Melty Blood/Warakia/PS2

From Mizuumi Wiki
Jump to navigation Jump to search
Name:   Night of Wallachia (ワラキアの夜)  —  Nicknames:   Zepia Eltnam Oberon<br\><br\> Voiced by:   Yasunori Masutani (増谷 康紀)  —  Type:   Phenomenon   —  Gender:   Male <br\><br\> Birthday:   May 30  —  Height:   180cm  —  Weight:   67kg <br\><br\> Eye Color:   Red  —  Hair Color:   Blond


A Dead Apostle whose form is that of a phenomenon instead of a real creature, a disembodied TATARI (Literally “Curse”) with the power to grant physical shape to the fears and rumors that circulate within a community. He was the main villain of Melty Blood until he was complete destroyed by Shiki and Sion.

Players that pick up Wallachia will find a character with extremely high mobility and attacks with long range. In exchange, his damage may be on the low side, and anything damaging or something that would create an oki situation requires meter, but he can generate meter like no other character. Being successful with this character requires taking control of the flow of every match, luckily he has the tools to do just that.

Stage: Sabbath


BGM: for Crimson Air

Crescent Moon

Normal Moves


5A - Wara outstretches his claws in front of him a bit. It's a semi-decent 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. This move is one of Wara's standard meaties. A good ground-to-ground poke.

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 few crescent moon normals that is +frames on block. In fact, letting it fully hit and recover is more frames than a whiff cancel, however it will push you back a fair distance if you let all three hits hit.

6C - A standard launcher. Can be partially charged to mixup with 6[c].

6[C] - Overhead variant of the launcher. Can be partially obscured using Nero summon. They cannot chicken block this cause its air unblockable.


2A - Generic crouching jab. Nice range, combos into everything. Hits low. However this is one of the slowest 2a's in the game with 6f of startup.

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. One of his best pokes, and a great anti-air, provided they're directly above you when you use it.

2C - Generic sweep. The range is deceptive on it, and it is very slow. Can be used as a ghetto anti-air vs characters with very strong air normals but susceptible to stuff from below (ie, nero JC). It can also be used as a decent poke because people tend to underestimate the range of his 2c.

2[C] - Throws out an F-Moon Wara esque fireball that does practically no damage and will float up diagonally for a while. Can be used as a ghetto anti-air against people who love super jumping into you, but there are better moves for that (ie. 2b/623a). You can also use it to control space in tandem with 214b (Nanaya summon). However it is more useful to use the charge properties of this move to stagger your 2c in a blockstring. It is minus frames on block so DO NOT do it up close in tandem with a blockstring. Does decent guard bar damage.


jA - Generic jumping light. Fast, o.k range, combos easily. Nerfed from MBAC due to the new super armor system in MBAA (where B and C normals get super armor when hit by A normals) (Hits mid)

jB - Wara's best move, and his main poke. 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. Jumping backwards/straight up and jBing works wonders for controlling space.

jC - Slow, angled downwards cape attack. Hits 3 times and can be used to fake out in a high/low game. Mostly used for combo filler, whiff canceling jB but can be used to zone o.k. Mainly used for hitting people directly below you, but use it sparingly.

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, or during Nero summon.

Special Moves

236a - Katto. Wara attacks with a horizontal claw attack. The range is short but it generates good meter and is ex cancelable. Also used in some more advanced loops. Do not use in a blockstring as people can usually just duck under it.

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. Tiger knee'd forward you will move forward, tiger knee'd straight up you will move up, etc. This is the preferred ender for a standard bnb when there is no meter for j.421c (which is rare).

j236b - Slower, and kills your momentum in the air before it comes out. Do not use this move while rising up or you will fall straight down and become vulnerable. Always use this move while falling. This move is great for spacing and for beating out anti-airs.

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. Serves as a ghetto reversal.

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 has his 2B anyway because you cannot combo off it unless you get a counter hit, so there is little reason to use it unless you have good anticipation. Air unblockable. Has some upper body invincibility.

623b - Same as above, simply slower. Has use in combo filler links. Air blockable.

623c - Ex reversal. Very high upward range and lots of iframes. Unsafe as hell if it misses though, so be careful. Air unblockable.

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. Does the most guardbar damage out of all of Wara's moves.

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. (1 hit)

j214a - Hits mid. Do not do this move rising, it has the same properties as j.236b when done in the air. (Except it obviously summons Akiha).

j214b - Exactly the same, but worse recovery. Do not do this move rising with a jump.

j214c - Hits mid, air blockable. Do not do this move rising with a jump.

421a - Fake out teleport. Wara reappears in the same place.

