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Atlas Academy => Melty Blood: Current Code => Red Arcueid => : TheMaster_Rahl December 20, 2011, 12:48:17 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: F-Warc 1.07
: TheMaster_Rahl December 20, 2011, 12:48:17 PM
Changes to values and proration from PS2 to 1.07 Demo. Values at V-Sion defense for multi hit moves.

5C: Raw Damage changed to 975 from 1000.
3C: Raw Damage changed to 1600 from 1880.
j2C: Damage changed to 2064 from 2063; Raw Damage: 2600. Why does it do 1 more damage? Maybe V-Sion defense got changed after all?
236C:Damage changed to 1873 from 2036; Raw Damage changed to 4050 from 3550; Proration changed to 50% from 70%.
214C: Damage changed to 3349 from 3347; Raw Damage: 5000. Alright! Two more damage! Yesssss!
623C: Proration changed to 45% from 80%.
63214C: Damage changed to 1987 from 1984; Raw Damage: 3200. Oh boy! Three more damage now!
AD 41236C: Proration changed to 30% from 100%.
BHAD: Proration changed to 40% from 100%.
LA: Proration changed to 68% from 60%.

-Her 623C, 236C and 63214C are still air unblockable.
-After EX Air Ring, at least one 3C will otg relaunch. The ex air ring counts against your ground slams, and if you did 623C, the wall slam from that eats another space for 3C otg.
-Also after EX Air Ring, a 3C 3C 5C 236A jA jB jC djB jC AT/j2C/j214C is possible.
-Overall, her damage is about the same or better, despite the damage nerfs to 5C, 3C and 623C.

I did find a new corner combo: 2A 5B 5C 236B 5C 236A jB jC sdjB jC AT/j2C/j214C.

F-Warc Basics
http://www.youtube.com/watch?v=uvK99s24eJM (http://www.youtube.com/watch?v=uvK99s24eJM)
F-Warc Oki
http://www.youtube.com/watch?v=k4A6Tbg44AY (http://www.youtube.com/watch?v=k4A6Tbg44AY)
F-Warc The Gaps
http://www.youtube.com/watch?v=wsk1nGb4mpQ (http://www.youtube.com/watch?v=wsk1nGb4mpQ)
F-Warc 236A Pressure
http://www.youtube.com/watch?v=uy6A6WSO7d8 (http://www.youtube.com/watch?v=uy6A6WSO7d8)
F-Warc Pressure Continued
http://www.youtube.com/watch?v=X9PdoHillT0 (http://www.youtube.com/watch?v=X9PdoHillT0)
F-Warc Fuzzy Guard
http://www.youtube.com/watch?v=e1PGyKdJxv0 (http://www.youtube.com/watch?v=e1PGyKdJxv0)
: Re: F-Warc 1.07
: TheMaster_Rahl December 20, 2011, 11:35:14 PM
After playing some matches with F-Warc, I have to say, shes a lot better than in PS2.

-The removal of A armour makes her 5A a pretty good ground to air poke.
-The new CH system favors your air rings in mutual CH situations like 90% of the time.
-Her jB's hit box appears to be more disjointed above and in front of her and may be more active, making it quite a formidable air to air and better air to ground.
-Her 63214C is now a reversal, invuln from frame 1 until she comes out of teleport. I'm pretty sure it's at least neutral on block, if not plus.
-Her 3C otg allows for equivalent to superior oki. Old EX ring ender into superjump safe jump still works as does 3C otg into ground A ring oki. But 3C otg also allows for A and B air ring oki. I'm pretty sure B ring oki can be made into a safe jump as well, but I'd have to test more with that.
-Her old double 236A combos are now retarded easy, like un dorpable now.
-Her corner 236A 236B combos are easier.
-The timing for 3C otg into 5C pickup is very strict, and gravity is so high that the air combo after that is difficult off of every combo she has.
-Her j214B recovery is way less than it was in PS2. You have time to do a falling A ring, or air backdash before you hit the ground.

