Melty Bread Forums

Atlas Academy => Melty Blood: Act Cadenza => Wallachia (Warakia) => : Alt March 04, 2007, 08:20:17 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: Warakia/Wallachia Moves, Combos and Strategies~
: Alt March 04, 2007, 08:20:17 PM
This is for MBAC ver.B, PC version 1.02.


Updated 8/7/07

Added: Defense level info, SPECIAL HAPPY NOTES for xx 236c 2c xx corner combo and OTG combos, EX cancel after whiffed 22a/b info (Thanks, Tiamat), SUPER IMPORTANT B&B COMBO INFO which I will duplicate here so you see it for sure: here it is: It becomes markedly easier to link jc to dj jc after 2c6c j if you wait for a short duration after the 6c before jumping. Also random minor changes which reflect my displeasure at his new status as probably the worst character besides Neco Arc.

Wara has a variety of fast not-slow and long ranged normals, he is good okay for zoning and can stop ground and air rush-ins very well okay. He has a powerful decent B&B that is moderately easy to do and can be started off almost any remotely close ranged ground hit.

Note that Wara's defense improves markedly at every 4th of his lifebar. This means you gain the most benefit from heat regen in the last 1/4 of your lifebar, though people will expect you to use heat a lot more so you might want to do it in the 3rd quarter (between 1/2 and 1/4 life) of your lifebar to be on the safe side. DOUBLE NOTE: Wara has lower def as of Ver. B PC 1.00 and higher def in Ver. B PC 1.02 than 1.00 but still lower than Ver. B PS2.

Warakia's Moves:

5A: Very fast and short ranged, hits mid, not all that great. 2b works better than 5a for almost everything I can think of that 5a is useful for. The one reason to use this move is to cancel into it in a blockstring from a non-special move with heavy recovery.

2A: Very fast and short ranged. Hits low. Good for starting combos at very close range as part of a high/low mixup or rush in when you see an opportunity or just when your enemy is real close and on the ground. If you can react to Sion's overhead kick thing this will stop it and you can do a full b&b.

5B: Comes out very fast and is longer ranged than it seems. Safe on block as far as I know. On ground hit it combos into 2c (2 hits), etc. (See the B&B).

2B: Hits mid. Comes out very fast, hits in a short distance all around Wara, beats out many jump-ins but not recommended as anti-air vs faster characters. Combos into 623c off an air hit for good damage. Combos into jump j.a j.a j.b d.jump j.a j.a j.b air throw, but that is hard and you have to cut the j.bs short and sometimes not use the first j.a of each part, the benefit of this is that you gain meter and are in a good position to start pressure but if you mess it up it can suck. Combos into 2C (2 hits) off a ground hit into B&B for excellent damage. Won't hit small people who are ducking directly in front of you. If you are sure you're going to get a counterhit you can combo this into 6c, jump, j.c,   double jump, j.c, 421c or air dash air throw, just don't do the 6c as a standard followup because your opponent can recover and smash your face.

5C: The stuffer! Comes out fast. Hits mid. Not safe to end a blockstring with at close range. This is great to walk up and throw out when your enemy is running back and forth on the ground just outside what they think your range is and doing random stuff. In general, most people underestimate the range of this move and will run into it a lot if you time it well. Also good when the enemy is just waking up because they think when you're at the edge of the range of the move they can throw something out faster than you but when they get up in the middle of it you hit first unless they perfectly time a reversal which has invincibility from frame 1. This move will eat most IADs and trade hits with a lot of mid range jump-ins. This move hits behind Wara slightly but even if your enemy gets hit behind you he still usually recovers fast enough to start a combo before the 5C finishes. If you accidentally hit someone behind you with it, quickly cancel into 5a and pray. Combos into 236C which can then, if you're close to the corner the enemy gets smacked into, combo into dash-in 623c or the much harder 5b, 2b, j, j.b (1 hit!), j.c, dj, j.c 421c or airash throw. The move hits multiple times so it's not so easy to shield. If you time it well this will also usually stuff Nanaya's teleport mixup crap.

