Melty Bread Forums
Atlas Academy => Melty Blood: Current Code => Wallachia (Warakia) => : ehrik August 09, 2010, 05:56:41 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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Wara -
C-Wara:
BE2C - Shorter recovery
BE6C - Start up faster, recovery shorter
421ABC - Start up faster, recovery shorter
F-Wara:
BE6C - Stronger
5C - Gap shortened
JC - Start up faster
5B - Stronger
236AB - EX Cancellable
214ABC - EX Cancellable
66 - Stronger
H-Wara:
J236B - Prorate Stronger
5A6A - Prorate Stronger
Translations courtesy of Curbeh
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First of all, I love the C-wara changes, makes his teleports more useful, for more practical teleport mixups
The improvement to 2[c] was greeeeeeeeat cause it was a useless move otherwise, now we have a AA that moves at a pretty good angle imo, and the improved startup to 6[c] is a little uncessary but its going to make the 6{c} > 2a, 6[c] etc stuff more of a bitch to block now :>
F-wara has some Ok changes, wish 623 (ground pinwheel) was improved....these changes just make him better at what he's already doing (which is already good enough imo), lack of heat / reversal hurts...
lolllllllll h-wara, why does ecole hate you so much?
tl;dr : ecole hates every wara except for c-wara
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this is kind of weird, because i'd been hearing rumors from moscow (the fmaids player) that hwara was god tier and blowing shit up all over the place
guess he was just bullshitting us lol
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http://www.nicovideo.jp/watch/sm12350184 18:20ish, they weren't kidding when they said they buffed teleports
shit should be a crime
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I like F-Wara changes. EX-Cancellable 236 and 214 makes for interesting setups. And IMO F-Wara's all about setups...
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http://www.nicovideo.jp/watch/sm12350184 18:20ish, they weren't kidding when they said they buffed teleports
shit should be a crime
yeah that shit's just silly, teleport dash in throw WHAT???
your character gets gayer and gayer as the years go by
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Does anyone have the list of changes for the new version?
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I don't think they changed anything major about him, he looks like he plays largely the same, they might have buffed the recovery on his backdash...
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Do any of his moves do cool otg relaunches?
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I haven't seen any
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Played some CC wara today, plays exactly the same, although the 2[c] is much more useful now for controlling space
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lolllllllll h-wara, why does ecole hate you so much?
Ppl talking
xxxx: mmk guys, we've gotta rebalance the game. let's see, c-walachia...
zzzzzzz: this character is sweet dude, lets buff him
bb: yea!
ccc: yeah!!!
jjjjjjjjjjjj: buff buff :3
xxxx: mmk, this one is gonna be buffed. what about f-walachia?
zzzzzzz: coolest moon ever
bb: yea! I say lots of buff
ccc: yeah!!!
jjjjjjjjjjjj: buff buff :3
xxxx: mmk, buffs and buffs. what about h-walachia?
zzzzzzz: what!? fuck this char dude :S
bb: yea! this char sux
ccc: yeah!!!
jjjjjjjjjjjj: nerf nerf x(
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H-NAC has unblockable. He doesn't need to be buffed.
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Played some CC wara today, plays exactly the same, although the 2[c] is much more useful now for controlling space
well thats no fun ;_;
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EDIT: Scratch that, I rewatched the vid I was referencing for OTG relaunch for wara, he actually teched into the tornado. My bad.
For a not useless post new Takashi wara tearing it up in Mikado this week in a team of 2 in a 3 on 3 tourney!
http://www.youtube.com/user/MeltyBread
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1.07 Changes:
-5c now chargable
-Apparently has OTG relaunch combos now?
-According to Komidol talking to Taka, not that many changes to Fwara/hwara
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Whats the point of 5[c]. I know it wallslams but he doesn't have much options other than 2c , 6c and arcdrive. Maybe if it hits overhead or something it would be maybe useful.