Is it just me, or do most combos in 1.07, that existed in PS2, feel way easier to execute?

-TexasTim-
: Re: F-Warc 1.07
: LordPangTong December 21, 2011, 09:28:40 AM
Random note- 236C is now jump cancellable on hit (I'm pretty sure this is new?) and OTG relaunches
: Re: F-Warc 1.07
: TheMaster_Rahl December 21, 2011, 12:03:48 PM
Moon Dropping Combos for Fork!

http://www.youtube.com/watch?v=4gWnJjz6eSw (http://www.youtube.com/watch?v=4gWnJjz6eSw)

The trick with comboing her arc drive is that they have to be close to Warc as far as horizontal distance goes. I can only find a couple of ground strings that allow F-Warc to combo into arc drive. I've been trying to think of a place that IH could be used to extend the ground string before the arc drive, but I haven't found one yet. And I'm pretty sure that harder links exist after the arc drive hits than what I'm doing.

Needless to say, there are only 3 situation that I can think of to use this combo.
1. You are about to win the set and fell like being flashy and burning all your meter.
2. You are about to lose the set, but can IH into arc drive to win the round and keep your self alive, while humiliating the enemy with an arc drive combo.
3. You don't care about about that crap, you just want to combo into arc drive, and seeing it happen is worth the 300 meter to you.

-TexasTim-

Edit: LOL! Her arc drive is air unblockable and will grab into combo at the right horizontal distance! BHAD too. :laffo:
: Re: F-Warc 1.07
: LivingShadow December 21, 2011, 12:33:21 PM
Wow, I'm guessing the height causes it to auto-trigger. I'm remembering the AD taking longer to activate.
: Re: F-Warc 1.07
: TheMaster_Rahl December 21, 2011, 01:49:08 PM
Basic Combos to help out Frostbolt's project.

Basic anywhere combos:
2A 5B 2B 2C 236A jB jC sdjB jC AT/j2C/j214C

2A 5B 2B 2C 236A 236A jC sdjB jC AT/j2C/j214C

2A 5B 2B 5{C} 236A jB jC sdjB jC AT/j2C/j214C

2A 5B 2B 5{C} 236A 236A jC sdjB jC AT/j2C/j214C

BE5B 2B 2C(or5{C}) 236A jB jC sdjB jC AT/j2C/j214C

(For double 236A combos, you need to delay cancel your normals until pretty late in the cancel window.)

Midscreen

2A 5B 2C(or 5C) 236B 63214C

2A 5B 2C(or 5C) 236B 623C ...  (this combo is for combos out of the corner and 623C back into the corner)
    |    if you are in 5B range
    -----> 5B 5C 236A jB jC sdjB jC AT/j2C/j214C  (if j214C ender, 3C otg into air A/B ring oki)
        |    if you are not in 5B range
        ------> dash 5C 236A jb jC sdjB jC AT/j2C/j214C    (if j214C ender, 3C otg into air A/B ring oki)
             |    if out of range for dash 5C
             ------> ummmmmm...     ....like...       charge some meter or something.

Corner

2A 5B 2B 2C 236A 236B jB jC sdjB jC AT/j2C/j214C (if j214C ender, 3C 3C otg into air A/B ring oki)

2A 5B 5C 236B 5C 236A jB jC sdjB jC AT/j2C/j214C (if j214C ender, 3C 3C otg into air A/B ring oki)

2A 5B 2C(or 5C) 236B 5A(or 5B) jB jC sdjB jC AT/j2C/j214C (if j214C ender, 3C 3C otg into air A/B ring oki)

Arc Drive Combos (AD and BHAD) (Very important combo :teach:)

2A 2B 2C 41236C 3C 5B 5C 236A 236A jC sdjB jC AT/j2C

(I suspect that in the corner you can ...236A 236B jB jC sdjB... but I haven't been able to do it yet)

That's about it. She's really simple. F-Moon mechanics and her individual move properties limit her ground strings to a few options. That's why her combos are kinda cookie cutter.

