Melty Bread Forums
Atlas Academy => Melty Blood: Actress Again => Wallachia (Warakia) => : V-Kattou July 07, 2008, 09:35:34 AM
When's Melty on Steam?
ahaha that's no--wait, what?
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Quoted from the Actress Again topic:
[23:21] <nonotan> in crescent moon warakia loses his nails in 5a and 2a
warakia now has an aerial 236
nonotan: apparently it can be used like akiha's tk 236
nonotan: AERIAL SUMMONS
Seems like Wara is going to get some interesting aerial control.
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[23:21] <nonotan> in crescent moon warakia loses his nails in 5a and 2a
WHY WOULD YOU DO THAT?!
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[23:21] <nonotan> in crescent moon warakia loses his nails in 5a and 2a
Lol, to make up for his overly far range for other attacks.
Aerial summons seem REALLY interesting. More air spammage like M-Hisui.
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Nerfing any part of Warakia is PHAIL
As for air summons...You can still only have one out at a time right? zZz
Maybe less summon start up time =|
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But in Crescent Moon, his attacks will be even faster, so perhaps range is decreased to compensate?
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Full Moon - You can charge Magic Circuit from what I can tell so far (not character specific)
Orbs both air and ground
Black Fog (not sure what this does - Possibility of small hp drain?)
Diagonal Flying? (maybe his dash oO)
Different animations for 5c, 2c and 5b
Looks like j421 might have shorter lag
Mid air spin thing? @_@ (not j421 - Kouma match)
Higher 22a/b I think
No nails in 2a or 5a
Crescent Moon - Looks pretty much the same as current one
Air Claws
j421 also seems to have shorter lag
Not sure but there seems to still be nails in 2a and 5a
(I'm just taking notes in what I've seen so far)
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Addition to Crescent mode:
Aerial summons. They appear on ground after you use it, but the fact that you can use them in the air is good enough for me.
Akiha summon with faster recovery? (not sure at all, just looked like it)
Aerial kattos too strong! Fast, momentum, KATTO!
<Magikarp9> <Kudryavka> What's the effect of Wara cloud
<Magikarp9> we tried to figure that out
<Magikarp9> for 3 hours
<Magikarp9> no one figured
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If Warakia were smaller, he could use the cloud like a Kohaku molotov to mask a instant-j.C-esque overhead... His dash makes it perfect, since he has a crouch-sized animation during it. Speaking of which, I wonder how quickly can you cancel out of that dash?
It seems to me like the dash will be more of a hindrance than an asset, since Wara can't do dash/grab, and he'll eat anti-air moves ((This chair comes to mind...)).
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I doubt, that with the great new asset of aerial kattos to the C-Wara, many would play F-Wara.
His new 2c is ugly anyway :prinny:
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Could be that the fog changes the properties of certain moves, makes him do more damage, makes something or other unblockable, etc.
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His new 2c is ugly anyway :prinny:
Yeah it is ugly :( But I really like F-Wara's new 5c.
Also neZ okuhoshi says that he saw a japanese BBS post where it just drains health and meter. So wara turns into the new Vakiha ;o
Lewl Imo, MBAA pretty much buffed some characters too much, and nerfed some characters too much.
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At least Wara's the buffed one 8DD
Obviously going for Crescent =P (Air Katto is wiiiiin. And no summons in Full =| )
This is just a thought, but Veteran MB players go with Crescent, New Players go for Half then switch to Full (since they have same moveset)
The Orbs might be good for air control? Not sure how good the Fog would be since I dont fight many Vakihas that actually use pits lulz
I was wondering about the delay for air summon? Would it be practical to tk summon for less summon lag? =P
PS: I worry about nerfed whiffing =|
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Air summons?
Is the akiha summon still an overhead? If so, doesn't that mean he should have....unblockables on wakeup via Eddie from Guilty Gear?????? :psyduck:
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I'm def playing Fwara, new character ftw
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I dunno...lack of Katto is unappealing to me.....
HWara and CWara look really similar... Moar 2b priority? ;D
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C-Warakia will probably end up as the top choice which is sad since Half Moon seems like the direction everyone is going. Problem is Warakia overall still does shit damage so using H-Warakia really screws up your damage potential since you're pretty much saving and then burning meter you need for EX Pinwheel.
I'm still not sold on I-no dash F-warakia since his normals look pathetic. The only thing wara had going for him was great range and it looks like F-wara got toned down in that regard.