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. Do not use if you do not have enough meter to end in j.421c, or they will recover faster than you. Make your opponent rage by using this when there is only 4 seconds left on the clock.

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. Make your opponent rage by using this when there is only 4 seconds left on the clock. Do not use if you do not have enough meter to end in j.421c, or they will recover faster than you.

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. Can be combo'd into arc drive for that last bit of damage needed.

j22a - Command airdash. Causes Wara to airdash forwards. (Farther than standard air dash)

j22b - Command airdash. Causes Wara to airdash diagonally down.

j22c - Command airdash. Causes Wara to airdash diagonally up. Note you can only have a maximum of 2 airdashes of any kind in the air.

NOTE: You CANNOT do a normal airdash after a command airdash even if you have one left.

63214c - Ex Warc, Summons Red Arcuied to throw Blood Rings across the screen. Heavy damage, but costs 150% ex. The initial summon image of Warc does 4 hits. Works as a ghetto reversal.

j63214c - The same, merely aerial, however the initial 4 hits from the summon image is removed from the aerial version.

Arc Drive (41236c, in HEAT mode) - 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 (41236c, in BLOOD HEAT mode) - 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 (Ground Shield while in BLOOD HEAT mode) - Wara spins across the screen twice before exploding and reforming. Can be OTG'd right after.

Combos and Strategies


(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.
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.


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

Basic corner wallslam link. Again, you have a few options after doing this.
Do a crossup/sandoori mixup instead!
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.


(2A) - 2B - 5B - 5C (one hit, 5c also omittable) - 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 first 6c 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 sj jc - djc - j236c - (land) - Arc Drive
If you need something to build enough meter to hit max before you do this combo, tornadoes are a great option.
(Corner Only) 7/9 - j.236c (DO NOT TIGER KNEE) - (land) - dash - 6c - Arc Drive
Does maximum damage, but is slightly harder to do then the standard j.c - dj.c - j.236c - Arc Drive ender. Very specific.

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.

(Air Counterhit) 2C - 5C (2-3 hits of 5C depending on distance) - 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.
Nero setup.

Off 214a overhead:

j.cb > j.c > j.421c/throw/j.236a
j.(a)b > j.c > j.421c/throw/j.236a

First one is used for max damage, second one is easier to do.


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.


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.

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.

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 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. 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 initiates hitstun is done to the corner.

You can also use a teleport after Nero setup for the same effect from corner 236c 2c links, 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 (However if you are quick about it you can whiff 2a before it meaties). 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.

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

Complete demonstration of available mixups after throw.

my shitty complimentary video to this guide.

Melty Bread guidepost.

Notable Warachia players include Jamu, RYU and Shiro/Highspeed.

Half Moon

H-Wara is a typically unused character, because in general C-Wara is considered to be better than him, and this is in general correct. However, H-Wara has a few unique things that do give him reason to be used. His 2A is the slowest in the game, at seven frames, but his 5B, though it whiffs crouching opponents, has an anti-air clash frame and is an incredibly powerful anti-air. If the opponent jumps and you use that move properly, you will hit them or clash them, without a doubt. His 623 series is also sped up and has more upper body invincibility as he crouches. Even better yet, with his 5A 6AA series, he can do easier aerial katto combos, leading into large meter opportunities.

However, this character does suffer from having such a slow 2A, and if the opponent catches on and stops jumping predictably, his advantages are nullified and it is a better idea to play C-Wara.

Normal Moves

5A: [Mid]

Warakia extends his claws and attacks at chest level. It has decent range and whiffs crouchers, but can be used sometimes as an anti-air. Used as his poke out of pressure and occasionally in combos.

5A > 6A: [Mid]

Warakia extends his cape, much like a single hit version of 5B from crescent. Hits once, hits mid, and can be useful in pressure as it moves forwards. Can work as a replacement for 5B from crescent moon pressure.

5A > 6A > 6A: [Mid]

Warakia moves far forwards and a little circle of energy surrounds him. Launches on hit, and is very useful in combos. Links into 5B on hit.

5B [Mid]

Warakia extends a claw at head level. Whiffs crouchers, but has anti-air clash frames and is air unblockable. Incredibly useful as an anti-air. Can be used in combos as well. The main reason you play this character over crescent.

5C [Mid]

Warakia swings his cape far forwards. Has a disjointed hitbox about halfway through the cape, making it a very strong long range poke. It is worth noting that this attack is plus frames on block, something that is very very rare for a 5C. Useful in pressure, combos, and in neutral

2A [Low]

A slow (for a 2A) attack with his claws. Long range, but is in general not useful for poking out of pressure due to the startup. Practically its own stagger.