-TexasTim-

Edit: I forgot about raw AT combos!!! :o

AT 5C 236A 236A jB jC sdjB jC AT/j2C/j214C (if j214C ender in the corner, 3C otg into air A/B ring oki)

Edit: I forgot CH combos!!! :psyduck:

CH 5B 5C 236A jB jC sdjB jC AT/j2C/j214C (if j214C ender in the corner, 3C otg into air A/B ring oki)

I haven't tried it yet, but there might be time for CH 3C every time now...
: Re: F-Warc 1.07
: abitofBaileys December 22, 2011, 06:39:50 AM
AD relaunches. Have fun.
: Re: F-Warc 1.07
: BlueBlueAquamarine December 24, 2011, 08:30:53 PM
Is it just me, or do most combos in 1.07, that existed in PS2, feel way easier to execute?

Same feeling here.  I had a lot of trouble executing double 236 combos before in PS2 MBAA, but I can do them pretty regularly on MBAACC.

Btw, I don't have much experience playing Warc, but I am having most fun with F-Warc out of all demo characters. Anyone wanna share some general F-Warc blockstring and oki pressure options? Due to full moon mechanics, her pressure options seem very limited to me.

Few things I did notice are:
- Both 5B and 2B (especially 2B!) move Warc forward A LOT
- Most of her normals seem pretty good on block frame-wise
- If they block 236a fully, you can restart your blockstring from beginning.
- 5a shuts down jump out attempts really well.
: Re: F-Warc 1.07
: Benny1 December 24, 2011, 09:53:48 PM
236A is your friend.  The move is extremely high +frames on block.  236A 5B is generally poke proof, though not airtight, so not dp proof.  2B and 5B both move forwards very far, so you can essentially work with 5B, 2B, and 236A to produce awesome blockstrings.  236A has fairly high pushback though.  2C is also plus on block, so if you want a safer blockstring, stagger 2B and 2C.  You'll not often get a 236A after 5C or 2C though, so 5C or 2C essentially resets your pressure.
: Re: F-Warc 1.07
: fiendmaw December 25, 2011, 01:43:11 AM
http://www.nicovideo.jp/watch/sm16516146
http://www.nicovideo.jp/watch/sm16517260
Two interesting F-Warc combos.
: Re: F-Warc 1.07
: TheMaster_Rahl December 25, 2011, 09:15:39 AM
Anyone wanna share some general F-Warc blockstring and oki pressure options? Due to full moon mechanics, her pressure options seem very limited to me.

This is going to be long, sorry... :blah:

Her pressure is still pretty bad. :gonk:
- Basic string is 5B 2B 236A, repeat. You can stay in indefinitely with this, but you have to delay cancel the 5B and 2B so you don't get pushed out. The string with be vulnerable to shield and shield bunker and DPs at every step.
-You can omit the 236A and 2A/throw instead, if they decided to respect. Your 2B is very negative on block if you don't cancel it. But it's easiest for the enemy to DP/shield/bunker at this point, so it's a good, and the only place to bait prior to 5B reset.
-You can do 5{B} instead of 5B and do: 5{B} 236A 236A...
-You can make 5B 2B 236A less vulnerable by not delay canceling the string, but at most you get 2 reps before you have to spend meeter to get back in, or back off and wait. Regardless, the 236A and reset to 5B will always be vulnerable to shield or shield bunker.
-The move to use if you want to spend meeter to get back in is 63214C.
-Midscreen you can do some strings that can be considered mix-ups. Strings like 2A 5B 2B 2C/5C 236B 623C or 2A 2B 2C/5C (236B) 63214C.
-Her 63214C mid screen corss-up or not mix-up looks more legit now. In PS2 when you used the move, the opponent would always block it on the side Warc would appear on, but now they can block it on one side and come out on the other side. You can find specific strings that you can use as ambiguous cross-ups now. A string like 2A 2B 2C 63214C my cross-up or not depending on how long you delay canceled your normals and it wont just be given away by which way they blocked the 63214C. ( That string is just an arbitrary example, I haven't actually tested it in particular yet, but I know of strings that it works on. I just don't have them memorized outside of doing them in game... lol. I'll try and be more precise later. Regardless, that particular example may not work, but there are strings that do now.)
-Regardless of what you do for pressure, you are always vulnerable to shield or shield bunker at that same spots in your strings, before and after a 236A/B, before and after a 623C, before and after a 63214C, everything she does is vulnerable to shield pretty much.
-After you use a C move in a block string, if you try for reset and not special cancel, they can jump out and there's little you can do.
-Her pressure is weak vs back dash at mid screen, but you can punish it with 623C if spacing is good.
-In the corner, you can do 2A 5B 2B 236A 236B 5C 236A 236B, you may do that maybe one more time depending on space. You may EX cancel. You may try re-dash. It's still pretty weak i think.
-In general her pressure is very risky at all times. I think it's better to win neutral with air rings, jB and 5A/5C. Get j214C oki when you can, and when you can't j2C ender and reset to neutral.

