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Offline ehrik

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Wara Critique thread
« on: January 30, 2012, 09:51:56 AM »
Saw one in the Kouma forums and I think its nice to have. Just post up videos/replays of yourself here and have someone on the forums help you out!
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
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Offline BurstOfAnger

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Re: Wara Critique thread
« Reply #1 on: January 31, 2012, 02:26:07 AM »
Will gladly do so when I actually get decent :V
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Offline VanDarkholme

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Re: Wara Critique thread
« Reply #2 on: January 31, 2012, 04:00:18 AM »
Ehrik why do you always go for summon settups instead of combos?

Offline Tonberry

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Re: Wara Critique thread
« Reply #3 on: January 31, 2012, 11:21:21 AM »
Ehrik why do you always go for summon settups instead of combos?

You sacrifice minimal damage for summon setups in order to have much stronger okizeme. 
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Offline ehrik

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Re: Wara Critique thread
« Reply #4 on: February 01, 2012, 07:03:41 PM »
Ehrik why do you always go for summon settups instead of combos?

like tonberry said, most of the combo enders for Wara outside of 2c > Nero, have really weak oki. That and the fact that his BnBs don't do that much dmg compared to the rest of the cast, I normally go for oki so I can get extra dmg (ie end with 2c, land succesful corner sandoori, get more dmg. 3k + 4k = 7k). Also near the corner, going for dmg after 236c bnbs isn't worth it at all because it only adds minimal dmg; you might as well only do it when its going to kill.

midscreen its probably not worth it as much as it is in the corner but sometimes you just gotta go for it...
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
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Offline VanDarkholme

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Re: Wara Critique thread
« Reply #5 on: February 02, 2012, 03:54:12 AM »
Alrighty, thanks for the answer : )
I was sure there were a couple of moment where you could have won some (or just maybe one) matches if you finished it with a combo instead of mixup on that tournament video that was posted a couple of days ago on srk(forgot the name). But maybe my memory is telling me lies or it was because of tournament nerves
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Offline Christen

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Re: Wara Critique thread
« Reply #6 on: March 06, 2012, 06:42:34 AM »
Time to revive this thread. I would reaaally like some good critique on my Wara right now. He's not really my main but he's becoming my 2nd character.

Please check this video (or the other videos that involve Wara in the playlist), and tell me what areas I could improve on.

http://www.youtube.com/watch?v=1kfux58X2jo&list=PL99CB8674A7247ED4&index=3&feature=plpp_video
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Offline VanDarkholme

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Re: Wara Critique thread
« Reply #7 on: March 06, 2012, 09:15:45 AM »
I might not be that good but I watched a couple of moments and some overall tips I can give :
-try to read your opponent, all the situations I watched you were pretty much doing some poor blockstring into dash and maybe more blockstrings, which is pretty good, but not if the opponent blocks it every single time (especially if theyre only mid or low strings) so either throw, charge up that 6c since the oponent is pretty much turtling, or instat air dash and do some overheads
-try to go more often for the knockdown summon setups
-learn the range of 214a
-remember that your 2b is airunblockable, when you hit someone with it you can cancel into launcher or whatever and do your combo, learn to use it properly since some characters will counter hit you because of 2b's hitbox
-dont do that many random things, in the second video I think there was a moment where you crossed up your opponent with an air dash, landed and did a 22A , after some time you just did a random j236c , it may be execution errors, so just work on it : )
-this is just my kind of mindset, but try to block more often on wakeup, im just the kind of players that prefers to play solid, also getting thrown isnt that much of a deal when playing against a character without a command throw or a throw that leads to a combo, it's a lot better to get thrown once/twice instead of getting comboed : ( If you have to wakeup shield do the throw break/shield option select ( 4/1 A+D)


So far imo the thing that you could improve on the best is anti airing with 2B
« Last Edit: March 06, 2012, 09:17:19 AM by VanDarkholme »

Offline Christen

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Re: Wara Critique thread
« Reply #8 on: March 06, 2012, 02:30:06 PM »
Thanks for your time. A question, what is the use of BE6C? I've been trying to find good uses for it.

And yeah, that random 22a and 236C were pretty much execution error (I use a pad).
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Offline Rokunaya

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Re: Wara Critique thread
« Reply #9 on: March 06, 2012, 04:20:42 PM »
Thanks for your time. A question, what is the use of BE6C? I've been trying to find good uses for it.