Air Katto is good I guess, and I think they sped up Akiha summon which can only be a good thing.
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Crescent is pretty amazing with the added aerial moves. I also like the 2[c] (?) that throws out a mini fireball, looks like it might have some good uses.
As for H wara, if they changed his 5b to something else and if there were more appealing moves he would be awesome.
F-wara has awesome 5c, but thats all I'm really seeing. :(
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Him losing summons for F isn't too bad, is it? I've tried summon setups, and Nanaya really doesn't work too well, and Nero, well I've had a Nanaya go right through it with a 623A, somehow.
Akiha summon in MBAC at least was too slow for anybody who knew it was an overhead to let it hit >_>.
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anyone know if h-wara has air summons?
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Badguy: I'm pretty sure he has summons in the air, but I could be wrong.
btw, have you guys been keeping up with the tourney videos and other wara videos in the actress again thread? j.kattos are more AWESOME than I first thought. They can be comboed into and give awesome frame advantage from what I can see. Aerial summons are awesome too.
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yeah air kattous are good stuff
some guy was TKing them in combos on me
he ended an air combo with a EX air kattou, then did a warc summon as i was landing, i was blocking warc summon but stuck in block stun so he guard broke me and then -> aerial etc.
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Warakia gets his own JP MBAA wiki too
http://www34.atwiki.jp/mbac_walachia/
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Coool o: I wish I could read jap ;_;
Akira: saw the tk katto combo....so...cool.
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someone had just mention good stuff about Fwara
Ill try to translate them later, or AKIRA want to help :psyduck:
ワラキア使うならやっぱりフルだよ
驚異的なリーチと判定にアーマーを備えた5C
単発仕様になって効率が向上したJB
JAも連打利かない分、カウンター見逃さなくて済む
鬼火設置は設置系の技の中でもかなり凶悪な部類に入る
その場に留まらず揺れながら浮遊するから、青子のアレ以上に圧倒的な存在感がある
Ex鬼火の可能性はまだまだ伸びしろがある
通常ヒット時にヒットストップが発生しないことを利用した補正切りネタができなくもないはず…!
モザイクって画面に目隠し置くわけだけど、体力削られながら何されてるか見えないとか怖くね?
しかも暴れる奴には様子見→ダウン→起き攻めという醒めない悪夢、まさにタタリだね
地卍は回転が発生さえすれば「 完 全 無 敵 ! 」
これが結構荒らしにも揺さぶりにも使える
Aの対空範囲は凄まじいし、Bは着地点で鬼火がワラキアの背後に残るように出せばガードでも鬼火のおかげで隙がない
Ex版はコンボに組み込めば有利時間長いから、密度濃い起き攻めでセンスを見せつけるチャンス
ホバーからの二択はもう速過ぎてほとんどガード不能の域、有名人クラスでも崩せた
近距離で五分以上ならどこでも仕掛けられるし、逃げながらでもJC先端当てとけば痒いところに手が届く
端まで持っていけばバクステされても痛くないし、流れに乗ればずっとワラキアのターン!
縦カットみたいな対空技はないけど、シールドバンカー、シールドカウンター、ワープ、MAX状態なら開放にサキスパにAD、LAもできる
切り返しひとつ取っても読み合いが楽しめる仕様だと思えば大した問題じゃないよな
こいつは今作でも屈指の良キャラに仕上がってるよね
すまん、自虐用は誰か頼むw
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Badguy: I'm pretty sure he has summons in the air, but I could be wrong.
U can do it in air, but the summons are appearing in ground(exactly same as the old summons
no new summons :(
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FM
236 - fireball for RAPE GUARD METER
a: fast
b: slower but stay longer
C: fast and stay long
214 - cloud for SUCKIN BLOOD
a: go forward slowly and stay long (about 6sec
b: doesnt go anywhere(about 4sec
C: just like b but sucking blood much faster
623 -CRAZY circle - a/b/c are different orbits, mostly for defending air
a: "n"
b: "つ"
c: "∞" GOES THREE ROUND ,OTG great stuff for combo endin
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FM...
Nobody at all is playing FM. Is it just flat out terrible?
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FM...
Nobody at all is playing FM. Is it just flat out terrible?
they just dont get how to combo(maybe :psyduck:
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I can't really say for sure. He really looks like he might just be a bad character, but he could be good too. Who knows, maybe he'll show up more at some point, and maybe some of our people near Chinatown Fair can fill us in.
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F Wara seems like he could be really good, but we'll see. After reading that trans (thanks okuhoshi!) of that Fwara stuff, I can't wait to see some guard break setups.