2C: Comes out kinda fast. Long range. Hits low. Not a good move to just throw out because if your enemy chooses to IAD or jump-in anything you are totally fucked. Works well in mid-range blockstrings and is vital to his B&B because the 2nd hit combos into 6C for powerful air followups.

6C: Massive vertical and deceptively decent horizontal hitbox. Hits mid. Comes out slow. Powerful but risky anti-air since it's air-blockable and leaves you open if blocked. If it gets blocked and the enemy isn't in range of anything else you can do, cancel it into 5a and block or backdash or dodge or shield or whatever. If someone blocks it high enough in the air you can cancel it into 623a or c, both of which are air unblockable. If you land 6c it you can followup with the air portion of the B&B for good damage. I wouldn't reccomend throwing this move out at all outside of combos since it's easily punishable on reaction. The one exception is if your enemy likes to jump up high straight above you and air control to one side or the other, making it difficult for you to input a special move or to connect a 2b, you can use this as they're reaching the peak of their jump and follow up with j.c, dj, j.c 421c.

j.A: Comes out very fast, hits high. Good if you're in the air and your enemy is coming in too close and fast for j.B and j.C, combos into j.a j.B (1 hit), dj, j.a j.a j.b (1 hit), air throw (you can omit a j.a from each section of the combo depending on range).

j.B: Comes out pretty fast, hits high. Great horizontal range. Using this and 5C in conjunction is great for keep-away and frustrating the Hell out of your opponent. Don't get too predictable, though. If you time and space it well, this move can pretty much prevent Nero from doing his GIGANTIC HOLY SHIT ARGH j.C to you at all while you're in the air. Note that it isn't a good idea to jump around spamming j.b when fighting Nero.

j.C: Not too fast, not too slow, has good range, hits high. Recent experience has shown me that if your enemy is in the air is it not a very good idea to use this move because it's easy to get counterhit out of which leads to pain. It is a very good idea to learn the exact hitbox of this move because it is amazing for hitting very, very deep from far away in the air. If you hit with it close to the enemy and the ground you can combo it into 2b, B&B, if you're too high in the air but still really close to the enemy you can combo into 421 b or c. A good blockstring that starts with this is j.C, dj, j.C(low to the ground), jump towards, j.C [land, jump toward and repeat or j.2C or rush-in throw or rush-in low hit]. If you use this move right before you hit the ground you will see the animation for it but it won't actually connect, this is a good way to make your enemy block high while you go for an empty jump into low. If you train your opponent to expect pressure after a j.c you can dash in and throw pretty easily after it since it incurs impressive block stun, just delay a tiny bit so you don't try to grab during block stun.

j.2C: Comes out slow, has the same hitbox as j.C, hits high. If this hits an enemy in the air it swats them to the floor like an air throw. Good to use if the enemy is too low to air throw and too far away to 421C after an air combo. Good to throw out after a blocked j.C, if you're far enough away for it to be safe, because people rarely see it coming if you don't abuse it.

236A/B/C: I can't think of much these are useful for. 236C is good to end a ground combo after 2c with if your opponent is too far to 6C and close enough to the corner and you have enough/want to spend the circuit for dash in 623C or the painfully difficult dash in, 5b, 2b, j, j.b (1 hit), j.c, dj, j.c, 421C or airdash throw.

623A/B/C: Never found a use for the B version but the A and C are air-unblockable and C does good damage. It's good to combo into 623C if you hit the enemy  in the air with 2B. If you land a 623c and the enemy air recovers forward and doesn't jump or dash afterward you can just do another 623c, being careful not to start the input motion until they are on the opposite side of you. 623C works as a reversal since you're invincible from the first frame until really late in the move. Still kinda risky, especially if your opponent expects you to reversal.