Her oki is pretty damn good, and got a little better, I think, in CC. :teach:
-After j214C ender allows superjump(9) oki leading into: meaty jB safejump oki, you can mix it up with empty jump 2A, jB dj-air dash jA/B, empty jump IAD jA/B, empty jump 2A 5A throw OS (2A 5A 6E), empty jump air dash jA/B, air back dash 214A (beats every DP but Nanaya's)
-New oki is 214C ender into 3C otg(s) into: meaty j214A/B oki. TBH I'm still working out what Warc can do off these, so... experiment!
-After air throw, you have a few options. Her AT is bad. You can't meaty after it. You can beat mashing/wake-up throw with 2A, but if they shield you lose. If you don't think they will mash/heat/throw, you can IAD jA/B, you can wait and bait, you can 63214C. That's about it, it's just better if you don't AT unless you miss spaced a combo for j214C ender, or want them in the corner.
-All these will vary depending on the enemy char's wake-up time. :gonk:

That's about all I can think of right now.

-TexasTim-
: Re: F-Warc 1.07
: TheMaster_Rahl January 11, 2012, 08:54:04 PM
Here's a video with F-Warc basic combos, basic block strings, tech punishes, and IH combos.

http://www.youtube.com/watch?v=uvK99s24eJM (http://www.youtube.com/watch?v=uvK99s24eJM)

-TexasTim-
: Re: F-Warc 1.07
: George Costanza January 18, 2012, 02:51:52 PM
This might be the wrong place to ask but does anyone have any advice on going up against C-Sion with F-Warc?
When I'm pressuring her in the corner things tend to get a whole lot easier and if I play my cards right then I can finish the round without letting her escape.
But the I feel the air to air game is in Sion's favour, the only thing I can do is throw blood rings out at her, my normals will not beat out hers and getting hit with her j.C allows me to eat a big fat combo that carries over into the corner.
I can land the occasional j.2C if they forget that it has armor but that's a little too risky for my taste.
: Re: F-Warc 1.07
: TheMaster_Rahl January 20, 2012, 03:59:37 AM
This might be the wrong place to ask but does anyone have any advice on going up against C-Sion with F-Warc?

