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

Author Topic: Warakia/Wallachia Moves, Combos and Strategies~  (Read 43921 times)

0 Members and 1 Guest are viewing this topic.

Offline V-Kattou

  • Jr. Spellcaster
  • **
  • Posts: 49
  • Magic Circuits: 2
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #75 on: August 02, 2008, 02:15:37 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



It is highly unsafe to summon after j421c, since it's a free combo to the other player.

You can't combo from 623c

If you whiff with 2a/5a after a 2c before using 214c, you gain more time before the nero summon attacks. If you just do 2c 214c, you don't have time to throw.

And about what you do after 2c, I think it's mainly up to the player. Personally I never do airthrow (unless I forget to check if I have meter) so I use 214c if I don't have meter to do the j421c, because 214c gives you so many mixup options.

Offline ehrik

  • Magus
  • *****
  • Posts: 1555
  • Magic Circuits: 144
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #76 on: September 03, 2008, 01:06:58 PM »
Some oki options from the NIGHT ON THE BLOOD LIER video if you're too lazy to figure it out. (Wanted to do this before I forgot it all, and saw LK's thread so I wanted to post about wara too)

These are all mainly done after knockdown. 2ab5b2c can also be applied to 2ab5b2c > 236c > 2c enders.

(Facing left to right)

Anywhere Oki:

2ab5b2c > 8 > 66 > 8 > j.c (Meaty on jumpers if timed right)
"" > 8 > 66 > 8 > 4j.c (Make sure it looks like you're about to crossup, mainly used for when they stop jumping out on wakeup.)
"" > 8 > 66 > 8 > 6j.c (crossup)
"" > 8 > 66 > 8 > 6/5j.c whiff (low hit mixup)

[This next set can also used after 2ab5b2c]

Throw > 66 > 8 > j.c > 5b (Momentum will crossup after neutral jump. Do not do 9 instead of 8 because it'll carry you too far)
"" > 66 > 8 > 44j.c (If you dash back too far then use 2c to connect combo after j.c hits)
"" > 66 > 8 > 8 > 4j.c

2aaa (However many As you need to get them as far away as possible away from you)b5b2c > IAD (Wait until you’re about to fall down, the IAD will cross up btw so read notation accordingly) > 8 > 4j.c
"" > IAD > 8 > j.c (non crossup version)

This 2aaab5b2c > IAD oki is fucking strong. It makes the cross up VERY ambiguous so its hard to tell if they’re coming for a cross up or not. HOWEVER, do not use this on people who jump often on wakeup as they will be able to avoid it. There is no low/high options, only cross up fun.


Corner only Oki:

Throw (Corner only) > SJ > j.c (meaty high, 3hits)
"" > SJ > j.c whiff (lowhit) [you can also SJ early before they get up and whiff the j.c while they’re recovering, but if they find out you‘re doing it early, stop doing it]
"" > SJ > j.c > IAD > j.b
"" > SJ > j.c > IAD > j.c (whiff)
"" > SJ > j.c > IAD > j.c (1hit)
"" > SJ > 66 (do this late as possible) > j.c whiff (low hit, they should be scared of jumping out before you use this)
"" > SJ >  66 (do this late as possible) > j.b (2hits)
"" > SJ > 66 (do this late as possible) > j.ba (j.a will cancel j.b into 1 hit instead, the j.a will whiff. Only do this if they’re used to blocking 2hit j.b)

I'll post some more later, once I remember them.
« Last Edit: September 03, 2008, 01:12:10 PM by XRAM-006VC »
<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 Light

  • Spellcaster
  • ***
  • Posts: 440
  • Magic Circuits: 2
  • KenjiX
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #77 on: September 04, 2008, 02:08:48 PM »

If you whiff with 2a/5a after a 2c before using 214c, you gain more time before the nero summon attacks. If you just do 2c 214c, you don't have time to throw.

Yup. Also you get nice CH setups, some of which trade in your favor, giving free combos/air juggles.

And about what you do after 2c, I think it's mainly up to the player. Personally I never do airthrow (unless I forget to check if I have meter) so I use 214c if I don't have meter to do the j421c, because 214c gives you so many mixup options.

True. As result of that fact, I usually reset into another Nero summon or go into his high/low IAD mixups.
♪ Fairy Tale Transparently ♪
http://www.youtube.com/watch?v=-SKjB_mk_so

Offline Benny1

  • Spellcaster
  • ***
  • Posts: 403
  • Magic Circuits: 16
  • Christmas Akiha just got sexier!
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #78 on: September 25, 2008, 07:01:32 PM »
Are there any decent summon setups for Wallachia?

214A you would use in a blockstring, obviously trying to hit overhead.  214B... I've tired to use it.  It's been jumped every time, and it's a pain to do on a wakeup, since if you do a 2C both hits 214B, it goes off before they wake up, and if you do 214B after the 2C recovers, it's kinda brutal for you sometimes.  Nero is a little beter, 214C hits right after they wake up, but that does crap, and I had a Nanaya go clean through it with 623AA somehow.