214A/B/C: They all hit mid and the C version is air-unblockable and the A version hits overhead. It's generally best to throw a summon out at the end of a blockstring when your enemy is reasonably far away. It's never completely safe to summon except to combo into one after the second hit of an unblocked 2c or after a ground throw (C version is still too slow) but if you don't do it too frequently and mixup with tornados or rush-in throws (don't do this often and read your opponent to see if they're the type to just start going crazy the second you end a blockstring) to finish blockstrings people won't feel safe running or jumping in too quick, especially if they have 1/3 or less health. 214a is probably the riskiest summon since the hit range is so specific but it comes out the fastest and hits overhead. The range on it is perfect for using after a 2a, 2b, 2c (2 hits) blockstring. If you summon the C version then dash in and throw your enemy before it hits it will actually hit them mid-throw for around 1.7k total damage.

421A/B/C: I haven't messed with these much since they were horribly unsafe in MBR. Apparently the A and B versions are faster now but I don't have enough experience to reccomend anything for them besides maybe using the B version to escape from a corner or when an opponent is coming down from above you and you don't feel confident in blocking their mixup or to do a lame OTG combo followup 2a, 2a, 2b if you miss a launcher and your enemy is a hit or two away from death.

22A/B/C: Holding A or B down longer for the A and B versions makes them come out slightly further away. Practice this! If you whiff one of these it sucks for you very hard. These are okay to end ground combos with if you're too far away for 6C and don't want to use circuit. Throwing them out at the end of a blockstring can also catch your enemy off-guard as long as you don't make a habit of it. If you land a clean 22A or B without comboing into it your enemy will most likely be in the air and you can potentially superjump in and throw after he recovers. A fully blocked 22b (shortest range version, don't hold b at all) gives you a small frame advantage. You can cancel into EX moves or Wara's arc drive after 22a or 22b even if you whiff them entirely. Mind games, ahoy! (Note: Unsafe) 22C is good if you're reasonably sure the enemy is going to IAD or jump-in or dash-in for something, even if it gets blocked it still gets the enemy the Hell away so you have the range advantage (except against Nero and maybe Warc). 22C is a good move to use if you have a brain fart and need some space but your enemy isn't actively locking you down. It's a safer option than heat activate for letting you start some long range games but you obviously don't get the regen. You can use it to protect your heat activate if you have a lot of circuit and really need that health but are fearful of your opponent baiting heat.

63214C: Uses 150% circuit. Good bara cancel. Hits mid. Comes out pretty fast after the super freeze, does like 2.5k damage on its own. You can combo into it off 2C (2 hits) but there's pretty much no reason to do that instead of the B&B or 236C. You can throw this out when the enemy is doing something slow outside of your 22B range. It's fairly safe if blocked from mid/far range. People very often do not see this move coming and don't have a canned response for when they see it, even if they block it. You can get some mileage out of this fact by canceling into it at mid range after a pressure string and, if it's blocked, resuming pressure after it since people don't have a good idea of the frame advantage it gives. Not safe but works. If it connects as a bara or just regularly and you are close to your enemy, you can combo into 2b, 2c (2 hits), 6c, jump, j.c, double jump, j.c, air dash air throw or j.421c.

j.421A/B/C: NEVER USE THIS OUTSIDE OF A COMBO EVER. Having said that, TKing the A or B version of this move when you and your opponent both have super low health just as your enemy is rushing in to attack works more often than it should but if you become predictable doing this it is worthless. It's easy to see coming no matter how close you are and if the enemy blocks or dodges it you eat a combo. Period. ALSO, YOU CANNOT COMBO INTO THIS MOVE IN AN AIR-TO-AIR COMBO. The range on the A and B versions is absolutely horrible, and the C version isn't much better unless you combo into it after the third hit of j.c. Learn the range well because if you try to end an air combo with them and miss or do it too slow it can easily lose the round for you. In a previous version of this guide I said that this move is a crossup. It isn't. No one has ever blocked it when I used it as one so I assumed it was. I believe the reason for this is that when Wara stops for a fraction of a second in mid air to start up the move people think he is going to do j.2c or they see an opportunity for anti air and try to do something and end up eating the move. Just so this section isn't misleading about the utility of this move let me be clear: UNSAFE AS HELL AND A BAD IDEA TO USE UNLESS YOU HAVE READ THE SHIT OUT OF YOUR OPPONENT AND KNOW IT WILL HIT.