But the I feel the air to air game is in Sion's favour, the only thing I can do is throw blood rings out at her, my normals will not beat out hers and getting hit with her j.C allows me to eat a big fat combo that carries over into the corner.
-In this match-up your goal in neutral, air to air, should be to stay just out of range of her air normals and ring.
-Try not to be the 1st one to go in the air. If she is in the air, then you can wait and see what she does.
-Your jA is faster than anything she has in the air. Jump into her and preempt her with jA.
-*If you space you self correctly, your jC has a better hit box than her jC, but is (I think) 1 frame slower. F-Warc should not be scared of C-Sion jC air to air. F-Warc jC hitbox is just that much better. F-Warc should not fear her air to air period.*
-You should fear her jB if you are on the ground and she is not. Try and be above her more often than not.
-If she is in the air and you are on the ground, do not try and anti-air her with 5A, unless you are very close and can get behind her by, like dashing or something. Her jB will beat your 5A, unless she miss-spaces it.
-You may try 236A vs her jB, but it's so slow that you need to have a read and make a call very early.
-The problem with beating her jB, air to ground, is that it is so active, that she can preempt everything you can do against it by just throwing it out early enough.
-*Your best solution is to be above her and force her to try jC vs your jC and ring.*
-Remember, your 63214C is a reversal, air-unblockable and plus on block, and can be used to gain the momentum at any time in the game.

*(Though, I could be reading frame display wrong, it could be 4 frames slower. It's kinda hard to tell. Damn BEjC...) Does anyone know what frame C-Sion jC is active on? 5th frame? or more? If its that much faster, then disregard what I said about F-Warc jC beating it. It'd be too fast. Either stay out of range and ring, or draw her in too close and jA.

-TexasTim-
: Re: F-Warc 1.07
: TheMaster_Rahl January 20, 2012, 09:51:23 AM
After some pretty extensive testing, I have found the following to be very useful.
corner combo -> air combo -> j214B j214C ender -> 3C 3C OTG -> j214A/B
                                                                                                                   B|---> airdash jB~[D] oki.
                                                                                                                A|---> dash delay 2A 5B+D
The set-up: Regular j214C ender into 3C 3C OTG into j214A/B Oki puts Warc too close to the opponent to be safe from wake-up DP. Adding in a j214B before this leaves you in range for double 3C into j214A/B oki, but further away from the opponent.
The Oki: For double 3C into j214A/B oki, there are two places to input a DP. One on wake-up, before the j214A/B hits, and one after they block it. However, if they DP before, Warc is far enough away to be out of range. And, after, for j124B, the airdash jB can be made as a safe jump. You can even OS for wake-up heat with airdash jB~[D]. And for j214A oki into dash delay(ie. bait) 2A 5B+D.
Conclusion: In my opinion, this oki is better than her old j214C oki, as it give the opponent another opportunity for a mistake. I have yet to test it on every char, but I did test it against Nanaya among others. They'd have to have a very long range DP with a lot of invuln to beat this. So I think you get a little less damage, but w/e. This oki is boss. Use j214b J214C enders.

I'll start to try it out in actual matches, and see if it works as well as I think it should.

-TexasTim-
: Re: F-Warc 1.07
: F9|Chibi January 23, 2012, 08:43:04 AM
Does 2a, 2a, 236a actually count as a blockstring on everybody?

I find it whiffs on crouchers much more often then I thought.
: Re: F-Warc 1.07
: TheMaster_Rahl January 23, 2012, 10:36:36 AM
Does 2a, 2a, 236a actually count as a blockstring on everybody?

I find it whiffs on crouchers much more often then I thought.
I don't think so. 236A's horizontal range is too short for 2A staggers. It's possible to 2A 2A 236A if you don't stagger the 2As and are point blank for the 1st one. In general, a 2B or 5B is required for the forward movement if you want to stagger before 236A. You could try 2A 5A(wiff) 2A 236A, as the 5A will move your forward a little, but again, the 1st 2A needs to be point blank.

-TexasTim-
: Re: F-Warc 1.07
: F9|Chibi January 23, 2012, 02:17:46 PM
This character is an annoying evil bothersome little twat and I love her for that.

