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Author Topic: C-Wara Guide MBAA  (Read 13887 times)

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Offline Irysa

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C-Wara Guide MBAA
« on: August 24, 2009, 06:13:22 PM »
New thread mostly because not everybody ever looks at the wiki, the other thread isn't that organized and I want separate C from F stuff here. Feel free to let me know if there's anything new you find or want me to add, I'll be updating this as time goes on.

Normals

Standing

5A - Wara outstretches his claws in front of him a bit. It's a semidecent anti air and fairly fast, but is primarily used for links.
5B - Wara extends and attacks with his cape. This move goes quite far and is fairly fast. Average poke. Mostly combo filler.
5C - Wara spins around and creates a VERY long distance attack with his cape. Very slow, easy to counter, only use it in pressure strings or combos. This is one of the very few crescent moon normals in the game that is + frames by itself on block, bear that in mind.

6C - A standard launcher.
6[C] - Overhead variant of the launcher.

Crouching

2A - Generic crouching jab. Nice range, fairly fast, combos into everything. Hits low.
2B - Wara creates an Arc in his cape and crouches very low while it angles over him. One of his best moves. The hitbox for this has been buffed slightly in terms of vertical and forward range since MBAC (but it NO LONGER HITS BEHIND), and it now has some clash frames too. His best poke and anti air.
2C - Generic sweep. The range is deceptive on it, and it is very slow. Can be used as a ghetto antiair vs characters with very strong air normals but suceptability to stuff from below (ie, nero JC).

2[C] - Throws out an F-Moon Wara esque fireball that does practically no damage and will float up diagonally for a while. Does decent guardbar damage, but is pretty slow and gimmicky. I've yet to find a consistent use for it. It's more useful to use the charge properties of this move to stagger your 2c in a blockstring, although you can use it sparingly as part of a blockstring on a cornered opponent if you wanna take the risk.

Jumping

jA - Generic horizontal jumping light. Fast, o.k range, combos easily.
jB - Another great move. Covers far more space than would appear normally, an all round good tool for zoning and keepaway. The fact it hits twice also helps in high/low mixups on people.
jC - Slow, angled downwards cape attack. Hits 3 times and can be used to fake out in a high/low game. Mostly combo filler but can zone o.k.

j2C - Looks the same as jC, but has more startup and kills his momentum in the air. It also knocks down on hit and will raise him up very slightly. Primarily used as a high/low mixup after a blocked jb.

Specials/Supers

236a - Katto. Wara attacks with a clawesque assault. The range is short but it generates good meter and is ex cancelable. Also used in some more advanced loops.
236b - Slower variant of A. Is +frames on block, ex cancelable again.
236c - Ex variant, corner combo filler/psedeo reversal. Wallslams. It has iframes but will not enough to beat fast constant attacks (2aaaa). It's neutral on block.


j236a - Aerial kattos. A Version carries your momentum and will move you forward/backward a bit. It's also the fastest and most applicable for tiger kneeing.
j236b - Slower, and kills your momentum in the air before it comes out.
j236c - Wallslams. Generally the alternate link into his Arc Drive or just if you want to get your opponent in the corner after an aircombo or possibly a corner reset where your opponent has tried to chicken block his way out and you caught them with ja/b


623a - Katto. Wara preforms another clawlike attack, except this time aimed upwards. The A version is the fastest but not really as good an anti air as his 2B anyway, so there is little reason to use it unless you have good anticipation. Air unblockable.
623b - Same as above, simply slower. Has use in combo filler links
623c - Ex reversal. Very high upward range and lots of iframes. Unsafe as hell if it misses though, so be careful.


214a - Summons VAkiha to do an overhead attack roughly a character and a quarter's width away from Wara. Kind of slow, but this works as a trading reversal against some members of the cast, like Nero, so don't write it off purely. Easily comboable off. Air blockable.
214b - Summons Nanaya to teleport slash across the screen. Much better recovery than MBAC, it's a pretty effective space controller now. Air Blockable.
214c - Summons Nero to Phantom Hand roughly 1/3 of the screen in front of him. Air unblockable, your primary tool to get safe mixups going on your okizeme. Can also work as a zoning tool.


j214a - HIDS MID (wtf) and is aerial.
j214b - exactly the same, simply aerial.
j214c - AIR BLOCKABLE and is aerial. None of these have much use and have rather bad recovery.