214D: Same use as any shield bunker, I guess. Hits mid. I don't know why you'd want to use this except maybe as a round finisher. Wara's only practical bunker cancels are 41236C and 421A/B/C teleports.

41236C (Heat/Blood Heat only): Comes out fast after super freeze and makes you invincible except for the last few frames, hits mid, spawns directly below the enemy. You can combo into this but it isn't worth it because it does less damage than a B&B. If your enemy is doing a blockstring on you and you're pretty sure he's about to do a move with long startup you can use this very fast and you'll be invincible, you can also use it as a reversal as you wake up if your timing is good, but in general this is a risky move to use because if it gets blocked or whiffs your enemy has the chance to combo you for free even though most people don't know the proper timing to do so. This move is only safe to use if your enemy does something retarded far away from you, most often this will be someone summoning something. If the move hits an enemy in the air the last part, the bloody smiley face thing, probably won't hit which means less damage and potential retaliation. The Heat version of this move does decent damage if the entire thing hits and the Blood Heat version does pretty good damage. If you pop a 214C right before using this, Nero will sometimes catch people on the ground off guard and hit people in the air due to his air unblockability and increase the likelyhood of the arc drive hitting as well as tack on some decent extra damage.

D (EX) (Blood Heat only): Wara's Last Arc works on both mid and low hits. As far as I know no one is able to avoid it once it's activated. Does decent damage. Hilarious to watch. Causes circuit break.

Throw: Nothing remarkable about this other than the fact that if you have 214C out and throw someone it can hit them for a bit of bonus damage.

Air Throw: I have heard someone say that it is possible to tech out of Wara's air throw and punish him afterwards. I have never been punished for air throwing so I am not sure about this. If this turns out to be true I would imaging j.2C would replace air throwing for Wara. Edit: Shonen (a good Japanese Warakia player) air throws at SBO and does not get punished so I'm pretty sure it's safe.

Heat Activation: Gigantic horizontal hitbox on this, bigger than anyone's but Nero. A lot of the time it looks like this move should be hitting someone in the air next to you but the hitbox isn't actually very high vertically so don't use this as anti air unless you believe your opponent will go deep.

Warakia Combos:

2a, 2b, 2c (2 hits), 6c, j, j.c (3 hits), dj, j.c (3 hits), [j.421a or b if close, j.421c if mid-range, dash-in air throw if far] - Basic B&B, you can do the part after 6c after just about any 6c whether or not you combo into it and whether you hit an enemy on the ground or in the air. Every ground normal except 5c will combo into 2b or 2c (2 hits) and let you continue as normal after that. If you think the enemy is too far away to 6c by the time you hit twice with 2c then combo into 5c (to force the enemy into the air) or 22b (to send them way back) or teleport in, 2a, 2a, 2b (to be a weirdo) or summon to start up a new string. If you finish with an air throw and your opponent techs towards you you can slip a j.c out on your way down to start a new combo. If your opponent doesn't tech after the air throw you can still get in a tiny invalid hit with the j.c. If your enemy did something dumb and you're guaranteed to hit him you should do a 5b before the rest of this combo for a solid 300-500 damage boost. It becomes markedly easier to link j.c to dj j.c after 2c6c, j if you wait for a short duration after the 6c before jumping.

j.c, 2b, 2c (2 hits), 6c, j, j.c (3 hits), dj, j.c (3 hits), [j.421b or c if close, j.421c if mid-range, dash-in air throw if far] - The link from j.c to 2b is difficult to time but it's easier than Hell to hit confirm before the risky part of the combo (6c). Always follow up the 2b with 2c because a blocked 2b can be unsafe but the 2c puts the enemy too far out of range.

j.c, [j.241b or j.241c] - If you hit with j.c too high to land in time to use 2b this still nets you some nice damage. You have to be very close for the j.421c to work and very, very close for the j.421b.