Thanks for the heads up. The more I play her the more I love her.
: Re: F-Warc 1.07
: Lord Knight January 25, 2012, 09:14:33 AM
best mixup is kamone

jC > airdash jA or land 2a

obv for airdash you need to input 866 or 686 or 86A+B or w/e input you use to airdash forward
: Re: F-Warc 1.07
: TheMaster_Rahl May 06, 2012, 09:31:13 PM
After months of laziness...

http://www.youtube.com/watch?v=k4A6Tbg44AY (http://www.youtube.com/watch?v=k4A6Tbg44AY)

Just some oki stuff, with otg extenders and rejump combos.

-TexasTim-
: Re: F-Warc 1.07
: TheMaster_Rahl May 10, 2012, 05:25:26 PM
After reviewing my F-Warc Basics vid and Oki vid, I realized that there is a lot I left out from both. So I'ma prolly make a new one real soon to fill the gaps.
: Re: F-Warc 1.07
: TheMaster_Rahl May 10, 2012, 07:32:59 PM
And I finished it way faster than I thought I would...

http://www.youtube.com/watch?v=wsk1nGb4mpQ (http://www.youtube.com/watch?v=wsk1nGb4mpQ)

Basic Shielding, IH and Oki continued.

Also, I think I'ma update the 1st post with compiled info.
: Re: F-Warc 1.07
: TheMaster_Rahl June 23, 2012, 11:00:53 PM
Found new combo variants using j.2B.

2A 5B 2B j.2B 236A 236A j.C sdj.BC AT/j.2C/j.214C

Damage and meter gain are comparable to standard combos. There are also variants using 2C/5C and the corner.

http://www.youtube.com/watch?v=gejG8j1ZZKw (http://www.youtube.com/watch?v=gejG8j1ZZKw)
: Re: F-Warc 1.07
: ehrik June 24, 2012, 12:49:53 AM
thats pretty cool! have you seen cmvs w/ fwarc too btw? she can do rejumps with the hitstun from j.c and she can also combo after a raw j.214 ring during an air combo. not sure how though haha
: Re: F-Warc 1.07
: TheMaster_Rahl June 24, 2012, 01:21:22 AM
While I haven't seen many cmvs, I have seen the combos you mentioned.

For B ring combos, its real hard. The hitstun and reduced recovery time of j.214B allows you to link off it. It's just linking the sdj. after that is hard. I'm not sure how many frames you have to link it, but it's not much. And you have to cut out the 1st j.B in the air combo too. So it would be like: combo>236A j.C j.214B sdj.(linked) j.B j.C j.214B j.214C. The only way I've found to use this in a practical way is to IH the 1st j.214B.
: Re: F-Warc 1.07
: HQ-Zero July 02, 2012, 12:12:20 AM
Hello, I just picked up F-war and I've been learning a few of the combos in this thread, but I've been having a lot of trouble with these combos against Wlen (my buddy uses her). I was wondering if anyone else was having this problem too against Wlen?

The main combo that's been giving me trouble (and so far is my favorite) is
2A 5B 5C 236B 5C 236A 236B 236C j.BC sdj.BC j.214C

I'm having trouble connecting the 5C after 236B, Does she just float higher or do I just really suck?
: Re: F-Warc 1.07
: TheMaster_Rahl July 02, 2012, 02:14:48 PM
Hello, I just picked up F-war and I've been learning a few of the combos in this thread, but I've been having a lot of trouble with these combos against Wlen (my buddy uses her). I was wondering if anyone else was having this problem too against Wlen?

The main combo that's been giving me trouble (and so far is my favorite) is
2A 5B 5C 236B 5C 236A 236B 236C j.BC sdj.BC j.214C

I'm having trouble connecting the 5C after 236B, Does she just float higher or do I just really suck?

