Melty Bread Forums
Atlas Academy => Melty Blood: Actress Again => Wallachia (Warakia) => : testament101 September 02, 2009, 12:16:16 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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Since there wasn't a thread like this here yet...I figure this would be good for all the players who have questions or what not. I'm really can't answer much b/c I just started playing him in this game.
First question I have is this...Can Wara gtfo of the corner when he's getting hit by relentless block strings. I just got finished fighting my friends H-Roa(with F-Wara) and once I got in the corner, I had to eat so many of his guard strings. The only thing I can think of is C teleport when he jumps or something but that's it and I'm not even sure if Roa can't punish that.
Also, does he have a decent air-to-air poke? I figure j.B is good but that shit keeps getting beat like crazy...
inputs, thoughts, w/e else you may have is welcome.
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236C has slight startup invincibility. 2B is Wara's anti-air of choice if they keep jumping in on you when you're in the corner. (although this for C-Wara since I haven't had a chance to try the others yet).
jB and jC both work as pokes, obviously jC for when they're under you, just be careful with spacing since as you have experienced they're not especially high priority attacks.
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First question I have is this...Can Wara gtfo of the corner when he's getting hit by relentless block strings. I just got finished fighting my friends H-Roa(with F-Wara) and once I got in the corner, I had to eat so many of his guard strings. The only thing I can think of is C teleport when he jumps or something but that's it and I'm not even sure if Roa can't punish that.
You can do held shield into shield counter in Full moon between staggers. You take more damage than your opponent does if you guess wrong but it's still ok to go for sometimes. Warachia had the best heat activation in MBAC and it's still very good in MBAA, though I'm not sure if it's still the best. If he does non ex lightning at the end of pressure you can get out after that. If you know he's going to do 236B(the safe SOKO DAROU) you can jump in the startup of the move. 5b probably beats H-Roa 6c/BE6C into IAD w/e.
2B is Wara's anti-air of choice if they keep jumping in on you when you're in the corner. (although this for C-Wara since I haven't had a chance to try the others yet).
:( F-Wara 2b doesn't work as an anti-air.
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C-Wara has made me think about changing my main from C-Maids, His options lend himself nicely to my seemingly random approach to battle. Anyone comfortable in using a charged 2c orb for anything? I've used it a bit on oki with a nero summon to moderate effect. Having it as a ghetto staggered attack is nice to have when someone decides to shield nero or run forward. Also I've been trying to run a variant of the nero/warc lock down with the tk warc summon hidden in nero's shadow or visa versa.
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C-Wara has made me think about changing my main from C-Maids, His options lend himself nicely to my seemingly random approach to battle. Anyone comfortable in using a charged 2c orb for anything? I've used it a bit on oki with a nero summon to moderate effect. Having it as a ghetto staggered attack is nice to have when someone decides to shield nero or run forward. Also I've been trying to run a variant of the nero/warc lock down with the tk warc summon hidden in nero's shadow or visa versa.
2[c] sucks. Best thing about it is that it lets you stagger your 2c very easily and the charge startup is similar to 6[c] for okizeme mixup.
First question I have is this...Can Wara gtfo of the corner when he's getting hit by relentless block strings. I just got finished fighting my friends H-Roa(with F-Wara) and once I got in the corner, I had to eat so many of his guard strings. The only thing I can think of is C teleport when he jumps or something but that's it and I'm not even sure if Roa can't punish that.
Also, does he have a decent air-to-air poke? I figure j.B is good but that shit keeps getting beat like crazy...
as f-wara, you are mostly boned, try 623b though. Fwara's 623 series are actually pretty good, but he has no good ex reversal like c/h do. If you feel realllly confident you could try tk j421, since that is fully invincible past the startup, but is risky as fuck. really funny if it lands though. (http://www.youtube.com/watch?v=X75DQwWrn_4#t=5m20s)
As for air to air, it's pretty much jb and ja depending on the range. jb is a good move, you just have to space it properly, it's not mindless like shiki ja ala mbac.
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lately I've found that I feel like I'm playing SF with F-Wara. I just fought my friends who are using H-Roa and F-Riesbief and found that 5C is fucking amazing in both of those fights...you basically have to zone like all fuck. I just hate him not having a decent AA other that 5B which is distance dependent and 6C which you have to judge when they'll be falling on you for it to hit b/c if you let it go too early, you're fucked.
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yes blocking is all well and good but by blocking, you put yourself in the position to get locked down in the corner...I'm not saying try an anti-air all the time b/c it is a lot better to just block more often than not. However if you need to do something, what do you do?
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yes blocking is all well and good but by blocking, you put yourself in the position to get locked down in the corner...I'm not saying try an anti-air all the time b/c it is a lot better to just block more often than not. However if you need to do something, what do you do?
