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Atlas Academy > Wallachia (Warakia)

F-Wara

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BurstOfAnger:
This moon is gaining popularity!

Note: I probably don't know nuts about what I'm saying here. Please say I'm wrong somewhere.

Moves that OTG relaunch: 22 series, 623C, j421C (I don't know how in a practical match will this be useful), AD/AAD.

Pressure options:

2A 2B 2A is airtight when properly timed.

2B 2B 2B is a valid blockstring. Entire thing is a frame trap.

5C has lots of pushback, use it as an ender.

Anything into BE2C can be used as a frame trap.

NEVER use 236 fireballs in blockstrings. All of them are supremely minus on block, even on counterhit. Unless it's IAD jA/jB j236B which is a frame trap and airtight on landing. You can't use j236A thought, the fireball will appear after the opponent.

Combos:

2A 2B 2C 6C jC jC AT/j421C - the most normal BnB around.

2A 2B 2C 6C 22A sj8 jB jC AT/j421C - tornado version

2A 5B 2C 6C jC jC AT/j421C - depending on spacing and height after 5B, 2C might be 1 or 2 hits.

2A 5B 5C jC jC AT/j421C - easier to confirm into EX combo.

2A 5B 5C 6C jB jC AT/j412C - character specific.

With haze: 2A 5B BE2C [2B BE2C]xN

Into oki:

xx 2C 623A - Only the last hit of 623A is a hard knockdown, meaning the 6th hit. If you only get 5 hits, the opponent is free to airtech.

xx 2C 623B - Only doable in corner, has higher chance of getting the last hit to connect due to it only going horizontal and seems to do more damage.

xx 2C 6C 623A - Timing needed. If the opponent is too high, the last hit of 623A might not connect, leaving it airtechable.

xx 5B 2C 6C 623A - The 5B starts launching the opponent, sending them higher into the air and causing them to spend more time to land after the 623A, giving better oki. Timing is needed, delay after 2C.

xx 2C 214A EX cancel 623C - Doing TKj2369A gives you both haze and fireball oki which shuns out jump-outs. The forward momentum will also put you closer to the opponent. You should recover fast enough to stuff-out pokes.

EX Pinwheel combos:

xx 5B 5C 6C 623C [2B BE2C]xN (Oki option)

Can only be done if there are a maximum of 2 hits before 5B, either two 2A's or jA/jB 2A. This combo so far has the highest chance of success for 623C to connect properly, where the final hit when Warakia lands connects. If 2B is done too early, the BE2C might only be 1 hit, which will mess up your timing. Should this actually happen, your best bet is to do 2A2C after a 1 hit BE2C because connecting 2B after that is difficult. This takes quite some reflex, so practice makes perfect.

The most number of practical reps is 2 or 3 because nearing the end the hit counter will be past 20, giving the opponent a lot of meter. If the opponent is too far, switch to 2B2C instead of BE2C. Continuing into an air combo after the BE2C reps is doable, but not practical because normally this combo would have already raked in 5k, and an air combo will raise the hit counter a great deal unnecessarily, even if it is for the kill.

236 Fireballs:

236A generates it quickly in front of Warakia. Doing it point blank at the opponent will generate it AFTER the opponent. The fireball doesn't oscillate vertically too much, hence it might whiff crouchers. Disappears relatively quickly.

236B has a longer startup and the recovery after is a little slower than 236A. Can be done point blank. Oscillates quite a bit vertically, meaning it can hit crouchers more easily than 236A. Travels slower than 236A but 2x further.

236C ACTUALLY HAS HITSTUN AND DAMAGE NOW! Destroys 1/3 of total C-Moon guard bar (haven't tried on H-Moon yet), which isn't much. Extremely minus on block though. Not a very viable pressure/guard crush option actually. Oscillates as much as 236B, travels as far as 236B and has a larger hitbox.

j236A continues momentum while summoning an A fireball. Low air normal to j236A does NOT connect.

j236B completely halts momentum whilte summoning a B fireball, then continues momentum. TKj236B will have you fly up into the air after summoning. Low air normal to j236A connects and is a good pressure option.

j236C will push you back while summoning regardless of momentum before.

Maximum of 2 fireballs can be out at the same time, however if there is one fireball out, an EX fireball cannot come out. If an EX fireball comes out first, though, a normal fireball can come out after that.

214 Haze:

All hazes increase air hitstun of moves when the opponent is touching it and launchers become untechable. Also gives you and your opponent meter ONLY if the opponent is in the haze. Deals slight damage per instance which cannot kill.

214A generates a moving haze which lasts for about 6 seconds. Gives you 1.8% and the opponent 0.6% each instance. A haze passing by a stationary opponent causes 5 instances. Maximum of 12 instances.

214B generates a stationary haze which lasts for about 3 seconds. Gives you 4.5% and the opponent 1.5% each instance. Maximum of 6 instances.

214C generates a bigger stationary haze which does the same thing as B haze, except that it deals more damage.

In order to maximise damage from haze, do combos with the opponent in them, especially BE2C reps which keep them low to the ground, constantly in the haze. Haze increases air hitstun, making reps easier to perform. Also, use haze to make high/low mixups more ambiguous and hide BE6C overheads.

Oki options:

Airborne dash jA/2A high/low. Most basic mixup for F-Wara. If you do jA right after the dash, the forward momentum will still carry on, pushing you upward and forward over the opponent, which isn't what you want. To do it properly, delay after the dash to let Warakia fall down a little, killing the momentum before doing the jA overhead.

TKj2369A has forward momentum, bringing you closer to the opponent almost instantly. Depending on situation, can cross up. If the fireball is over the downed opponent, it'll shun off jump-outs.

236B has long startup, so to compensate for this, do it when the opponent is on the floor. Having the fireball float right at the opponent when he/she is waking up covers you and lets you perform any other oki option like the jA/2A high/low. After throw: 236B 2A is airtight. The A fireball will float over most crouchers.

214 haze in most cases will recover in time for you to do a jA/2A high/low.

Oki options are the same for after a throw.

BE6C overhead:

Haze after BE6C normally causes the BE6C to be untechable. Unfortunately, you will not recover in time to combo. However, since fireballs and haze are now EX-cancellable, they are also IH-able as well.

BE6C 623A gives oki, but is not safe on block.

BE6C recover 5B (1hit) 6C EX Pinwheel/sj air combo is character specific.

BE6C 22A is probably your best option on block. Vulnerable to poke, though.

IH combos:

2A 2B 2C IH [2B BE2C]xN - delay after IH, don't do 2B too early or BE2C will be invalid.

BE6C IH 214A [2B BE2C]xN - again, timing required.


Massive thanks to Benny1 for his research on the EX combos!

Benny1:
http://www.youtube.com/watch?v=0F-rN63pnW0
Oki setups + combos from Highspeed

http://www.youtube.com/watch?v=-Gdtgl9C_I4
Highspeed CMV

I'd also recommend mentioning the 2C 214A xx 623C j.236A oki ender, since it gives you both haze + fireball rather than just one.

BurstOfAnger:
To be honest, I don't fully understand that oki ender because the way I see it, TKj2369A floats too high to hit crouchers. Mind clarifying what options do you have after this oki?

VanDarkholme:
Is he considered better than C in japan? I've been playing Wara since the release of AC so I'm kinda uncertain if I should try him out.

Benny1:
As far as I'm concerned, anything that makes people afraid to jump out is always a good thing.

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