This combo does work just fine on WLen. And, as I'm sure you are aware, but I'll say it anyways, this can only be done in the corner. There is some delay required to link 5C after 236B, the timing for which can be universal on every char, however some chars have larger windows to time in, and thus are easier. The bigger their falling hit box is, the sooner you can 5C. Fat chars like Aoko, Ciel, Arc, WLen, Nero, ect. can be hit sooner than chars like Len, Ryougi, Akiha, ect. But, on the tail end, everyone will tech 236B at the same time, so some delay is good, more delay is bad.
This is prolly way more info that you want :bricks:, so just watch this video: :V

http://www.youtube.com/watch?v=-MINoVQgl58 (http://www.youtube.com/watch?v=-MINoVQgl58)

Also, a note on this match-up: Post j214C, 3C OTG will not work on WLen, or if it does, it's so impractical that you will never want to try it. This is a big problem for F-Warc, as she loses some really good oki options in this match-up.

While I agree that this combo does look very cool and is fun to execute, it has some serious problems as a practical combo.
1: It uses too much meter, and is only viable in max.
2: 236C prorates your damage too much. You'd get more if you omit 236B 236C. You really lose a lot of damage for using the meter.
3: 236C uses your jump cancel, which is a problem if you want to otg relaunch. As your only option in this match-up to relaunch is with 236C, you need to save your jump cancel for that option.

Essentially, my argument is:
You really only want to use 236C in Max. Save your max for 236C otg relaunch. Get more damage for doing so.

Hope this helps.

-TexasTim-
: :D
: HQ-Zero July 03, 2012, 12:19:14 AM
Thank you! I'm working on my timing a lot more. Sad I can't 3C OTG against Wlen
: Re: F-Warc 1.07
: TheMaster_Rahl November 10, 2012, 12:27:53 AM
I made another F-War vid. This one is about F-Warc's pressure game. Mostly corner pressure with 236A, 236B, and 2C, weaknesses and mitigation. Shows off some handy Shield Counter OSs. Handy since 5D beats a lot of what F-Warc does.

General input is: Ground Normal String -> 236A/B -> 5B/C -> 236(7)A/B -> 5B 5C 236B (or react to Shield, Hit, and Block)
On Block, 236A/B 5C 236B, 5B is input during 236B animation and is eaten. On Hit, 236A/B is not jump cancelable so confirm into combo. On Shield, the 5B/C is jump canceled to block the counter, eating the 236A/B, resulting in land 5B 5C 236B. This is useless vs C-Moon EX-Shields though.

Enjoy!
http://www.youtube.com/watch?v=uy6A6WSO7d8 (http://www.youtube.com/watch?v=uy6A6WSO7d8)

-TexasTim-

Edit: Typos in OS notation.
: Re: F-Warc 1.07
: VanDarkholme November 11, 2012, 03:12:39 AM
Good shit TexasTim! Your videos are pro as heck, wish all fg tutorial vids were this smooth
: Re: F-Warc 1.07
: TheMaster_Rahl November 11, 2012, 05:58:51 PM
Good shit TexasTim! Your videos are pro as heck, wish all fg tutorial vids were this smooth

Thanks a lot! :D

I'm making another one. This one will have more about F-Warc pressure midscreen, corner and midscreen tech punishes, 63214C Mix-ups including her pseudo-sandouri, and some misc. stuff.

Looking forward to sharing it soon.

-TexasTim-
: Re: F-Warc 1.07
: TheMaster_Rahl November 13, 2012, 07:34:13 PM
Prolly the last video I'll make for F-Warc. I honestly think I've covered everything.

This one includes F-Warc corner pressure continued, 236B 2A and 236B j.2B resets, midscreen pressure and 63214C 50/50 mix-ups, 63214C pseudo sandouri mix-up, and tech punishing corner and midscreen.

http://www.youtube.com/watch?v=X9PdoHillT0 (http://www.youtube.com/watch?v=X9PdoHillT0)

Links to all the vids I've made for F-Warc and on the OP. Enjoy! ;D

-TexasTim-
: Re: F-Warc 1.07
: TheMaster_Rahl November 19, 2012, 08:11:50 PM
I just realized that 2 of the F-Warc vids I made and uploaded to youtube are blocked in Germany because they have music by the band The Crystal Method in them. These videos are Pressure Continued and The Gaps. I don't think it's a big deal, but if anyone actually wants to see them and can't because they live in Germany, let me know and I'll upload an alternate version to youtube.