421a - Teleports Wara to the first third of the screen from your perspective
421b - Teleports Wara to the second third of the screen from your perspective
421c - Teleports Wara to the third third of the screen from your perspective. These are increased in speed from MBAC but still very gimmicky. Use with extreme discretion.


j421a - SPIN SPIN SPIN. Wara spins right round and flies off the screen while doing some moderate damage. Once he's spinning he is completely invincible, so this can be used as a ghetto air to air if people are predictable. The recovery is very large though so be careful.
j421b - The same as above, merely slower and more damage. Holding down A/B on these two moves after doing them changes where you appear once you recover. If you hold them down, you appear below where you did the move, if not you appear next to your opponent.
j421c - Ex variant, your standard air combo finisher. Not techable and gives decent okizeme game.


22a - Summons a tornado about 1/6th of the screen in front of Wara. These juggle and can be linked into other tornadoes or air combos, but are primarily used as pressure tools
22[a] - Same as the above, but goes about 1/3 in front instead.
22b - Summons a tornado about 4/6th of the screen in front of Wara. Same attributes.
22[b} - 5/6th distance
22c - Ex variant summons a massive tornado that covers all the way vertically up the screen and advances from in front of wara to about 2/3 across the screen.


j22a - Command airdash. Causes Wara to airdash forwards.
j22b - Command airdash. Causes Wara to airdash diagonally down.
j22c - Command airdash. Causes Wara to airdash diagonally up.


63214 - Ex Warc, Summons Red Arcuied to throw Blood Rings across the screen. Heavy damage, but costs 150% ex.
j63214 - The same, merely aerial.

Arc Drive - Wara Summons a Massive Tornado zoned in on where the enemy is on the screen. If caught in it, the enemy is juggled in the tornado before being thrown up and sliced up as they fall.

Another Arc Drive - Similar Tornado, but this time all of Wara's summons appear to hit the opponent while they are being juggled in the tornado.

Last Arc - Wara spins across the screen twice before exploding and reforming.


Combos

Anywhere

(2A) - 2B - 5B - 5C (one hit) - 2C - 6C - jc - djc - Airthrow/j421 series/j236 series

    Basic BnB. Can be freestyled out of many situations, removing parts or placing them back in as range/remaining gatlings allow. An example would include simply doing 2C - 5C when your opponent is cornered to avoid your 6C missing, or placing 5C in between the 2C and 6C if you have the room to allow it.

(2A) - 2B - 5B - 2C - j236A(tk)

    Basic tiger knee katto setup. After the katto a variety of things can be done, such as

        2C - 6C - 22A/22[A](depending on range) - Neutral sj jc - djc - Airthrow/j421 series/j236 series
        2C - 6C - 2A (whiff) - ja - jc - djc- Airthrow/j421 series/j236 series

            Both of these are standard and fairly easy air combo followups. Using 1 hit of 2c can make it easier to connect the air combo. If you are having issues with the second jc connecting, try using jb sdj a c instead.

        2B - 2C - 22B - sj j.c - dj.c - Airthrow/j421 series/j236 series

            This only works on particular characters, will not even work on them if you have added too much weight to the combo (6 hits before this and 2c is techable). If you are having trouble doing 2c link after the tk katto use this. Characters that it is preferable to this on without 6 hits + at the start are are: Warc, Roa, Ryougi, Tohno, Warachia, Sion, Vsion.

        Dash 5A - 623B - ja - jc - djc - Airthrow/j421 series/j236 series

            On certain characters you may place a 2B before the 623B. Generally this is the universal tk katto combo, it will work on everybody no matter what but you sacrifice the sick meter gain the tornadoes give you.

        Dash 5a - 2C - 2A (whiff) - 236A - 5A - 2C 214C

            Nero Setup.

        2B - 2C - 22[A]/22B - 22[A]/22B

            Safe Heat setup. Will generate lots of meter too. Alternate as range allows.


Corner

(2A) - 2B - 5B - 2C - 236C - 2C

    Basic corner wallslam link. Again, you have a few options after doing this.

        Nothing!

            Do a crossup/sandoori mixup instead!

        214C

            Nero Setup

        6C/5C - aircombo

            If you really need the damage

        tk j236c - 2C

            Somewhat of a waste of meter, but if you are in Max and want to squeeze damage out...

        tk 236a

            Subsequently you have all of your tk katto options in the corner here too. The following are some corner exclusive tk katto combos.