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Yeah I didn't understand either, maybe its the OTG relaunch tool Komidol was talking about
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maybe it's +frames raw or something
then again, c wara 5c is already +frames....
more +frames after a throw kd to meaty the last hit?
gcrush damage?
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1.07 came out today, so lets hope for some cool changes to pop up 8-)
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Whats the point of 5[c]. I know it wallslams but he doesn't have much options other than 2c , 6c and arcdrive. Maybe if it hits overhead or something it would be maybe useful.
If it wall slams you pretty much do any move you want if it hits in the corner right? Well, maybe that in on itself isn't too useful, but if you use 2C after, it's untechable knockdown. Which means you can relaunch. It probably does a bit more damage too.
I don't consider myself someone who knows a lot about Wara by anymeans, but Taka seemed like he was having tons of fun with a bunch of different combo confirms. Who knows, maybe you'll get some new corner combos. No sense in complaining you get a new move.
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Maybe it's overhead.
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from todays vids, seems to move him forward a HELL OF A LOT during the move, but then he retreats during the animation.
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http://www.youtube.com/watch?v=_w2m4jeHkLA&feature=youtu.be&t=5m43s
Taka demonstrating it
new combo: blah > 236c 2c 5[c] j.2c knockdown
Combo doesn't really add anything to oki that I can see, maybe it can be used for better sandoori? Saw Taka try to do the TK dodge j.a whichway.
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http://www.nicovideo.jp/watch/sm15914720
At 25:52 near the end, C-Wara does j214a air Akiha summon. He then lands and dashes in to do a 2A. The thing is, both the summon's hit and the 2A hit at the same time, one being overhead and the other being low. Doesn't this effectively make this an unblockable setup?
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I believe air Akiha summon hits mid, unless they changed it in CC.
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Funky is correct
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I believe air Akiha summon hits mid, unless they changed it in CC.
Oh, then thank goodness. Didn't realize that for some reason.
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Not that the fact it's mid make it any less confusing or any more fair :nyoro:
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You can grab (really hard) or do a 50/50 off it too since its plus :laffo:
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You can grab (really hard) or do a 50/50 off it too since its plus :laffo:
I really wish 6[c] vs 6{c} 2a was real 50/50 instead of "I hope they have bad reaction time and haven't seen this..."
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Mash on reaction? :<
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You can just block it on reaction 100%.
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Sad :gonk:
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funny tidbit, theres a highspeed poser going around as blackspeed in recent 1.07 videos. Too bad he sucks :( But he knows the art of rising j.b
http://www.nicovideo.jp/watch/sm15914720
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The new standard combo from about midscreen is:
starter -> 5b2c tk236a 5a2c BE5c 22b -> aerial
http://www.youtube.com/watch?v=xkQVBEZMc_Q&feature=feedu#t=10m40s
Also, this is crazy:
www.youtube.com/watch?v=xkQVBEZMc_Q&feature=feedu#t=30m30s
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http://www.youtube.com/watch?v=HoIz-InE0J8&noredirect=1
Hwara stuff, theres Fwara in here but like he doesn't do anything that involves using Fwara's stuff
Hwara's 5b can hit crouchers now apparently?
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Hwara's 5b can hit crouchers now apparently?
Finally.
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h-wara looks like best wara
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With 5B hitting crouchers, I could actually see that being the case.
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Seems like it's only at close range though.
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Hwara would still be ass, doesn't have half of the tools Cwara does (Ie, cmd airdash, air nero, 6[c], j.b 2/1 hit depending on height, etc). Hwaras only different tool is 5b and charge j.236b but like, I haven't seen anyone TK bej.236b so I assume that it still pops you up while you do it rising. (Which would have been a cool new use but since it doesn't...)
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Hwara would still be ass, doesn't have half of the tools Cwara does (Ie, cmd airdash, air nero, 6[c], j.b 2/1 hit depending on height, etc). Hwaras only different tool is 5b and charge j.236b but like, I haven't seen anyone TK bej.236b so I assume that it still pops you up while you do it rising. (Which would have been a cool new use but since it doesn't...)