-TexasTim-
: Re: F-Warc 1.07
: Inso January 31, 2013, 09:30:13 AM
Rare footage of TheSky actually F-warc'ing

http://www.youtube.com/watch?v=rYSEEb9snQU#t=12m10
: Re: F-Warc 1.07
: TheMaster_Rahl January 31, 2013, 12:12:44 PM
Thx. :D

Never seen Okuu play Warc before. Must be getting tired of beasting with H-Arc. Lol.
: Re: F-Warc 1.07
: grey-thaumaturgy March 11, 2013, 07:43:50 AM
in your opinion what okizeme should i use after a good hard knockdown?
also you can use BE5C as okizeme after an OTG 3c to do an unblockable hit which i think is really cool.
: Re: F-Warc 1.07
: Sashi March 11, 2013, 10:55:01 AM
5[C] needs for the other guy to be really really scared of your pressure. Normally, you'll just get a shield or a dp in your face.

As for oki, you can get a safejump from super jumping after 3C OTGs. Or you can do fancy stuff with rings.
: Re: F-Warc 1.07
: TheMaster_Rahl March 12, 2013, 09:38:22 PM
in your opinion what okizeme should i use after a good hard knockdown?
also you can use BE5C as okizeme after an OTG 3c to do an unblockable hit which i think is really cool.

If you get 3C OTG, and you want pretty safe oki, do ring oki: either 214A or j.214A. The only reversal off the top of my head that will beat it is Nanaya 623B.

If you want to take a little more risk, go for the safe jump set-up and choose to either run a mix-up or not, bait heat or not, depending on how risky the opponent is playing.

Otherwise, it really depends on your opponent. She has a lot of options for oki, and many ways to bait reversals after 3C OTG. But, I would call those two things above her best options.

As far as the BE5C goes, yeah you can do it for oki, but it's a bad idea against any opponent that knows how to use their reversals on wake-up. What makes BE5C a threat at all is that you can use it and charge it up while they could get hit by a 5C & partial charged 5{C}. If you charge it during wake-up, the opponent can just say, "Oh, he's charging a move and can't really fake me out with anything, so I am pretty much 100% safe to mash 'reversal X' here...".

But if you use it in a blockstring the opponent recognizes 5C start-up and says, "Oh, 5C is a fast move, don't poke, blockstring ends after special cancel, just block it and... wait... hes charging it, but 5{C} is a frame trap, especially after so much hesitation, not enough time for 623 input... wait... oh shit!!! 2AAAAAAAA!" which then gets super armored or you get hit. Or maybe they thought better, didn't panic, and dodged, or did some other equally better option than 2A.

So while I agree that it is something that you can do, and is pretty cool, I would never recommend doing it for oki unless your opponent is pretty new to fighting games, and has not learned when DP's (or other reversals) are good to use.
: Re: F-Warc 1.07
: grey-thaumaturgy March 16, 2013, 01:37:49 PM
how do you do the 3c OTG relaunch into 5c? it seems really cool and i want to try it out but i cant ever seem to get it to work.
: Re: F-Warc 1.07
: TheMaster_Rahl March 16, 2013, 11:41:50 PM
Just timing and practice.

I still mess this up some times. It's kinda hard. Just keep at it in training mode. Do full combo into it, so you can get the feel for how gravity effects the relaunch combo.

If you just do one 3C into 5C, it is a little easier. I almost never do 3C 3C 5C. Damage and meter gain is too low.
: Re: F-Warc 1.07
: TheMaster_Rahl August 04, 2013, 08:44:42 AM
I made a video. It's about F-Warc. It's Fuzzy... :V

Fuzzy-Warc (http://www.youtube.com/watch?v=e1PGyKdJxv0)

Enjoy!

-NC Texas Tim-