(2A) - 2B - 5B - 2C - j236a(tk) - 236A - 5A - 623B - aircombo

(2A) - 2B - 5B - 2C (one hit) - 236A - 5A - 2C - j236C (tk) - 2C (one hit) - 2A (whiff) - 236A - 5A - 2C - 236C - 2C

    Flashy, does comparable damage to a full aircombo, and leaves you with corner setup options. Extremely meter heavy though, don't look about using this too often.

Situationals

(2A) - 2B - 5B - 5C (one hit) - 2C - 6C - Arc Drive

    Both the AD and AAD with combo correctly now on a juggle. The primary purpose of blowing your meter on this is that it gives comparable damage to an air combo with an Ex ending, and will let you set a Nero summon on okizeme. You can freestyle this a bit and add in other things after the 6C instead such as:

        jc - djc - j236c - Arc Drive

            Looks flashier, sends them to the corner. This also creates a crossup/sandoori opportunity.

        22A - Arc Drive/22A - neutral sjc - djc - j236cd - Arc Drive

            If you need something to build enough meter to hit max before you do this combo, tornadoes are a great option.

OTG 2a5aaa5b2b

OTG combo. Mix up the finisher with a delayed 22a to get some tick throw okizeme potential going at the cost of possible tech, or a jump cancel to reset, or do nothing to bait tech.

OTGs - All of these are done post j2c with damage on Vsion with no prior reverse beats and no reduction

Single OTG with tornado oki - 2a 5aaa 5b 2b 2c --> 22a(punish forward tech)/22[a](punish back/neutral tech) - 1976 damage, 60.5% meter gain for you, 13.5% meter gain for your opponent.  If they don't tech and you 22[a] you get massive +frames from last tornado hit(enough to dash pointblank and 2a to CH the other person_)

Double OTG post j2c - 2a 5aa 5b 236a dash 2a 5a 2a 5a 5b 2b - 2259 damage, 81% meter gain for you, 18% meter gain for your opponent *

*Thanks to Tonberry for these

(Air Counterhit) 2C - 5C (3-4 hits) - 6C - Aircombo

    Basic meterless damage Air CH combo

(Air Counterhit) 2C (one hit) - 2A (whiff) - 236A - 5A - 2C

    22[A]/22B - Dash 6C aircombo

        Optimal damage combo.    

    tk j236C - dash 2C

        Gets your opponent to, or nearer to the corner.

    214C

        Nero setup.





General Strategy

C Wara plays pretty much exactly the same as his MBAC counterpart, he has just generally been buffed in terms of movement, hitboxes, easy to confirm his combos and recovery. With jb and 2b you can control both the ground and the air pretty well, so focus on trying to zone around for a counter hit to get momentum going. If you DO land an air counter hit with jb remember to jc or doublejump/airdash cancel it to not interrupt the untechable time on the CH with your second hit of jb. If this fails just confirm it into airthrow or j421c to keep some advantage. Dashing under aerial opponents and 2bing them after they've gotten used to trying to meet you air to air also works.

When you do get some momentum going, mostly focus on staggering your As and Bs and mix it up with tornadoes, Nanaya summon or plain whiff cancel dash in to reset. You also have the option of 236b22c cancel which is the best possible one but costs 100%. Wara's main mixup in pressure comes from his jb/c iad, where the multiple hits can throw people off or you can use jc in an iad to whiff your air attack entirely to go into a low, or even use j2c. To stop them getting used to this, use back jump forward airdash or rather 6756 or 76A+B to make your jc actually connect from the airdash, since for the most part this leaves him slightly higher than the standard iad on the way back in. His command airdashes can be tk'd to serve as iads as well, just be sure to jump backwards to avoid superjumping with them, or cancel them from hits on block for Vakiha style mixup, or even just plain airdash into the corner above them repeatedly using them to psyche your opponent out/bait something. Try using j236b on the way down from these resets since it's +frames and will let you get in even further or repeat more jumpins with it.

Tricks/Gimmicks

Wara can sandoori his opponents after a 2c knockdown into Nero or not. The general idea of a sandoori is to 3 step your way behind the opponent to force them to change their block, since in MB you do not have to block the correct direction on crossups if your opponent has not doublejumped/air dodged. To do this, dash, superjump, then do jump as you cross over them and backdash in the same motion. If done correctly you'll cross them up neatly and jc them easily.

http://www.youtube.com/watch?v=skfimYNSOMo#t=5m09s

example of it here.