You forgot about lightning speed dash. H-Wara is ridiculously fast.
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I've always thought that but never really looked into it :o
Thats interesting
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I've always thought that but never really looked into it :o
Thats interesting
He definitely runs noticeably faster. Easiest way to notice is do jb(1) CH jc(whiff) dash 2c with both of them at same range. H/F are looking a bit more hype in CC. idk if it's just me but F fireballs look like they recover faster.
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http://www.youtube.com/watch?v=KKESUh_JS8E&t=15m40s Maybe it finally can be used as a reversal??
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ex pizza om nom
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www.youtube.com/watch?feature=player_detailpage&v=T_Ov5sfQrmw#t=51s
roku linked me this! waste of meter but it could be used to close rounds/matches :>
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It's a waste of meter... until you realize you can do this every single time you land 421C in the corner in max if you want to
[Which isn't that uncommon lol]
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Why would you though? Is a waste of meter and gives worse Oki and if you opt for pinwheel again raises it to too many hits. At that point just going for arc drive combo is a better idea
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Obviously for swag
Duh
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After the 2B vs. opponent in air with no counterhit, you can do the 6C into AD, but you most likely will have to bet 2B will confirm (which is a bad thing) or have godlike reaction. Deppending on reaction is also no good. It's really an unsafe choice...
So he went for the safest thing, j.A into air combo. After he made this choice there was no way back to go for AD. As it would give him the round he used Warc summon. I don't know if he would use it if it wasnt going to give him the round, even if in max, because of worse oki...
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I think ehrik meant the air combo j.236c AD ender. Which would give probably more damage and better oki. Looking back at that video though, I think he just wanted to end the round while having 200% for start of the next round.
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I think ehrik meant the air combo j.236c AD ender. Which would give probably more damage and better oki. Looking back at that video though, I think he just wanted to end the round while having 200% for start of the next round.
yeah this, basically if youre not killing them w/ it, might as well do AD combo
@Cristu: we're talking about outside of that situation :p
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F/H Wara in this vid I think the announcer said Highspeed i'm not sure.
http://www.youtube.com/watch?v=8kvnyOMWh-U&feature=related
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Well, the name says "haisupii" which is short for Highspeed. Can't get more proof than that.
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How about being unable to read JP or is that enough proof?
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Actually, I meant that the name is all the proof around. I wasn't dissing you about being unable to read JP. Sorry for the misunderstanding.
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:3 yes that is highspeed、I love his neutral
also haisupi = highspeed, not really a short form of it.
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aside from changes already listed, 236c also otg relaunches (but kind of useless since it doesn't actually OTG people unless you fuck up wall slam combo lol)
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I just got my hand on CC and I'm wondering, has anybody found a use for 5[C]? (Haven't spent much time on the game, will experiment later.)
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You use it in BNBs basically.
some sample ones are:
midscreen near corner: blah tk 236a (2b)2c [char specific] > 5[c] 22b/22[a] dash j.b dj.c ender
corner: blah tk 236a walk backwards 5a 2c 5[c] 6[c] j.c j.c ender [char specific]
or blah 236c > 2c 5[c] 6[c] j.c j.c ender
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I'm impressed with F-Wara's changes. Making the 236 and 214 series EX-cancellable makes things more interesting. However, you have to note that if you have a non-EX flame orb around, you can't put out an EX-orb. Speaking of which, EX-orb does significant damage, has hitstun and doesn't rape guard meter as much anymore, but still, this makes it more of a viable move to use occasionally. Unfortunately, 623C combos are not any easier to do, but the rest of the 623 series are also hard knockdowns which give quite some advantage on hit, so setting up orbs or haze might be possible.