And yeah, that random 22a and 236C were pretty much execution error (I use a pad).

It's an overhead, which means it has to be blocked standing. It can then be faked into a low if you half charge it, making it pretty useful for his mixup game.
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Offline Christen

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Re: Wara Critique thread
« Reply #10 on: March 06, 2012, 05:32:28 PM »
 :slowpoke:

I didn't know that. It doesn't look like an overhead at all. Thanks a lot for this info.
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Offline Qpunch

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Re: Wara Critique thread
« Reply #11 on: April 09, 2012, 05:35:28 PM »
Does Wara have any effective mixup or something to keep pressure going? And once again, how do you do a sandoori? The guide on this website didn't help me much. Is there like a number notation for it?
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Offline TheMaster_Rahl

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Re: Wara Critique thread
« Reply #12 on: April 09, 2012, 09:19:50 PM »
And once again, how do you do a sandoori? The guide on this website didn't help me much. Is there like a number notation for it?
For this, you need to be in a situation that allows you to do one. I don't know them all for wara.
But as far as inputting one: it's something like this:
dash at them (6a+b or 66), neutral jump (85), hold 6 to float forwards. At least I usually have better results if I return to neutral after a jump to get the directional influence of 6 to float me forward. From here you can do one of 3 things.
-You can just land and go mid (5B) or low (2A/2B). If you floated forwards the right amount you and the opponent will not know what side you will land on (or at least the opponent might not).
-You can air back dash (4a+b or 44) and go same side high with jB or maybe jC. I'm not too sure on the exact normal options possible.
-You can instant air back dash (84a+b or 6587) and go cross-up high with jC. The only confusing part about the notation is that if you crossed up while floating over them with 6, then during the IABD as soon as you input the 8, your inputs are reversed. So when I say 84a+b, the 4 input is the same direction as a 6 would have been had you not input an 8 right before it. Likewise, the 7 in 6587 would have been a 9 had you not input 8.

ex: if you wanted to attack cross-up high with jC, the inputs would be something like this:
66>85>[6]>584a+b>jC (the neutral inputs may or may not be needed...)

Hope this helps.

-TexasTim-

Edit: The fundamental thing that makes this type of mix-up work is that you are familiar with your opponent's wake-up time. You have to kinda tailor your mix-ups to the char you are fighting. The timings on these types of things is often char specific. You usually compensate for this by delaying your dash or delaying when you jump.
« Last Edit: April 09, 2012, 09:30:30 PM by TheMaster_Rahl »

Offline Inso

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Re: Wara Critique thread
« Reply #13 on: April 09, 2012, 11:49:28 PM »
I don't know if it's old news, but there is also another way of doing the backdash on the sandoori. It's not so much different from what Tim said, but in this case you take advantage of crossing the oponent and the jump side change to do back-jump-back, the first back being one direction before the jump and then the other after the jump.

Like, after you crossed the opponent in the air input 4 8 6 (back-up-new back) and voila, backdash. (I'm ignoring the side change in the notation, in case someone gets confused)

Anyway, the result is the same, but the method is different  :psyduck:
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Offline VanDarkholme

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Re: Wara Critique thread
« Reply #14 on: May 14, 2012, 01:56:46 PM »
How do I fight a Kohaku? her air2airs just rip me a new asshole, am I supposed to just dash under them and catch them when theyre unable to trip guard after using theyr attack? It also doesnt help how the counter time is so retardedly huge in this version of the game  :'(

Offline ehrik

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Re: Wara Critique thread
« Reply #15 on: May 14, 2012, 03:00:12 PM »
Against kohaku theres a couple approaches I use to beat her:

If shes using C-moon, and shes high above you and doing j.c, do rising j.7b to beat it.

If shes air dashing at you at a plane above your 2b range, IAD at her and do j.b first. (kind of risky since her j.b is faster)

If shes airdashing low to the ground, dash 2b works. Also sticking out 2b preemptively is great because she extends her hitbox out before her j.b comes out.

if she does dash 2c, IAD j.b/c usually wins. Sticking out random 2a's will also hit her out of 2c but won't net you a good reward unless you have gdlk confirms.