[214b or 214c], 6c, j, j.c (3 hits), dj, j.c (3 hits), [j.421b or c if close, j.421c if mid-range, dash-in air throw if far] - Practice these since they have tricky timing and spacing.

214a, j.c (3 hits), dj, j.c (3 hits), [j.421b or c if close, j.421c if mid-range, dash-in air throw if far] - Same as above.

2b, 623c - Only works if the enemy is very close in. This combo is only worthwhile against opponents in the air. 2b is air unblockable and beats out a million different jump-ins. This doesn't do any more damage than the 623c itself but it gives you an opportunity to save 100% circuit and the vulnerable cooldown on 623c if the enemy hits the ground too fast or was making a feint.

2b, jump, j.a, j.a, j.b, d.jump, j.a, j.a, j.b, air throw. This combo only works against opponents in the air and you may have to omit the first j.a from each segment as well as some of the hits of j.b depending on height and distance. This combo is difficult.

j.A, j.B, air throw - Just a very fast and close ranged air-to-air combo.

Corner combo (SPECIAL HAPPY NOTE: THIS IS MUCH HARDER TO DO AS OF VER.B PC): j.c, 2b, 5b (1 hit), 5c (1 hit), 2c (2 hits), 236c, 2c (1 hit), 6c, jump, j.c, double jump, j.c, air dash air throw or j.421c. Only use the 5b and 5c if you're at point blank and you had forward momentum when the initial j.c hit. You can also start this from the ground, just ignore the first j.c and 5b and 5c. Doing j.421c at the end isn't really worth it unless you're sure it will kill your opponent, it barely does any more damage than the air throw at the end. This combo does better damage than the B&B in a corner, isn't any more difficult and only uses 100% circuit if you don't finish with j.421c.

The fuck you forever combo (only works if you're somewhat near a corner): j.c, 2b (1 hit if you're far away), 5b, 5c (cancel early or omit entirely if you're too far), 2c (2 hits), 236c (dash in beforehand optional, might be necessary to get you close enough to the corner), dash in, 5b, 2b, j.b (1 hit, omit if you're too far), j.c (if you omit the j.b you'll have to press up DURING the 2b and get the j.c out fast as fuck, the timing on this is merciless), j.c, 421C or air dash air throw. This is HARD but does crazy ass damage.

OTG combos (SPECIAL HAPPY NOTE: THIS IS MUCH HARDER TO DO AS OF VER. B PC): If you're not too far off the ground and very near the edge of the screen when you end an air combo with j.421c, you can do 2a, 2a, 2b, 5b anywhere onscreen or, in a corner do 2a, 2a, 5a, 5a, 2b, 5b (2 hits), 236a. You must input the 236a very, very fast. This is a good way to gain a bit of extra meter but it does shit damage and you don't get wakeup pressure. I only recommend using this if you think it will finish your enemy off or you want the extra circuit push for heat regen or max mode purposes.

As I said, all this is from my personal experience and things I consider safe or smart might have horrible problems which I am not aware of. If this is the case please say so and I'll be glad to change them.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Alt March 04, 2007, 08:25:36 PM
Reserved in case I eventually fill up the initial post.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik May 17, 2007, 06:12:10 PM
Is whiffing J.c coming down after a air throw a good idea, or does it not matter? I usually whiff J.c for after air throw combos to tech punish or get that extra otg but meh I'm not 100% sure if its safe all the time D:
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Zaido May 18, 2007, 05:56:50 PM
all i know is if they forward tech, you better block or shield? i dunno about his tech punish game but it seems that way...
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Alt May 20, 2007, 08:56:45 AM
It's not 100% safe but most people don't know how to punish it. Doesn't mean it's particularly useful though as people don't really get mixed up by it since it looks like it comes out while they're invincible, and the otg with it does pretty crappy damage. I'd reccomend waiting to see what the enemy does. If they end up not recovering you'll probably get more mileage out of pressuring them on wakeup than the .00000000001 damage you get from otg and if they do recover you'll be safe. If the person recovers backwards a lot and is near a corner you might wanna stick it out.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ii_otoko May 21, 2007, 01:57:58 AM
Is whiffing J.c coming down after a air throw a good idea, or does it not matter? I usually whiff J.c for after air throw combos to tech punish or get that extra otg but meh I'm not 100% sure if its safe all the time D:

it is for getting more gauge.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik May 21, 2007, 05:14:27 PM
Okay I see thanks guys :D
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Alt May 21, 2007, 06:44:56 PM
Updated the FAQ with corner combo, OTG combos, combo after 63214C and various minor changes.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat July 11, 2007, 11:09:11 PM
Is there any good reason not to use 214B after normal throw?  Cause it seems to be pretty effective for pressure.  Just wondering. 
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: neZ July 12, 2007, 06:33:52 AM
Er. Forgive me if this is already known or completely idiotic...

But I've been able to use 421A/B to punish various things, especially the A version against throw attempts. The C version has been occasionally helpful in pre-empting and avoiding being rushed down in the corner.

But uh... does any of that work against people who are good?
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat July 12, 2007, 10:29:42 AM
those are the teleports

do you mean the air special moves?
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: neZ July 12, 2007, 01:56:16 PM
No, I mean the teleports. Given the tiny recovery, it seems to me like (and matches have proven this to work, but not matches with anyone particularly good, which is why I have some doubt) an A teleport will recover before a throw attempt, which will miss as a result of the teleport. I can then throw in a 2A or 2B to start a BnB combo.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat July 12, 2007, 06:00:02 PM
evading a throw attempt with a teleport shouldn't give you enough time to punish them...throws don't take too long to recover

using the B one to get out of incoming corner pressure might work though

maybe I'll mess around with it


why not just dash into 2A or 2B combo for whiff punishing though?  wara's dash is very fast...
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: neZ July 13, 2007, 05:24:08 PM
Even considering that a throw won't whiff until the Teleport is near the end of its animation?

I'm not trying to contest this, just clarifying. It also seems like a way to CREATE the whiff that is to be punished with minimal risk.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat July 13, 2007, 06:31:29 PM
ah you mean dodging the throw with the teleport...I really don't know

just keep doing what works I guess haha
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: neZ July 15, 2007, 01:20:52 PM
Yeah, that's what I meant.

I'm worried that it's not universal, but at least against Warc and VAkiha, it seems to not only make them whiff their throw, but the animation is long enough for me to punish without thinking about it too hard.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat July 22, 2007, 10:27:48 AM
random additon: you may be able to use his arc drive to punish fullscreen distance heat activations
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: neZ July 23, 2007, 08:43:11 PM
Or... any distance that doesn't hit you, really.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat July 24, 2007, 01:43:16 PM
yeah it's just that normally you'd whiff punish with a dashing 2A/2B if you had enough time...but yeah


I GOT AIR THROW QUESTIONS! 
first off there are generally two ways that an air throw is connected from my experience with Wara

1) you end your B&B combo with it
2) you dash jump straight into air throw as an anti air

The thing I noticed recently is that you can attack on the way down or double jump/airdash.  You can always attack on the way down but you can only airdash or double jump after the air throw if you did it from a single jump.  It seems like you can tech trap with jB as you fall but I haven't been able to get a combo off of it. meaning for practical purposes here are your options...

1) landing jB, j2C, parry
2) air dash, double jump, otherwise same old options...generally you will be lower though so the jB may not come out fast enough to connect

anything I'm missing here?

also noticed that you can cancel drills even on whiff into any EX move...he mentioned that you could cancel into arc drive in the guide but it works with all EX moves too..good to know...
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Alt August 07, 2007, 03:21:08 AM
The thing I noticed recently is that you can attack on the way down or double jump/airdash.  You can always attack on the way down but you can only airdash or double jump after the air throw if you did it from a single jump.  It seems like you can tech trap with jB as you fall but I haven't been able to get a combo off of it. meaning for practical purposes here are your options...