Overall, I quite like F-Wara now. It'll be fun to use him to troll around people who aren't used to his airborne dash :laffo:
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Good stuff @ Burst
http://www.youtube.com/watch?v=ZhCppjgu32o Adv corner bnb for cwara
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Unfortunately, 623C combos are not any easier to do
I fail at getting 623c to hit at the right spot on demand. :gonk:
Anything on the front of OTG relaunches? (for F-Wara)
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None of his normals do. If 5b OTG relaunched, that would be gdlk. So far, I've identified 22 series, 623c and j421c (lol who the heck would do that)
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Just finished describing C-Wara's normals and specials (minus arc drive) on the wiki. I would like someone to check my translations of move names
will add to combos and strategies once i get access to my stick again so i can properly test everything.
http://wiki.mizuumi.net/w/Melty_Blood/Warakia/Crescent_Moon
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Just finished describing C-Wara's normals and specials (minus arc drive) on the wiki. I would like someone to check my translations of move names
will add to combos and strategies once i get access to my stick again so i can properly test everything.
http://wiki.mizuumi.net/w/Melty_Blood/Warakia/Crescent_Moon
→
http://www.meltybread.com/forums/melty-blood-auditorium/melty-blood-actress-again-move-names/
Might come in handy
Also check template again for how to do Move names on wiki. Only the jp name is in the 「」
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Thanks :3 ill fix them now
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http://www.youtube.com/watch?v=O9WmGqYbM0c
only way out of this is to DP or throw tech, kind of waste of meter but if you have max mode....
throw setup has been here since mbrft, but with new cc ch system :3 bet i could squeeze more dmg out but i was lazy
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If I get a chance to play some F-Wara vs. Greats I might type of a thread with some of the tech I'm trying.
I'm pretty much working so far with basic which way midscreen, basically after j.421C knockdown airdash over or not. I've also noted that straight up jumping and falling with either j.A or j.B can create a lightning fast high/low mixup, in which you either fall and hit a low, or jump and airdash immediately, and follow with a j.A. Both are easy to combo from and so on.
As for pressure, I did play him a little bit back in PS2, things I've noted are 5B(3) -> BE2C is pretty much poke proof, 2B(2) -> BE2C trades favorably most of the time if the opponent perfectly times a 4f startup 2A, 2B 2B 2B 2B 2B is a deceptively good blockstring, timed perfectly it's pretty much poke proof. Obviously you're vulnerable to invulnerable DPs on any of these gaps, but the point I'm getting at is F-Wara is full of frame traps without any work.
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If I get a chance to play some F-Wara vs. Greats I might type of a thread with some of the tech I'm trying.
I'm pretty much working so far with basic which way midscreen, basically after j.421C knockdown airdash over or not. I've also noted that straight up jumping and falling with either j.A or j.B can create a lightning fast high/low mixup, in which you either fall and hit a low, or jump and airdash immediately, and follow with a j.A. Both are easy to combo from and so on.
As for pressure, I did play him a little bit back in PS2, things I've noted are 5B(3) -> BE2C is pretty much poke proof, 2B(2) -> BE2C trades favorably most of the time if the opponent perfectly times a 4f startup 2A, 2B 2B 2B 2B 2B is a deceptively good blockstring, timed perfectly it's pretty much poke proof. Obviously you're vulnerable to invulnerable DPs on any of these gaps, but the point I'm getting at is F-Wara is full of frame traps without any work.
Watch this: http://www.youtube.com/watch?v=0F-rN63pnW0
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http://www.youtube.com/watch?v=VDda8KY6mjQ part 2
edit: hype fwara segment from recent ranpo vids http://www.youtube.com/watch?v=3KGZBs0SHJs&feature=g-u&t=17m30s
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I am still for the life of me baffled at how BE2C combos are doable.
EDIT: I've figured a little more about how F-Wara's haze works. Basically, if the opponent is launched by a move while touching the haze but IN BETWEEN the haze and you (contrary to popular belief, not INSIDE the haze), the move becomes untechable. The effects seem to be quite instantaneous, seeing as BE6C 214A causes an untechable knockdown.
Scrap all that. A lot more further testing is needed to confirm this. So far this stands untrue for P-Ciel.
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I'm starting to really, really like 2A 5B 2C 623A 214A as a setup starter. Obviously it's not the most damage, more meter combos would do more, but the height from the 2A 5B 2C 623A gives a lot of time to 214A and then do a setup.
