Approx. 3529 damage ((Critical hit, sorry.)), maintains some pressure since you can attack on the way down, adds more damage. I don't use it, but it's a nice middle ground between pressure and damage.

5C>2C>6C>xx>j.C>j.C>dash>throw
-Optimized Damage BnB, very few chances of use, no pressure, position reset if midscreen, Warakia stays too close for comfort if used in a corner >.<;;, 4566 damage =)


Building off of XRAM's excellent post on Nero summons, I would like to add a few things:
-With proper timing, Nero will hit the opponent while you are in your throw animation.
-In my opinion, learning the high/low mix-ups is great for increased damage output. However, if you prefer keeping pressure, dash>throw is better, since, if you can "train" your opponent to try to poke out of the set-up, you gain even more options: Dash>block, IAD>nothing ((if they prefer low pokes, but beware of 5As)), Dash>early whiff 2A ((to stop early)), or even just walking forward. Nero will hit, after which you can 2C>214C and reset.
-Against a Heat Activation, one can also EX-Shield, then perform the Optimized BnB. 4566 damage is usually enough to K.O. an opponent who is Activating.
-I usually use Dash>2B to punish backdashes, then combo into 2C>214C.
-You can also do a rising j.C>air dash>any of the IAD maneuvers, if they predict a high-hit. Rising j.C will whiff against a crouching opponent, but personal experience says that blocking a j.C lulls the opponent into a false sense of security. >.>
-Personal experience also says, beware of Sion, Kohaku, Ren, and especially Miyako, since their dodges move them forward. Dash>early 2A>Throw works best, since it accommodates for that extra movement.

^___^ I am by no means an expert, so feel free to disregard any or all of the above, but I hope that I helped a little...

Offline sumbody

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #71 on: May 03, 2008, 12:33:38 PM »
I sorta enjoy using Warakia too. His laugh seems to attract me. Lolz. Besides that, I stick with Warc more often.

Thanks for the guide and tips. My only complaints about him is his low defence. He seems to take damage like drinking water. V. Akiha has speeds to compensate for her low defence but Warakia is just normal in terms of speed and a little better in terms of normal ranges. Heck, Nero has better defence and better normals.

Offline Light

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #72 on: July 28, 2008, 02:32:32 AM »
Is there a reverse beat whiff combo that setups up Nero summon, if you start it with 2A? Summoning Nero with 2C seems kinda weak, since you lose some options you'd have with the reverse beat setup. I ask since a lot of the times if I try to use 5A, it ends up hitting the opponent.

I guess not, eh?
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Offline V-Kattou

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #73 on: July 28, 2008, 07:16:57 PM »
Is there a reverse beat whiff combo that setups up Nero summon, if you start it with 2A? Summoning Nero with 2C seems kinda weak, since you lose some options you'd have with the reverse beat setup. I ask since a lot of the times if I try to use 5A, it ends up hitting the opponent.

I guess not, eh?



A bit late, so not able to think clearly, but so far I can only think of 2 possible solutions:

2a 2a 2a 2a 2b 5b 2c 5a (whiff) 214c.   With 4x 2a when you're as close as possible, you'll be out of range so the 5a won't hit (tired, so have only checked on Akiha).

Edit: And now that I have gotten even more tired, I made up something new: 2a 2b 5b 5c (2 hits) 2c 5a (whiff) 214c. This should put the opponent out of 5a range no matter how close you were when you started the combo.

Corner: 2a 2b 5b 2c 236c 2c 2a (whiff) 214c. Standard stuff, good damage, crossover possibilities you name it. (Timing only seems to be tricky against Warc)
« Last Edit: July 28, 2008, 09:43:46 PM by V-Kattou »

Offline Nebiros

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Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #74 on: August 02, 2008, 12:50:29 PM »
Um..quick question....
Is it better to end combo with 2c 214c, go for air throw, or j421c?
I heard that most Warachia players usually go for the Nero summon.....
Also, is it unsafe to summon after j421c? .___.;;

Quote
Summoning Nero with 2C seems kinda weak, since you lose some options you'd have with the reverse beat setup

What's the difference between summoning after 2c and summon after 2c 5a oO

Oh, and I was wondering if it was possible to combo with 623c
« Last Edit: August 02, 2008, 01:03:46 PM by Nebiros »