1) landing jB, j2C, parry
2) air dash, double jump, otherwise same old options...generally you will be lower though so the jB may not come out fast enough to connect

You can followup jb or jc with 421c if you can confirm it. I don't reccomend air dash or double jump if the enemy has good AA. If you anti air throw low enough you can tech trap with 2a into B&B.

also noticed that you can cancel drills even on whiff into any EX move...he mentioned that you could cancel into arc drive in the guide but it works with all EX moves too..good to know...

Oh yeah, I forgot to mention that. Only found one ghetto setup with it which is: If the enemy is too far after you 2C in a combo for a 6C followup you can 5C and cancel it into 22b and cancel that into 623c. If the enemy recovers straight he eats a tornado, if he recovers toward you he eats an air unblockable Break. Timing takes some getting used to, setup is not even close to being safe but works on people who recover religiously. You're rarely in a situation where the enemy can effectively punish after a tornado anyway but I guess in general you could throw out a "stupid" tornado behind him to lure him in and go for 623c or 236c, which are still unsafe as fuck, or 22c just on the off chance it'll connect. Even if one of those works the damage won't impress anyone. If, for some reason, your opponent likes to sit in the back and wait for you to do something dumb then rush in you can summon tonho, 22b and cancel into 63214C or 22c as sort of a gauntlet. If by some miracle the 63213C hits him at that perfect range you can 2a2b5b2c5c or, if you're super hyper lucky, 2a2b2c6c etc.

Updated the FAQ. Whatever.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat August 12, 2007, 04:08:48 PM
I figure I'll post some wara tricks that I either copied from Japanese videos or found myself recently.  Don't think they've been mentioned.

214C (summon nero) + heat activation tricks
- if you are in corner and hit a heat activation (hits them to opposite side of screen) use 214C to give yourself some cover right after you recover...this should make it harder for them to get in and mess up your healing
- if you are on the other side of the screen from the opponenent, instead of going straight into heat activation use 214C first then heat activate.  similar to the first trick but kinda in reverse order
- 2Axn 2B 2C(2hits) cancel into 214C then heat activate.  safe(?) heat activation for those times when you can't kill them with another combo and you are in need of some healing
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Alt August 13, 2007, 03:55:20 PM
214C (summon nero) + heat activation tricks
- if you are in corner and hit a heat activation (hits them to opposite side of screen) use 214C to give yourself some cover right after you recover...this should make it harder for them to get in and mess up your healing

Don't 214c immediately after you heat activate or the summon will go active before your opponent could possibly reach you. This is okay to do against anyone except  Ciel, Aoko, Nero (unless you don't mind eating a crow) Neco Arc and Neco Arc Chaos. You can switch between 214b (Stops Neco Arc, Neco Arc Chaos and Aoko from punishing you. Nero can still hit you with a crow but it'll trade with your summon.) right after activate or 214c a little after activate. Against Nanaya keep the distance of his long range sweep slice special (214b?) in mind.

- if you are on the other side of the screen from the opponenent, instead of going straight into heat activation use 214C first then heat activate.  similar to the first trick but kinda in reverse order

This is not safe. If someone comes in at an angle Nero doesn't hit or shields him you're screwed. If you have reason to believe the person will wait out your summon instead of go in for the kill then you might consider doing it.

