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...