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I havent translate anything yet :psyduck:
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the japanese mention 5c(gain super armor) and jb has good range
crazy circle would be best for defending air
*he said u can set fireballs in front then throw out crazy circle(B) which goes forward and return from behind would be hard to defend*
fireballs are GHOST(goes like ~ ~), try to imagin if AOKO's starmines could fly
*u can only set 2 of them in the same screen
anyway Warakia is like Vakiha now, everyone could take him 5000+ damage :psyduck:
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lol I didn't look carefully enough, thought you translated that japanese paragraph(s) :psyduck:
Thanks for the info anyways though :>
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Fwara is garbage, the only NEW AND EXCITING about him is air katto in h/c. Hm 5b is garbage, character is basically good because of a single move, which is getting nerfed in the revision
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http://www.nicovideo.jp/watch/sm5158914
FM video :prinny: :prinny: :prinny:
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F-Wara orbs piss me off. I'm actually convinced it is better to get hit by them rather than to block them. And I'm sure people will get the feel for shielding them. Seriously though, they do about as much damage as NAC 3. What's up with that >_>
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Things I've never noticed, now that Ver.A has come around:
C/H-Moon
2[C] shoots an orb like the F-Moon orbs. Decent netural option, maybe? It seems kind of slow and doesn't last too long, so maybe it helps a bit with jumpins, but I doubt it's his best option often in neutral
6[C] is an overhead! It seems decent, but I got yelled at for saying that once (sorry Tatari, I still don't have extensive hitbox data, frame data, and the like), but an overhead is an overhead. Not sure how obvious the startup is.
j.2C seems to be knockdown when they're on the ground?
F-Moon
2B seems like a really, really good normal. Like, people will respect 2B recover 2B recover 2B, and it moves you forwards and such. It has small range though. I could be wrong about this, of course.
F-Moon still has 6[C], and also has a 2[C] which does ??. Orbs are decent zoning I guess. Whatever. His true power comes from cloud + dash j.A. VERY fast overhead, very hard to see. Have fun.
I haven't really seen a standard combo for crescent moon yet. Something like 2A 2B 5B one hit 2C tk katto or something 22A/B Superjump 8 j.CA dj.AC finisher.
It's nice enough.
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Just played C-Wara yesterday (many days ago) and this is what I observed.
2B, 5C, j.B, j.C - Seem to have either more hitstun and hitstop or faster startup (sans 2B on startup and his multi-hit moves seem to have more hitstun/hitstop in general)
5B - Bigger hitbox; much easier to juggle and guardbreak (air unblock, not guard crash).
j.A - Either smaller hitbox or shorter active frames.
j.B - In certain situations, cancelling into j.C will get you all the j.C hits. Before, you would fall too low pretty much all of the time.
j.C - Improved by quite a bit. First of all, you can more or less cannonball it now! Second, since I THINK there is more hitstun/stop it is also much easier than before to combo this into another j.C afterwards. Yeah, you don't even have to time it anymore because it's braindead easy now to do j.C, dj.C.
Cannonball a j.C and hitconfirm into another j.C? Easy. Heck, sometimes you can aerial hit j.C low to the ground, land, 5b j.A j.C dj.C.
236A/B - Either faster or bigger hitbox. Still need confirmation on this one.
22A/B - Hits noticeably higher and executes more quickly.
421A/B/C (teleports) - Startup is faster now so a slimmer chance of getting CH2 in the face whenever you feel like using it.
j.236A/B/EX - Yeah, this is the new monster that, along with his other buffs, make him feel just that much more playable. They all have fairly quick startup. The real selling point though, is that they all have HUGE hitboxes which makes them a real beast of aerial attacks. A version hits a moderate-sized square right below his waist. B version is a bit slower but hits a huge horizontal rectangle at about the same height as A version. EX version I haven't tried out enough, but on hit it produces the same wallslam as the ground 236C does and lets you combo after it. Both A and B version are very safe on block but fucks you up if whiffed above their head.
The different versions also affect Wara's aerial momentum differently from each other. A version retains horizontal momentum while B version freezes wara but retains vertical momentum (so if you were jumping up you'd continue popping up and eventually land). EX version drops you to the ground after execution. Can't do anything until you hit the ground after claws.
j.22A/B/C - New awkward air dash. Basically, these inputs will make Wara airdash in specific angles. A is 30 degrees downwards, B is straight ahead, and C is 30 degrees upwards. Of course, they don't actually interact with the regular airdash so it's possible for him to airdash twice (all his command airdashes go forward only... too bad).