Also, 2A 5B 5C 6C 623C is a reliable way to get into a 2B BE2C loop, and this obviously can be ended with 623A, or a 214A xx 623C again. So basically either
2A 5B 5C 6C 623C [2B BE2C] x N 623A 214A dash mixup
2A 5B 5C 6C 623C [2B BE2C] x N 214A xx 623C j.236A dash mixup
This is really nice because this is basically a 4.5k damage combo that ends in a really good mixup, as opposed to a regular combo which is admittedly more damage, but doesn't allow for as good of a mixup.
Notes: Seems you can only get up to three 2B BE2C's. Also, 2AA or j.A 2A is acceptable, but any more A moves and the combo will stop working on some character, in particular Kouma for sure.
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I find the haze a really good setup tool. It blocks vision, making airborne dash jA/2A high/low mixups even more ambiguous. And if you do a regular BnB with the presence of the haze, it adds around 300 damage or so, not to mention giving you more meter (and the opponent too).
Did you manage to do the 2bBE2c combos without haze? It is the one thing that is blocking me from mastering this character. Any tips at all? If possible, a replay?
EDIT: OH MY GOODNESS BENNY1 YOU ARE A LIFESAVER!! That 5b5c6c combo is DEFINITELY a reliable way to do those 623c combos!
EDIT2: Also, not sure how much this matters, but his AD and AAD also OTG relaunch.
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http://www.youtube.com/watch?v=-Gdtgl9C_I4 highspeed cmv that features all the important combos you will need with him.
includes all three moons
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hyyyype
And I'm sad, it looks like the combos I came up with last night have been sitting on the jp wara wiki for quite a while.
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^Which makes me kind of happy to know that F-Wara is getting support in JP.
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Is 5A whiff cancellable? I recently got the hang of TK Kattos (much easier than I originally thought it would be) and I need to know because I'm trying to make a corner combo that cancels into 623C
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Mostly finished with the C-Wara BnB section on the wiki. If I'm missing something or I need to get corrected or if something is too hard to understand about my notation please tell me!!
Is 5A whiff cancellable? I recently got the hang of TK Kattos (much easier than I originally thought it would be) and I need to know because I'm trying to make a corner combo that cancels into 623C
5A is indeed whiff cancellable. Also you don't want to end anything in 623C! Its a techable ender :(
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Lol that was a stupid question it is an A normal afterall. What are the untechable moves?
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Lol that was a stupid question it is an A normal afterall. What are the untechable moves?
What kind of combo are you trying to do?
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LOL I forgot how the combo went, sorry. How do you follow up 2369a 236a? The only thing i've done with this is cancel the 236a into 623c, but that seems pretty useless.
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you should be able to hit a 5A, unless they're too high.
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LOL I forgot how the combo went, sorry. How do you follow up 2369a 236a? The only thing i've done with this is cancel the 236a into 623c, but that seems pretty useless.
You don't want to really do that kind of combo D: http://www.youtube.com/watch?v=-Gdtgl9C_I4 look here for examples
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Anyone want to help fill out the f-wara and h-wara wikis? I can put in move/and normal descriptions, and maybe like one bnb, but I don't really understand F-wara yet...
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In theory I could write up F-Wara combos, but as I see it he really only has like three necessary combos.
2A (5Bx2) 2B 2C 6C j.C dj.C 421C
2A (5Bx2) 2B 2C 6C 623A (oki)
and the 2B BE2C loop.
pixel cloud combos are, as far as I am concerned, too unreliable to be worth it. I need to actually play him against Greats some, but the main idea seems to be spam 2B in blockstrings until you feel like doing a mixup. At which point, dash, and you can do single, double, or no overhead.
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I'll volunteer to write it up. But I've never seen the wikis before. Will try my best.
EDIT: I'll have to leave move names to someone else. But I can do descriptions.
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Is there a trick to comboing 236c into arc drive. I've been trying for a while now.