- 2Axn 2B 2C(2hits) cancel into 214C then heat activate.  safe(?) heat activation for those times when you can't kill them with another combo and you are in need of some healing

Also unsafe but it seems unlikely that you will be punished for this if you space it properly. If you have 180+ circuit at the start of the B&B I reccomend doing the full combo and ending with 421c, no OTG, then (Optional: whiff a 2a early on the downed opponent first so they block or try to reversal. Don't do this if the enemy seems likely to use a reversal that can punish your activation.) heat activating.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat August 13, 2007, 04:43:07 PM
yeah I was thinking some characters like Nanaya could use long range stuff like his 214B to hit you

These are mostly things I saw japanese players do in videos except I thought of the 3rd one myself.  I haven't really been punished for this stuff yet but it's probably cause I've only played against Kouma since I started doing these things and he's pretty slow as far as covering distance is concerned.  I have been punished by him for the 3rd thing once or twice but he had to use a super on wakeup (I think he did arc drive or 236C or something). 
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Alt August 13, 2007, 04:53:41 PM
But I've been able to use 421A/B to punish various things, especially the A version against throw attempts. The C version has been occasionally helpful in pre-empting and avoiding being rushed down in the corner.
421A is a dangerous guessing game and you probably won't be able to punish any throw whiffs unless they are command throws. If you guess wrong you eat a combo. Not recommended at all. 421C is a valid option to escape corner pressure, especially as a bara. If you don't want to risk messing the bara up, use it when the enemy is in the air but not quite within his fast attack range.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Alt August 28, 2007, 12:36:59 PM
I'm switching to Kouma so I'll probably stop updating the FAQ. If you play Warakia and want to be in charge of the FAQ from now on show me some match vids of you not sucking with him and post some intelligent stuff in this forum and I'll see if I can get Arly to give you control of the post. :emo:
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Bola September 16, 2007, 12:05:57 PM
buff warakia imo
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik September 25, 2007, 01:07:41 PM
Anything you guys like doing partcularly when you corner people?
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Bola September 25, 2007, 08:04:14 PM
scream out loud
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Shiro 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Shiro 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Nevan 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 ^^
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Nevan 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Shiro 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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 (http://www.youtube.com/watch?v=MrYBAyKursQ) 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Shiro 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 )
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat 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...
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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.

: Re: Warakia/Wallachia Moves, Combos and Strategies~
: dakanya 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik October 14, 2007, 01:31:50 PM
Yeah everything sucks with Wara.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Tiamat October 14, 2007, 04:19:28 PM
0____________0
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Nevan 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).
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: dakanya 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik October 15, 2007, 02:13:57 PM
Who has a j.6c anyways
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Nevan 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Shiro 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?
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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:
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Shiro 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?
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik October 16, 2007, 02:09:25 PM
Hes probably just a little confused with the notation or something.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Nevan 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?
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Alt 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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 >_>
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Nevan November 06, 2007, 01:08:52 AM
O'rly? Nice ;)
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: RoboDuk 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik November 17, 2007, 01:19:14 PM
http://youtube.com/watch?v=45enu6OB_o0 wara malice combo lolz
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Davey 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Davey December 06, 2007, 09:10:35 AM
DAMN thought i was being usefull T~T  :'(  :emo:
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Xavori 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...
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: sumbody 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Light 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?
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: V-Kattou 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)
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Nebiros 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? .___.;;

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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: V-Kattou 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? .___.;;

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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Light 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Benny1 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...
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Light 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?
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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. 
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: lain102300 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.

: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Light 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: lain102300 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Light 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.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: okuhoshi 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
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: dakanya October 16, 2008, 05:25:59 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
uploaded twice on youtube

http://www.youtube.com/results?search_query=%E9%96%8B%E5%B9%95%E3%81%A8%E9%80%9D%E3%81%93%E3%81%86%EF%BD%9E%E3%83%AF%E3%83%A9%E3%82%AD%E3%82%A2%E3%81%AE%E5%A4%9C%E3%81%AF%E5%BC%B1%E3%81%8F%E3%81%AA%E3%81%84&search_type=&aq=f
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: okuhoshi October 16, 2008, 06:27:54 PM


just for better quality then :psyduck:
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: ehrik November 01, 2008, 07:49:40 AM
edit: nvm, thanks to veteru for clearing it up.
: Re: Warakia/Wallachia Moves, Combos and Strategies~
: Benny1 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.