Arc summon might be good in particular.

I'm qutie interested in Wallachia, especially since his improvements in MBAA...
C-Wara main, H-Warc/F-Sion alt.

Offline ehrik

  • Magus
  • *****
  • Posts: 1555
  • Magic Circuits: 144
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #79 on: September 26, 2008, 12:54:15 PM »
Nero is the best imo after 2c. If nanayas are 623aing through it, just punish them right after. You can pretty much dodge it all the time unless you run in mashing. If they try to jump out they also get hit.

Nanaya is good for like when you're far away and they keep spamming projectiles, forces them to move. (Also good against aoko if she just bunkers down with orbs.) Nanaya is also pretty decent oki option, but I haven't used it much so I don't know much about it yet. To make nanaya hit after 2c you need to lag the summon or whiff 2a / 5a after 2c before summoning.
<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 Light

  • Spellcaster
  • ***
  • Posts: 440
  • Magic Circuits: 2
  • KenjiX
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #80 on: September 26, 2008, 01:48:42 PM »
^What about summoning Nanaya after a far range 5C? Would it be safe against some of the cast?
♪ Fairy Tale Transparently ♪
http://www.youtube.com/watch?v=-SKjB_mk_so

Offline ehrik

  • Magus
  • *****
  • Posts: 1555
  • Magic Circuits: 144
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #81 on: September 26, 2008, 03:40:23 PM »
If you mean 5c on block, its fine since you're doing it from a distance. You usually won't get hit unless someone has an attack that can hit you right before you recover fully (ie, ex heiro). If you meant 5c on hit, if they get hit out of the air its not very wise to do, and if they get hit while on the ground its better to reset into an IAD. 
<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 lain102300

  • Jr. Spellcaster
  • **
  • Posts: 101
  • Magic Circuits: 9
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #82 on: September 27, 2008, 10:28:37 AM »
Nanaya summon is only useful for zoning, and its pretty crappy at that. It hits fullscreen tho, so when you want to harass the other side or bait them to coming to your side, Nanaya summon shines in that regard. If they try to jump it, you could try dash-in 623c but that's just gimmicks. Nanaya summon, like most of Warachia's normals, is generally just a poke and something you throw out to fill up the screen. Don't use it unless the other person is on the opposite corner or after a blockstring ender (preferably 5c) because it has some pretty terrible recovery. Nanaya summon after throw works as a meaty but its pretty risky since you'll probably lose to reversal DP.

Nero summon is only useful after knockdown and, as far as oki options go, isn't that bad. Midscreen it generally loses to reversal backdash although you can bait that with 2c, 5c, or dash 5b. In corner, its absolutely wicked as you can delay it for throw. It also creates a safe Force Heat setup since the Nero claw covers. Nero summon major setbacks is that it loses a lot to shield, which shuts down the 2a, 2b, IAD j.b options. It also loses out to jumping of all things, which means you should go for the 2a or 2c meaty to get respect. One of my major peeves with Nero is that it does not hit the opponent out of reversal DP. So if you dash in and eat EX DP from Nanaya, Nero generally will not Nanaya out.

I think the most underrated setup that not a lot of Wara's use is EX Tornado. It pretty much splits the screen at the divide and has a ton of frame advantage on block. Best of all, you can use it as a meaty after EX Pinwheel and its safe. I generally use EX Tornado after 5c 22 to stuff anyone from dashing in or after throw/EX Pinwheel if I want a safe Heat setup. It only loses out against Ciel but that was pretty much a given. You can't combo after it unlike Warc summon, but at 50% cheaper, it's more user friendly. Use EX Tornado at range and optimally at half screen. If they auto-shield the tornado, go for the throw or the jump-in.


Offline ehrik

  • Magus
  • *****
  • Posts: 1555
  • Magic Circuits: 144
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #83 on: September 27, 2008, 11:44:47 AM »
Another good use for tornado is during corner blockstring. If you do either 236b/22a/22b into 22c ex nado then you pretty much have a ton of options to choose from for mixups. IAD mixups, akiha summon, etc etc and unlike the warc summon version after 236b/22a/22b you get much more freedom in general. Like lain said, its awesome but no one really uses it.

Also an interesting glitch I found is that if you 2c while they block the 22c and if whiff cancel it quickly enough you won't get pushed back like you usually would. Not too sure on how useful it would be besides being able to rush in faster.
<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 Light

  • Spellcaster
  • ***
  • Posts: 440
  • Magic Circuits: 2
  • KenjiX
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #84 on: September 27, 2008, 05:28:56 PM »
Thanks a lot you guys. You happened to confirm some other things I wasn't too sure about, as well.