This can also be done in the corner after a 236c 2c link, and can be made even more ambiguous by dashing into a knocked down opponent make them think there is no enough space behind them for you to crossup.

This is also available to you after a j236c into Arc Drive.

http://www.youtube.com/watch?v=hrFOpyLyW7s#t=6m10s

Example of it here.

IMPORTANT - This only works if you are relatively close to the corner before you do the j236c. And by relatively close i mean very fucking close. It's possible at around about up to the point where your opponent's sprite aligns with the end of the guard bar. Even at this range/potentially further you have to delay the arc drive a LOT to make it do this I have not been able to successfully replicate it repeatedly at any sort of significant range from the corner, unless it is delayed enough to be invalid.

O.k completely figured this out. The character has to be literally in "falling" pose, not hitstun or wallslam from it, the last hit of the ad makes them turn around from face up to face down. This is what triggers the crossup. If they were not in this pose before the ad juggles then they will be in the "aerial hitstun pose" before the last hit. The reason you need to be closer to the corner for this is because you have more hitstun the closer the initial attack that iniates hitstun is done to the corner.

You can also use a teleport after Nero setup for the same effect, C to go behind them, B to go in front, A to stay in place/bait a reversal.

If you land a throw on your opponent, jumping over them and 2aing is a crossup and is also a meaty. If people learn to respect this from you, start using mixups like jump over air backdash jc, or whiff that into throw, or jump over throw, or even forward jump air dodge into crossup jc.

On regular nero summons, you can usually charge a 6[c] while standing behind nero. This can make it harder to see the overhead coming. You can also try using 2[c] partially charged as a mixup between this since the animation startup is similar for the two moves. This applies to any sort of knockdown oki you get going, not just Nero summon.

When jump canceling your 6c, using 8 will make you homing superjump at them. This is necessarily at certain ranges or if you're using 5c in a combo, but the general preferred option is to use 9 to get closer.

Space your j421c to be as far and above your opponent as possible to net the most hits. If you net at least 7 hits with it you can otg on landing and try to bait a techpunish or go into an otg combo.

After doing a j421c ender, tk a j22b either late or early to land on either side of your opponent to 2a. If done late you will land on the side you were on at the start, if done early you will land behind them. You can also do a j421a/b during this while you are on top of them getting up to do a crossup but this is an extreme gimmick and I can't reccomend the use of it.
Also try doing a 22a as early as you can to make only the last hit/s connect on a blocking opponent, then tick them into throw or 2a.

After an airthrow into the corner, be aware you can still airdash! Doing jc or jb as you come down punishes forward techs out the corner and will force backward/neutral techs to block. If they simply do not tech then try using your airdash to get a high/low on your okizeme from it, or throw out a j214 summon on the way down.

Do a very low jb after an iad and immediately do a Warc summon when you land, then dash throw. If you do this correctly you will grab them and they get hit by Warc rings in the throw for about 3k damage. Note the timing is very tricky on this.

To counter people shielding your tornado resets, cancel them into ex warc and they will probably fail at shielding the whole thing or even if they do, you can dash in and throw to keep your pressure going.

When going for a Nero setup, delay your 214c a LOT or use a 2a cancel into 214c to make the summon not actually meaty your opponent on wakeup. Then, dash in and throw, and the summon will hit your opponent during your throw.

If someone fails to block your 5c as part of your stagger, iad in after it or use tk j22b to make it look like an iad but turn it into a low.

Other shit:

Pretty much every mixup in this excellent video still works in MBAA, so if you have not watched it, fucking do it now.

http://www.youtube.com/watch?v=EfG6mKeSefE

Complete demonstration of available mixups after throw.

http://www.youtube.com/watch?v=FXoj-E0NMm8&feature=related

http://www.youtube.com/watch?v=rCNTOmv1Ex0&fmt=18

my shitty complimentary video to this guide.