This is basically the reason why I wrote F-wara off as garbage back when arcade was released, have fun getting out of the corner with him :toot:
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F-Wara is not a good character if you aren't good. 623B can work as a reversal if you have a good read (never reversal without a good read) and time to start up.
Other than that? Block. Reversal is a really bad thing to rely on. Pressure is designed to bait this stuff.
F-Wara is a solid character though, I think. I'm having trouble controlling him for now, but I think if I get the feel for that, I might play him seriously. 2B is so unbelievably solid. You can make anybody respect anything off of that. It's just not safe for the opponent to do anything off of this move.
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I'm having trouble controlling him for now, but I think if I get the feel for that, I might play him seriously.
:( It's hard to get used to new dash in neutral. I think I'm going to use C-Nero to get into habit of not dashing as much.
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Eh, I just really can't be arsed putting any work into FWara. I'm so content with how solid C is now.
I like MBAA variety but I'm a hypocrite because I'm still just playing most of my old chars with the exception of F-Nanaya who is the only really changed up one out of the chars I play.
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Alright, I was trying out F-Wara for heck. For some reason I can't do this EX combo that I always see on vids:
2a2b2c6c 623c 2bBE2c6c jc jc 421c
I just can't connect the BE2c after the 2b after the 623c. Is there a trick to it?
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2B must hit as low as goddamned possible, one hit, and you MUST hit 2[C] IMMEDIATELY.
It is by no means an easy combo. Practice.
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I have a question in F-warc's Fog skill thingy, what the hell does it do??? :mystery:
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Does damage to the opponent standing in it and also gives both players meter gain while someone's inside.
Yes, both players.
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Weird, it gives profit to opponent! :o
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i guess it's worth noting it makes mixups harder to see through as well, especially considering fwara dash ja is the fastest overhead in the game.
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Weird, it gives profit to opponent! :o
On plus side you get more meter.
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plus side?
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As in, even though both you and your opponent get some benefits, your benefits are better. ie More meter...
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Oh I get it, well I'd still tr out F-wallachia for now and beat my friends!
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yall niggas ready to see amazing cwara footage?!
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New optimal arc drive corner combo:
close or near or in corner > 2ab5b2c6c >7 or 9> j236c (do not tk the ex) > dash 6c > arc drive
Does from 200 to 250 more damage up to you to see if its worth it or not. Found this combo by accident, currently experimenting more with it. If you're wondering if you can continue after second 6c, for some reason the autosj doesnt come out (might be the limited jump cancels rule). Also if you wanted to try cancelling the second 6c with whiff 2a to get into a air combo dont bother trying opponent will be too high. Also you start off closer to the dead body so keep that in mind
edit: massive typos using touchscreen keyboard, they suck ass
edit2: just noticed my typo on damage. its 200-250.
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ehrik, since you haven't shown up on irc lately, i'd like to clarify that the 22a meaty mixup is still valid even in original.
I tested it.
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Thanks Irysa, now I just need to remember to use it as oki
also random throw setup:
throw > 214b > 421b > nanaya hits crossed up, you can mix it up with 421a to confuse people. Also doesn't work on some characters like Ryougi where their hitbox changes for some reason when they turn around (nanaya whiffs completely after the 421b crossup).
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new oki:
Only tested this off throw so far, gonna test after j.421c ender next.
dash > tkj.236a (have last hit of j.236a hit, you will also crossup, the last hit of j.236a hits crossed up). Has similar properties to 22a/b oki and meaties while crossing up.
You can delay it a bit and it won't cross up either for trix.
edit: works off j.421c ender, timing for it is pretty strict though so dunno the practicality of it besides being awesome and cool. Also if it hits it adds damage to your bnb so that might also be another incentive.
edit2: Hmm actually it might be better to just delay it even more and have either two hits or three hits. Testing moar
edit3: works on small crouching hitboxes, and ries. Works on kouma
edit4: Last hit of j.236a hits crossed up this oki is too good.
edit5: bleh. Crouch hitbox rapes it. Even if you get hit can't combo off the last j.236a hit. Gimmick oki. If they block it, you have advantage though.
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edit5: bleh. Crouch hitbox rapes it. Even if you get hit can't combo off the last j.236a hit. Gimmick oki. If they block it, you have advantage though.
Are you sure you have advantage if they block it? I remember discovering this a long time ago but when I set CPU to recover A they would always hit me after the j236a.
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I set it to crouch recover A and I could always hit them after, but I'm going to test it again right now just to make sure.
edit: oop aww, you're right. I might have thought it worked because I tried it out on standing hitboxes earlier. lolol
Anyways heres a mixup I stole from sp00ky's stream yesterday and applied it to wara. (midscreen onry for now)
2a2b5b(omit entirely or only do one hit)2c > 214c nero > 421b (should crossup) > 2E (crosses up again)
Mix it up without dodge and you get a two way.
edit2: delaying dodge will not crossup so you can do that too
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What makes me sad is that C-wara's IAD is so terrible. Unless you time your IAD carefully, the IAD dips down too much and only 1 hit of j.b hits on crouching enemies which makes it impossible to hitconfirm off of.