Help please?
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If you mean ground 236C, u can always do a few moves before you do your AD, like in a normal combo. IE: xx 2c 236c 2c 6c 41236c. If it's j236c after your air combo, just do your AD as soon as you touch the ground.
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I probably should have put up the combo first:
5A 5B 2B 2C tk236a 236A 236C then Arc Drive
They opponent always techs out of the wall bounce before the arc drive hits them.
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Well, that doesn't sound like a very practical combo in the first place. Replacing the 236a after the TK with a 2c would be better, because you can follow it up with better things like air combo or Nero summon oki. Plus, the ground 236a sounds like it's quite a tight link and prorates badly. If you really want to do that EX before the AD, it would be better to do it after an air combo, ie:
2a (5b) 2b 2c tk236a 2c 6c 22a sj8 jc djc j236c land AD
This is the one most people use and is relatively easy to land. Of course, you can tone the difficulty down by not doing the tk236a and going straight to the air combo. Or, if you are at the very end of Max or Heat mode, forget going into air combo and instead straight away go to 6c -> AD.
If you're in the corner, you can try to doing bla bla 236c 2c 6c AD.
In general, doing AD right after 236c is not very possible.
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Thanks i'll use that more often from now on. I only added the extra 236a since I like doing the hard links and stuff (it's not really that hard with enough practice though), plus it looked kinda cool too.
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how do you do a sandoori?
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http://www.meltybread.com/forums/game-engine-mechanics/what's-a-sandoori/
So far, this thread has the most extensive explanation(s) for a sandoori.
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Very nice, though I wish I could use it on C-Arc. This would be essential for Wara.
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lol thanks for the link, I got the hang of it now.
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What's the fastest way of doing a the j22 series?
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you have to be more specific than that D:
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Let's say if I were jumping backwards or 8 and quickly wanted to do a 22b before the opponent got back up.
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thats called Tigre Kneeing it, you basically do the input on the ground then add a jump input at the end then press attack button to do it.
for example, you would do 272b to do it as close to the ground as possible. you can also try 21472b as well
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New buffer makes it easier to do 227B. But press 7 and B at the same time.
EDIT: Nevermind! Apparently it has a minimum height, so you can't TK it legitimately! =O
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I just found out that Wara can cross under characters after otg ex katto in the corner, I use this as a reset and if the tech theyll air tech so I catch them with 2b, and if they dont then i just finish my combo. What do you guys think about this?
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By otg ex katto in the corner, do you mean 236c? If so, then you can just get a hard knockdown with 2c (timing may be a bit iffy if it is otg). From there, you can just go into nero summon, mixup, etc.
Since you can use ex katto to get a hard knockdown, I wouldn't use it as a reset. Likewise, catching them with 2b when they air tech probably only works if they neutral tech or tech towards you. If they air tech away from you, I don't think 2b will be able to catch them.
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thats called Tigre Kneeing it, you basically do the input on the ground then add a jump input at the end then press attack button to do it.
for example, you would do 272b to do it as close to the ground as possible. you can also try 21472b as well
I thought tk's only applied to 236 214? I guess not. That 21472 seem doable and easier than my current method (which comprises of do the 22 really fast and hope it worked.) I do that from now on.
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http://www.nicovideo.jp/watch/sm16793054
new cmv with lots of cool shit
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I was wondering if somebody could give me a general idea or a list of some sort of suggested mixups and how to do them after both a 2C > summon setup and suggested mixups after a grab. Everywhere I read people seem to assume all of the options are well known, but whenever I go for these mixups I feel I'm doing them wrong because often I get grabbed or mashed out of them, am unable to confirm anything off of it, etc. I've watched countless match videos, but because a lot of the mixups appear to take advantage of a lack of vision behind the summons...it doesn't make it easy for me to decipher what's happening.
Expect a video from me in the critique thread soon, but I'd like to try to figure some of this out a little bit better first.