623C - A bit less recovery now I think.
236C - Less invincibility. Only invincible around the superflash now and wears off quickly afterwards
MBAA C-Warakia's a real beast, at least compared to before.
Edit 3: Revised and added information.
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Oh, that's how the second airdash works? That makes a lot of sense. I was wondering how on earth people did diagonal airdash.
Also, of notice, 22A/B have no pushback basically. I've seen people use 22A point blank to get the near neutral frames and 2A right after it for a semi-blockstring. Same with 22A meaty.
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A command aridash? Seems like Wara is the new hero in Actress Again.
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More vids, all from March 2009
http://www.nicovideo.jp/watch/sm6456486 (F-Wara is from 7:52-11:41, C-Wara is from there till the end)
http://www.nicovideo.jp/watch/sm6447574 (C-Wara vs H-Nero)
http://www.nicovideo.jp/watch/sm6446354 (C-Wara vs C-Satsuki)
http://www.nicovideo.jp/watch/sm6389202 (C-Wara is from 2:11-end)
http://www.nicovideo.jp/watch/sm6389340 (C-Wara whole vid)
http://www.nicovideo.jp/watch/sm6389308 (C-Wara whole vid)
http://www.nicovideo.jp/watch/sm6442522 (F-Wara is from 3:00-end but he gets raped by C-Hisui after H-Roa)
http://www.nicovideo.jp/watch/sm6444239 (F-Wara is from 3:28-end)
http://www.nicovideo.jp/watch/sm6386839 (F-Wara is from 2:01-end)
http://www.nicovideo.jp/watch/sm6387691 (Ryu's F-Wara vs F-Sion)
http://www.nicovideo.jp/watch/sm6386047 (Ryu's F-Wara vs F-Sion)
http://www.nicovideo.jp/watch/sm6417480 (Ryu's F-Wara vs F-Roa)
http://www.nicovideo.jp/watch/sm6415621 (Ryu's F-Wara vs C-Ciel)
Stuff I noticed while watching
C-Warakia
j2C is untechable knockdown.
j421A or B, possibly both no longer put Warakia right in front of his opponent if they miss
You can hit with Nanaya summon during a grab now
Nanaya summon no longer hits full screen away
After j421C, Warakia can get behind characters that are in the corner. It looks like it's with superjump dodge but I don't know what the command airdashes look like so it might be that.
F-Warakia
The most frequent mixup I saw after j421C was dash(to other side) 2A, hit ~50% of the time ;D
If orb counter hits you can get a combo off of it
H-Warakia
LOL there are only two vids on nico that I found of him and both are from October 2008, so not version A even. If you want to see them they're here: http://www.nicovideo.jp/search/H%E3%83%AF%E3%83%A9%E3%82%AD%E3%82%A2
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D: F-warakia garbage? I played him, he was frickin awesome
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http://www.nicovideo.jp/watch/sm7257130
Go to 18:18 to see the rarest of all MBAA characters...
H-WARACHIA!!!! :toot:
Too bad the player is horrendous.
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I almost was hopeful until he was the worst player ever. Sad.
Even H-Ciel and C-Ries and like... C-V.Sion are less rare than H-Wara, lol.
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http://mbaa.mizuumi.net/index.php/Warakia
i've updated with a lot of stuff from messing around with him yesterday.
tk 236a into 2c is a fucking bitching link but it's so hard to actually airtech it you can probably just wing it.
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Apparently that mysterious 214 for F-Warachia not only sucks blood like okuhoshi said eariler, but it also gives you AND the other guy meter. You get more meter though thank god.
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Apparently that mysterious 214 for F-Warachia not only sucks blood like okuhoshi said eariler, but it also gives you AND the other guy meter. You get more meter though thank god.
So it's like Flame Pit but crappier in every way. Sounds great.
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I would like to say after a solid weekend of offline mbaa that C Wara Nanaya summon is frankly amazing now. It has so little recovery now, as do his tornadoes that they are both pretty decent resets.
The general floatiness of the game now seems to work in his favour, as does the ability to get even higher than he could before covering his weakness to people above him in the air.
Idk how practical this is but I did some ghetto crossup in these sessions too by accident.
http://www.youtube.com/watch?v=0QLhiSjCndY#t=2m30s
kind of amusing.
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KATTO! this guys gonna get interesting 8-)