2B' [Mid]

Warakia crouches and extends his cape over his head. This is also useful as an anti-air, and has the added bonus of hitting people crouching too. It has clash, but its anti-air potential is not as good as 5B, so it is used more in combos and pressure.

2C [Low]

Warakia extends his cape on the ground in front of him. Hits twice, combos into 6C, and is used in pressure and combos. Not a very special move.

6C [Mid]

Warakia extends his cape towards the sky. Is air blockable, meaning it isn't as good as an anti-air as it would seem. Used as his launcher, primarily.

j.A [Mid]

Warakia attacks downwards with his claws. It used to have a large amount of active frames, but was nerfed in MBAA, and is less useful as a whole. Try to avoid using it, but it is useful as a fast air poke still.

j.B [High]

This move is incredible. Warakia extends his cape like 5C, into the air. Shorter range, only two hits, but the hitbox is still disjointed. This move makes him impossible to fight in the air for some character. Backdash j.B is incredibly strong. The only problem is it ruins its own counter hits. It can be useful to cancel this into j.C every time you hit with it to avoid ruining counter hits. Works as a jump in to an extent as is good off of IADs as well. It is difficult to use this move too much. It can even stuff Nero j.C if used properly.

j.C [High]

Warakia extends his cape diagonally downwards. Use as a jump in and in combos, as well a whiffed move in throw mixups. Hits three times, and doesn't autoshield. Can be fuzzy guarded with, but it's difficult. Not that good in air-to-air, though, and most of the time should only be used as a jump in and in combos.

j.2C [High]

Warakia does a j.C, but it has a long startup and only hits once. This move is confusing and will hit more often than you expect if you don't use it often. Knocks both aerial and grounded opponents down. Useful in mixups.

Special Moves

236ABC - Bad News "Lie"

236A [Mid]

Warakia does a claw attack that hits three times in front of him with decent range. Hits three times on standing opponents, but only once on crouchers. Can be used in a loop on standing opponents and in advanced combos, but is rarely seen beyond that.

236B [Mid]

Warakia does a larger claw attack. Also hits three times, but will hit crouching opponents too. It isn't seen very often as it is too slow to use in combos, but can be used as a frame trap and is safe on block. A decent way to end pressure. Don't rely on it much, but don't forget you have it.

236C [Mid]

Warakia does an enormous claw attack. Hits six times, and wallslams. Plus frames on block, so it can be used in pressure, but it's often a waste of meter. Mostly used in wallslam meter combos.

623ABC - Bad News "Malice"

623A [Mid]

Warakia does an upwards claw attack that hits once. Useful as an anti-air as he crouches during it and it hits high above him. Can combo on CH. Much better than the crescent version.

623B [Mid]

Warakia does an upwards claw attack that hits three times. Useful in combos. Has upper body invincibility with him crouching now, but is rarely seen as a whole outside of combos.

623C [Mid]

Warakia does an upwards claw attack that hits six times. Is invincible for a while and he crouches, so it is a very strong anti-air. Shielding it can be difficult as well, so it's a strong reversal.

j.236ABC Bad News "Lie" (Aerial)

Combos and Strategies

(2a)2b2c5c(3hits) > 5b6c > j.c > dj.c j.421c/j.236a/air throw [Alternate air combo after 6c : 6c[8] > j.cb > j.c > j.421c/j.236a/air throw]

(2a)2b5c5a6aa2c > j.236a > 5a6aa > 2a whiff cancel > j.c > dj.c > j.421c/j.236a/air throw

(2a)2b5c5a6aa > 236a > 5a6aa > 2a whiff cancel > 5b > 6c[8] > j.b > dj.c airthrow/j.421c/j.236a


(Corner) j.c > j.236a > 2b5c5a6aa > 236a > 5a2b5b6c[8] > j.b > dj.c > j.421c/air throw/j.236a

Full Moon

Normal Moves

Special Moves

Combos and Strategies

Win Quotes



No. 1 Default

No. 18 Skylark (Transformers)

No. 21 Dracula (Castlevania)

Melty Blood Actress Again Current Code
General FAQChangelistControlsGlossaryLinks

AkihaAkiha (Seifuku)Akiha VermillionAokoArchetype: EarthArcueidCielHisuiHisui & KohakuKohakuKohaku & Mech-Hisui
KoumaLenMech-HisuiMech-Hisui & Neco ArcMiyakoNeco ArcNeco Arc ChaosNero Powerd CielRed ArcueidRiesbyfe
RoaSatsukiShiki NanayaShiki RyougiShiki TohnoSionSion TATARIWarakiaWhite Len

System Information Getting StartedSystem and MechanicsAdvanced Mechanics