If shes doing AA 2c, oh boy. Be ready at all times to cmd air dash out of that situation or try to attack her with cmd airdash j.b/c. If she reads it though, she can just swat you with 5b. I say cmd airdash because smart kohakus wait until you've used up all of your air movement options before trying it. If they're just throwing it out there, just bait it out normally with double jumps/airdash.

Using 2c anti air also works very well since it can low profile under some of her air normals, and trade in your favor (risky, you need to be really good at this lol). Dash 2c is also useful on the ground if you got the read.

highspeed told me you could also try rising j.c if you see them air dashing at you, in an attempt to hit their j.b before it comes out.

restricting her movement with 2[c] and 214b is also a good idea, try to get into advantageous positions...its kind of difficult though because Kohaku's reward for hitting you is much higher than you hitting her. She can take more risks as long as she can get that one vital knockdown...then you die.

Don't Ever:

-be above her at any time, her j.b will always win 100% unless she puts it out too late.
-If you are under her and shes H/F moon, her j.c will rape you. Sticking out preemptive 2b's help.

i think thats it. good luck

Edit: oh yeah 5a can beat jb sometimes if you stick it out before their jb comes out
« Last Edit: May 14, 2012, 03:10:32 PM by ehrik »
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Qpunch

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Re: Wara Critique thread
« Reply #16 on: May 14, 2012, 04:53:44 PM »
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Offline Sashi

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Re: Wara Critique thread
« Reply #17 on: May 14, 2012, 05:01:33 PM »
Probably, 'cause it's the same way Satsuki's 421 4way works.
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Offline Qpunch

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Re: Wara Critique thread
« Reply #18 on: May 15, 2012, 03:07:48 PM »
How exactly do you do that 2nd telelport mixup?
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Offline ehrik

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Re: Wara Critique thread
« Reply #19 on: May 18, 2012, 12:18:02 PM »
Because they changed the way 421a works in CC and his airdash in AA, its a little harder to do now. You just have to be point blank for it to work, and try not to be too far away.

edit: h-wara probably does it the best since his teleport has really good recovery
« Last Edit: May 18, 2012, 12:58:54 PM by ehrik »
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Inso

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Re: Wara Critique thread
« Reply #20 on: September 15, 2012, 12:25:00 PM »
http://pt-br.twitch.tv/inso10/b/332089056

plz go easy on me

btw, mordon is a player whos is not affraid of mashing 2A or DP, he was kinda not himself in that session, playing both better and worst in different aspects =x
and those TK 236B were execution errors u.u
« Last Edit: September 15, 2012, 12:53:38 PM by Inso »
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Offline ehrik

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Re: Wara Critique thread
« Reply #21 on: September 16, 2012, 04:50:39 PM »
combos:
-dont always go for tk combos; they do less dmg than normal 2c 6c. Only time you'd want to go for them is if you wanted the adv midscreen nanaya knockdown or corner carry.
-When doing the air portion of the combo, it stabilizes it if you do j.cb j.c; sometimes they'll be too far below you for second j.c.
-watch your meter when going for j.236c > arc drive.

neutral:
-Although mordon didn't really use her j.b that well, be careful when fighting better players. Ries players even though their j.b is shorter, i believe its faster, and active for much longer.
-You didn't really use 2b all that much but thats understandable since ries j.c is pretty strong. IF you stay directly below her though, 2b will always win
-mordon couldn't really handle your neutral so I can't really comment but be careful when playing better players. They will rush you down and stick moves out preemptively to beat j.b.
-cries/hries will also use 236x to get through wara's tornados, but you didn't use them that much anyways
-make sure you become more comfortable with air dodge (to turn), super double jump, j.22x
-j.236b is very good; I use it against people who run at me from the ground after I use up all my air movement since wara is usually vulnerable after that (forced to block or get hit).

knockdown:
-ries has slower get up speed so I did see you adjust a little but the timing wasn't perfect especially after arc drive enders. You also get more advantage btw if you do falling j.214c.
-its been a while for me, but i'm fairly certain you can get 1 hit tornado meaty on ries after j.421c which is very powerful

blockstring:
-be careful of using 5[c] to much in blockstrings; certain characters can EX through it and rape u
-be careful of ending with tornado for same reason above
-you don't always need to end your blockstrings into 5c > tornado all the time; you gotta mix it up and go in sometimes.

extra:
-if they bait your heat in the corner by double jumping, just run out. wara's dash is super fast and low to the ground.
-running under people in neutral is pretty difficult for some chars to deal with
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Inso

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Re: Wara Critique thread
« Reply #22 on: September 16, 2012, 06:52:18 PM »
Thanks a lot, Ehrik! Apparently I was being very unsafe cuz half your itens start with "be careful" xDD

Combos
- When I go for tk combos I'm usually thinking about following up with tornado and air combo, does similar damage but gains more meter. This time though, I was testing what worked as AA against Ries in which situations (5C works sometimes, who'd knew) and I was purposelly using combos that would corner and release him in a high position so I could challenge him in the ground with something.