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I've been trying to do this for a while now, but I've been trying to put together a tutorial video for warakia or a basic mixup video. I'll try to get something soon. I can also describe some mixups in my next post once I come back from school; I've been far too lazy lol
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I was wondering if somebody could give me a general idea or a list of some sort of suggested mixups and how to do them after both a 2C > summon setup
http://www.youtube.com/watch?v=EfG6mKeSefE
suggested mixups after a grab.
http://www.youtube.com/watch?v=FXoj-E0NMm8&feature=related
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I've been trying to do this for a while now, but I've been trying to put together a tutorial video for warakia or a basic mixup video. I'll try to get something soon. I can also describe some mixups in my next post once I come back from school; I've been far too lazy lol
This would be greatly appreciated.
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I wonder when Tonberry will stop linking that game from like 3versions ago lol
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They still work for the most part
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I wonder when Tonberry will stop linking that game from like 3versions ago lol
When it stops being relevant.
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http://www.nicovideo.jp/watch/sm17456674 j.2c ender video
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http://www.nicovideo.jp/watch/sm17456674 j.2c ender video
These are really cool and fun to look at, but the damage is just so gimped; is it worth it?
Only reason I can see to use j2c now would be for mixup and OTG metered relaunch after, but I don't main wara, so..
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http://www.nicovideo.jp/watch/sm17456674 j.2c ender video
These are really cool and fun to look at, but the damage is just so gimped; is it worth it?
Only reason I can see to use j2c now would be for mixup and OTG metered relaunch after, but I don't main wara, so..
I always considered midscreen nanaya to be better than midscreen Nero so I think some of these are worth it, especially for hwara
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http://www.nicovideo.jp/watch/sm17456674 j.2c ender video
hypeeeeeeeeeeeeeeeeeeeeee
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Yoo, Highspeed bringing Wara to a next level one step at a time :toot:
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Should i make a matchup thread or would that not be helpful
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Should i make a matchup thread or would that not be helpful
Everything is helpful. Please do :toot:
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Should i make a matchup thread or would that not be helpful
You should do it.
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Ehrik should make it imo
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Yeah man. I was planning on making it, then writing an entry for every character without input from other players.
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Sounds like a good idea.
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do it, its always good to have different opinions. i'll argue my best if i don't see something i like
edit: if im not taking initiative, its not like no one else is allowed to do something, having anyone contribute anything is helpful, i was getting ronery. Also school is kicking my ass
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I think he was being sarcastic about not getting input from anyone else.
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;_;
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;_;
;_;
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So... I was trying some katto corner combos (as shown on this video (http://www.youtube.com/watch?v=Xb--ocW3woE)) and felt like I was back in melty kindergarden. I could not for the life of me get the last 2C to connect on VSion, and had to make small adjustments to hit the combos consistently on other chars. How practical do you guys think these combos are in a real match?
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How do you get that 2C to connect? I've tried for way too long now and i'm beginning to believe it doesn't even work.
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they are pretty practical. what you don't see there is that after tk katto they walk backwards for a micro second before doing 5a 2c.
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Thanks for the replies xD
I did see that though, ehrik. When I was practing those combos I could hit'em 7 or 8/10 times on chars like Aoko, Arc, Nanaya or Nero (not the exact combos shown in the vid) but 1/10 times on Roa and 1/200 times on VSion. Not even putting together what I've learned while practicing the combos have I managed to find a variation that would hit her while getting all the possible hits in. Guess I'm just not ready yet =/
Anyways, I've stoped messing with Wara since then, maybe I'll pick him up again if I have time. Summon setups and teleports are so fun.
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What do you do aganist Warc's air rings?
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stay out of range and run around. sometimes you can snope with tornado. throw out nanaya for when she lands
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Did you guys know you can get j.2C to combo with Nero summon out of regular 2C oki? The timming is pretty strict tho, and maybe char specific? j.2C + Nero, 6C Arc Drive does 5k.
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Should I ever try to be aggressive or just play it safe. I also think that I should never use 2B in this matchup (seems like rings always beat it) is that wrong or do I just suck?