Anyone have some buff CH combos off of Nero summon? The ones I do don't do much damage since launch I tend to hitconfirm after the trading CH with 2B afterwards, and so I'm forced to use jA if I want to land the full combo. Does pitiful damage.
♪ Fairy Tale Transparently ♪
http://www.youtube.com/watch?v=-SKjB_mk_so

Offline lain102300

  • Jr. Spellcaster
  • **
  • Posts: 101
  • Magic Circuits: 9
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #85 on: September 27, 2008, 07:53:39 PM »
Standard follow up on CH off Nero or Nanaya summon is generally:

CH > 2a > 2b > j.a > j.c > j.c > throw/pinwheel. So it's pretty much what you're doing already. Warakia is TERRIBLE at capitalizing off CH so don't expect much.

You'll generally have to dash in after the CH hits. If you're fast enough, you can go for the 2c > whatever, but I don't really bother. If you get a hit off a Nanaya summon, its not air techable so go for the dash 2a, 2b. If you want to be tricky, you can dash in, wait for the tech bounce, and use 2b to poke and tech punish.

Offline ehrik

  • Magus
  • *****
  • Posts: 1555
  • Magic Circuits: 144
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #86 on: September 28, 2008, 05:14:04 AM »
http://www.sendspace.com/file/yutrd4 <---What you should combo into if you hit during your mixups. I did them all as CHs (except for the 2c one), but they should all work without CH, except for the one with the IAD > j.c mixup. I showed lain's j.a > j.c > j.c version and j.b > j.c > j.c (harder to do, does more damage though) version after 2b.
<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 Light

  • Spellcaster
  • ***
  • Posts: 440
  • Magic Circuits: 2
  • KenjiX
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #87 on: September 28, 2008, 01:21:14 PM »
Yeah that's the one I've been using. It's just really bad if you don't have meter. I'd prefer a reset into another nero summon rather than aircombo if I had a choice in that situation. Looks like 2C would work if it came out faster.
♪ Fairy Tale Transparently ♪
http://www.youtube.com/watch?v=-SKjB_mk_so

Offline okuhoshi

  • Spellcaster
  • ***
  • Posts: 267
  • Magic Circuits: 21
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #88 on: October 16, 2008, 04:20:02 PM »
B2 warakia combo and okizume Strategies video, made by a taiwan player
http://www.mediafire.com/download.php?dzyma1enzdn

good stuff especially for starters
« Last Edit: October 16, 2008, 04:37:44 PM by okuhoshi »


Offline okuhoshi

  • Spellcaster
  • ***
  • Posts: 267
  • Magic Circuits: 21
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #90 on: October 16, 2008, 06:27:54 PM »


just for better quality then :psyduck:

Offline ehrik

  • Magus
  • *****
  • Posts: 1555
  • Magic Circuits: 144
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #91 on: November 01, 2008, 07:49:40 AM »
edit: nvm, thanks to veteru for clearing it up.
« Last Edit: November 01, 2008, 08:00:22 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 Benny1

  • Spellcaster
  • ***
  • Posts: 403
  • Magic Circuits: 16
  • Christmas Akiha just got sexier!
    • View Profile
Re: Warakia/Wallachia Moves, Combos and Strategies~
« Reply #92 on: April 29, 2009, 02:48:29 PM »
lol 120 days of no posting too bad.

Things I've been trying out with Wallachia:

2ABC 5A whiff 5C.

This is godlike.  Run this like... twice, depending on how much your opponent respects Wallachia (probably not much), then start doing other stuff after the whiff.  IAD works a lot, or dashin 5B is one of my favorites.  Most of my pressure strings go of the flow 5B 2B 2C 5A.

I'm trying to do stuff like 5B 5A whiff recover 2B 5A whiff dashin 5B, because nobody ever expects you to do that so fast.  Obviously you need to be close.  Doing this off of both the first and second hit of 5B can help mix stuff up.

5B is my preferred hit confirm for anything, except for against Ciel.  Ciel eats me alive because she can dash under it!  Argh.  Hisui can clash through your 5B with 5[C] and probably your anything else, so have fun with that one.  5B is also a decent meaty, but you don't want to often let it recover, because it's still - frames, because everything Wara does is like that.  I imagine 5C might actually make a decent meaty but timing that would be weird...

I hate j.C dj.C, so I'm lazy and will always try to find a better way to do it.  My current trick is...

5B 2B 2C 6C j.CB (one hit) dj.C follow up.  It's actually more damage sometimes and certainly more meter, and the reverse beat is gone by the time 421C (okay we all know by now that follow up means 421C) is finished.  My laziness dominates everything.  At least this is better than the super omega lazy j.B dj.B.

Whenever I am in heat, I tend to do 5B 2B 2C 6C Arc Drive because I am lazy.  It turns out that doing a dashin 421A 2A meaty will freak out people and maybe (important maybe) make them drop block for whatever reason.  I need to practice the timing.  I think this is hilarious though.

There was no real point to this post btw.  I just wonder what you all think about 5B, because I'm convinced it's Wara's best normal.

Oh, also, 22A meaty in the corner after a throw is gdlk.  It resets into throw, or a regular, with a frametrap added for fun.  Not a pleasant thing for the enemy, I think.
« Last Edit: May 04, 2009, 04:21:22 PM by Benny1 »
C-Wara main, H-Warc/F-Sion alt.