Neutral
- I feel like Ries' j.B lasts pretty much forever and it's not that much shorter than Walla's either, but still I can't get shields consistently u.u That aside, I just have a bad habit of sticking to the air even when I shouldnt.
- 2B actually clashed with her j.C a couple of times, and since he was expecting to land and I was expecting a CH, he pressed 2A faster =/ I'll try doing it when I'm right under her to see how that turns out, tho I also managed to get hit by it while crossing under and then doing 2B so I'm a little scheptical right now.

knockdown:
- Hmm, how exactly is falling j.214c better?

blockstring:
- Could you give me some examples of characters and moves that can go through tornado whilst doing rape? Can't really see it, aside from maybe AE's j.214C
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Offline ehrik

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Re: Wara Critique thread
« Reply #23 on: September 16, 2012, 07:12:09 PM »
Thanks a lot, Ehrik! Apparently I was being very unsafe cuz half your itens start with "be careful" xDD

Combos
- When I go for tk combos I'm usually thinking about following up with tornado and air combo, does similar damage but gains more meter. This time though, I was testing what worked as AA against Ries in which situations (5C works sometimes, who'd knew) and I was purposelly using combos that would corner and release him in a high position so I could challenge him in the ground with something.


I noticed u would do it, and then end with j.421c which is a waste of meter. If you're going for meter, I would do the double tornado combo. Also wara usually never runs out of meter lol.

You say you'd want to challenge ries from the ground, but thats a pretty bad idea. Herj.c is so large that if you don't perfectly space your 2b it won't win. Even then its sort of risky to throw out. Her j.b is also a pretty decent air to ground because its active for so long.

Quote

Neutral
- I feel like Ries' j.B lasts pretty much forever and it's not that much shorter than Walla's either, but still I can't get shields consistently u.u That aside, I just have a bad habit of sticking to the air even when I shouldnt.


Thats why its risky to stick your j.b out against her, if she puts hers out first, theres not much you can do about it in the air. because she can stick it out early, and have it last longer than your j.b, she has to commit less when she presses j.b in the air. Wara though would have to do it preemptively to beat it, which is pretty risky.

Quote
- 2B actually clashed with her j.C a couple of times, and since he was expecting to land and I was expecting a CH, he pressed 2A faster =/ I'll try doing it when I'm right under her to see how that turns out, tho I also managed to get hit by it while crossing under and then doing 2B so I'm a little scheptical right now.

it clashed because you weren't directly below her.

Quote

knockdown:
- Hmm, how exactly is falling j.214c better?

It gives you more advantage. You even have time to do j.2c and it will juggle with the nero summon hit.

Quote
blockstring:
- Could you give me some examples of characters and moves that can go through tornado whilst doing rape? Can't really see it, aside from maybe AE's j.214C

ciel 236c, AE 214c, fsats 236c, fries 236c, arc shoulder tackle, etc. lots of moves can. I bet even fwara 623c can too
« Last Edit: September 16, 2012, 07:13:47 PM by ehrik »
<Graven> When you are Ciel, don't try to win, don't even try to do anything. The more you do, the stupider and bigger faggot you become because you're using Ciel.
<WyvernLord> roku is faking his disappearance so melty bread can come out and try to convince him of his value to the community

Offline Big Ben

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Re: Wara Critique thread
« Reply #24 on: December 30, 2013, 11:09:02 AM »
http://www.youtube.com/watch?v=UN-9E4R5xpU

Wara starts about 11 minutes in. I was still rusty at the time of recording, made the transition to stick after 2 years of keyboard.

http://www.youtube.com/watch?v=Oc94YK5i4sU

More Wara, recorded later. Starts right away.
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