H-moon retains MBAC's IAD so you can get the 2 hits from IAD j.b to land but H-moon wara is just terrible otherwise.
We should all switch to F-moon. He's got GUARD BREAK SETUPS...and pretty much nothing else.
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It seems more like spacing issues. Personally I don't find anything wrong with Cwara IAD.
1 hit of j.b can be hitconfirmed off of. Only place I might see an issue is if you hit it at the tip of his j.b making it out of reach of your 2a and too little hitlag to link into 5b or 2b.
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Uhhhh, C-Wara's IAD is fine. 1 hit is not only comboable off, you can easily force the 2 hits by being very slightly higher during your airdash.
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Its possible to hitconfirm off of, but I still prefer Cwara's old MBAC dash for j.b 2hit/1hit mixups
Also even if you hit j.b at maximum range with one hit, as long as you're in range to hit them with 2b/5b you can still combo as well.
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lolgimmicks:
Blockstring: IAD j.b (2hits) > 8 > j.b (2hits) j.214a (as close to the ground as possible, dash in 2a after or 2c from max range, this has mad plus frames too so even if they block you can continue pressure) or (land) 214a
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anyone know why highspeed does jump 214c nero summon after arc drive instead of just normal?
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It's a theory, but maybe it's for better frame advantage. Haven't tested, and in fact don't know how, but there's a chance that doing j214c right before landing will cause the landing animation to cancel the recovery of the move and let's you do stuff after the Nero summon sooner compared to a ground 214c. Anyone know how to test this?
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I was thinking of selecting two waras, making one do hop nero summon and the other doing ground nero summon, timing it so both come out at the exact same time and holding up on both controllers (one who recovers first will jump). But I can't test it atm :(
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hi im part of the wara community
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I was thinking of selecting two waras, making one do hop nero summon and the other doing ground nero summon, timing it so both come out at the exact same time and holding up on both controllers (one who recovers first will jump). But I can't test it atm :(
I've tried this technique. What it's telling me is that the ground version of nero summon recovers earlier than the air version no matter how close to the ground you do it in the air. However, the air version comes out slower. Maybe Highspeed needs the extra late nero summon for his setup :mystery:
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Karp says that instead of doing dash > nero summon, doing hop nero summon kills the momentum (because when you do dash nero summon it brings you forward by a lot)
but other then that, I dunno really
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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
Someone find a way to get both of warc's rings to hit OTG without using a normal between the hits plz.
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Not sure if many people have noticed this but after laying down a nanaya summon after throw, I've seen jp waras whiff 5a over them:
5a > throw
5a AA > combo
5a > 5d if they reversal
Its pretty gay and awesome
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that's mbac level shit ehrik lol
it's like nanaya's corner 5a throw stuff
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of course everyone knows that :/
but I didn't think it would be fast enough to do 5a whiff > throw with nanaya out so i never tried
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H-wara BnBs
arc drive combo : 2ab5c (1 or 2 hits depending on how far away you are) 5a6aa 2c tk j.236a 2b 5b 6c Arc drive [5.1k (2 hits of 5c) 5k (1 hit of 5c) on sion]
2ab5c (1 or 2 hits depending on how far away you are) 5a6aa 2c tk.236a dash 5a6aa 2a whiff j.ac j.c j.421c [4.6k (2 hits of 5c) 4.5k (1 hit of 5c) on sion]
2ab5c (1 or 2 hits depending on how far away you are) 5a6aa 2c 5b 6c (SJ launcher) j.c > j.c > j.421c/air throw/j.236a (gives less meter but is easier and does 10 MORE DMG). [4.6k on sion 1 hit of 5c]
nero setup: 2a2b5c (1 or 2 hits depending on how far away you are) 5a6aa 2c tk.236a 2c > nero [3.8k (2 hits of 5c), 3.6k (1 hit of 5c) on sion]
will find more later tonight
Hwara is pretty useful for some matchups, and he also has MBAC j.b for some reason.
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what do you mean "MBAC" Jb?
It's shit? lol
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what do you mean "MBAC" Jb?
It's shit? lol
No matter your IAD height it'll hit twice
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I've been wondering, why do C-Wara players use j236b so much in pressure? Is it plus on block?
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I've been wondering, why do C-Wara players use j236b so much in pressure? Is it plus on block?
+f on block, messes with ex shield timing if they do it instead of jb, and if they do jb j236b and they're spaced out a bit most shield counters will whiff if they try to shield counter the jb.