Notable Warachia players include Jamu, RYU and Shiro/Highspeed.
« Last Edit: July 14, 2010, 03:19:13 AM by Irysa »
[17:09:40] <Roy> lol wtf, escort service prices in helsinki are fucking ridiculous
[17:10:32] <Irysa> why are you even looking at those
[17:10:52] <Roy> Looking for a reason to go to the event despite sucking at Melty

Offline MasterT

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Re: C-Wara Guide MBAA
« Reply #1 on: August 24, 2009, 06:54:33 PM »
I love the new options he has gained since MBAC and the fact that 5C is much more useable in combos but unfortunately any place you could use it instead of 5B only yields about 100 extra damage and 2AB 5C (3 hits) 2C 6C etc. doesn't work but dropping the 2A does.

Also it seems that combos that use 1 hit 5C can be used with 2 hits of 5C instead for 200~ extra damage depending on defense mods etc.

Don't worry Wara I still love you even if you're still a dick with using 5C in combos =(

EDIT: God damnit I forgot how much I hate tiger kneeing on a PS2 pad
« Last Edit: August 24, 2009, 07:01:37 PM by MasterT »

Offline Irysa

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Re: C-Wara Guide MBAA
« Reply #2 on: August 25, 2009, 09:19:16 PM »
Updated a bit concerning the AD sandoori setup and the specifics.
[17:09:40] <Roy> lol wtf, escort service prices in helsinki are fucking ridiculous
[17:10:32] <Irysa> why are you even looking at those
[17:10:52] <Roy> Looking for a reason to go to the event despite sucking at Melty

Offline Irysa

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Re: C-Wara Guide MBAA
« Reply #3 on: August 30, 2009, 10:14:19 PM »
Updated concerning tk katto combos, with the best links to use and the weight you need for different characters.
[17:09:40] <Roy> lol wtf, escort service prices in helsinki are fucking ridiculous
[17:10:32] <Irysa> why are you even looking at those
[17:10:52] <Roy> Looking for a reason to go to the event despite sucking at Melty

Offline Irysa

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Re: C-Wara Guide MBAA
« Reply #4 on: September 26, 2009, 11:17:57 PM »
UPDATED WITH A SHITTY VIDEO I RECORDED YEAAAH

http://www.youtube.com/watch?v=rCNTOmv1Ex0
[17:09:40] <Roy> lol wtf, escort service prices in helsinki are fucking ridiculous
[17:10:32] <Irysa> why are you even looking at those
[17:10:52] <Roy> Looking for a reason to go to the event despite sucking at Melty

Offline Tonberry

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Re: C-Wara Guide MBAA
« Reply #5 on: November 11, 2009, 08:14:50 AM »
j214a - exactly the same, simply aerial.

Pretty sure this is a mid and comes out faster than the ground summon.  Spaced perfectly you can also dash throw after j214a and get a bit more damage.
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline ehrik

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Re: C-Wara Guide MBAA
« Reply #6 on: November 15, 2009, 05:10:58 PM »
I just found out this weekend that air nero is air blockable

So you might want to change that Irysa.
<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 Irysa

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Re: C-Wara Guide MBAA
« Reply #7 on: November 21, 2009, 09:25:05 AM »
Thanks guys, updated.

I really need to go double test some of that Kouma shit you told me about ehrik, zzz laziness. :prinny:
[17:09:40] <Roy> lol wtf, escort service prices in helsinki are fucking ridiculous
[17:10:32] <Irysa> why are you even looking at those
[17:10:52] <Roy> Looking for a reason to go to the event despite sucking at Melty

Offline Tonberry

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Re: C-Wara Guide MBAA
« Reply #8 on: December 23, 2009, 08:50:56 AM »
Normally I'm too lazy to post vids of Wara but this vid is too gdlk http://www.youtube.com/watch?v=bj5a-mtjVjQ
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline ehrik

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Re: C-Wara Guide MBAA
« Reply #9 on: January 06, 2010, 06:37:17 PM »
That wara's yomi is top tier
<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 Tonberry

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Re: C-Wara Guide MBAA
« Reply #10 on: March 07, 2010, 09:21:59 AM »
Old vids but they're not in first post

Bunch of oki setups that beat heat: http://www.youtube.com/watch?v=k9lMHTiF0KM#t=1m0s
Bunker vid: http://www.youtube.com/watch?v=eRJktZBKZCY

Unfortunately since Ecole decided to be lame and rape his bunker for no reason, not everything in the second vid is still relevant :(
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline Beno~

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Re: C-Wara Guide MBAA
« Reply #11 on: July 06, 2011, 04:02:41 AM »
how i beat nero
 ???