Voldo Q&A / General Discussion

Yeah, those kind of situations can be reproduced if your opponent step to the right at correct timing.
It is really random like the astaroth did in that vid, stepping it standing, but you can get that kind of stuff using BS 2A+B against an opponent and the opponent use tech forward into right step.

You may want to use BS 4A if you want to avoid that. Granted it doesn't give you the same reward as a CH BCR A but I had no whiffing whatsoever with that move in all my Voldo experience.
 
Hehe, very true now that you mention it. BS 4A is a great anti-step tool. I don't think I've had it whiff either. Went into training mode just now, to see if it could be stepped or made to whiff at closest range like BS 2A+B does, nope, doesn't whiff lol. It would be sooo good if you could BS 6ABB after CH BS 4A. I wouldn't use BS WR A anymore lol. That would be too much damage lol.
 
Something I happen to notice with Voldo in Landfish. If you press G+A or G+B while in LF, Voldo will cancel out of LF, get up and grab. So long as you don't add any other inputs, this will happen.
 
Yeah, I noticed it too, it's kinda nice.
I am using a lot LF actually. LF cancels are amazing when you conditioned your opponent to block LF B+K.
On the edge of the ring I had a lot of success with blind LF cancel into BS WS A for some CH (exemple : 66B BE CE MCHT K into BLF G > BS WS A).

I also use a lot of CR A+G/B+G. They're totally antistep throws with quite a lot of range and very fast recovery.
If you're not at correct range to pressure your opponent at his wake up and you catch him stepping a lot at wake up, don't hesitate to use CR throws !
 
What would you use against Natsu 66B4 options ?
Best stuff I found is :
- 66K (range dependant)
- 8A+K]

8A+K] LF 2_8 MCHT K against 66B4 and 8A+K] LF 2_8 MCHT 2_8 LF B+K for 66B4 PO BE.

8A+K] LF B+K pretty much kills any offensive options against 66B too.
They will only catch you if Natsu uses 66B blocked into 4A+B bomb. You can use LF K to avoid getting launched.

Every option can be done on reaction.
Coupled with the 66B BE punish of Natsu 66B, it's kinda nice.

But I wonder, did you find something else you could do ?
 
66B BE doesn't actually punish 66B4 PO BE and 66B at correct range.
But yes, 66B BE is the correct solution at close-mid range yes.
 
I have a small favor to ask @Maxou and @DeathInMyEyes, if you read this before tomorrow, could you test to see if MCHT 66~[B+K], MCHT A+B~G (hits early to cause possible crossunder), MCFT B can be air controlled out of? Please post your results. I noticed that a full charged MC [B+K] after a MC 66 reduces their air control trajectory exceptionally. I would test it myself, but I am going to sleep watching TV, and won't be able to test until the afternoon. Thank you.
 
I couldn't do it apart from using CPU set to AC forward. It doesn't seem like it's garanteed.
But that's amazing, I never thought about MHCT 66 MCHT [B+K] ! I only used the MCHT B+K version of that combo.

The AC trajectory is indeed completely different. This seem to allow you to confirm your opponent AC and use MCHT K or MCHT B on reaction.
The MCHT B seem to need a bit of timing for right AC (I used MCHT 6 MCHT B for the correct timing).

Could someone confirm that ?

EDIT : seems range dependant. It's very easy when you use MCHT 66 after your opponent blocked BS 2B+K for exemple.
Amazing find !

-------

Another thing :
2_8A+K] is pretty useful in some situations.
For exemple, you may have noticed that the 2nd hit of Yoshi's 4KB cannot be stepped at all ranges : it can can be stepped at close range but that's all.
8A+K] takes care of this problem. Alas the 8A+K] step doesn't allow you to punish. But you have a free LF mix up once you conditioned them to block LF B+K.

They will tend to use 4K blocked into 2A or 4K blocked into iMCF and stuff. Free CH (666B recommended).

It works against Mitsu too.
 
Last edited:
Found those bugs this morning :

22A+B 66B+K (BE possible)
22A+B 6B+K (BE possible)
22A+B 8B+K

And the only usefull one (because it has very good evade properties and you end up in BLF) :
22A+B 8A+B

I will name 22A+B 8A+B "I am a leaf on the wind, watch how I soar" because FU, I always wanted to name something after a Serenity quote. And the 22A+B 8A+B animation has mad style.
So you will ALWAYS refer to it by "I am a leaf on the wind, watch how I soar" and I will be sad for like a whole second if you don't.
 
Okay, so after an embarrassingly long hiatus I've decided to get back into SCV because lets be super serial for a bit: it's the only decent fighter that's been made in the past two years.

Problem: that embarrassingly long hiatus part. Uhh... 666B. How did I ever do this? I'm still at least semi-en-pointe with most of the stuff in this game but I'm hitting a wall of derp with this input, like a scrub.

Was there like a buffer trick to it or something that I've forgotten? It's definitely not in my muscle memory anymore. I wouldn't bother anybody with this but this is like week 1 "how dah fuck does I did that?" stuff and I really don't want to sift back that far. Just need a refresher.

@Enkindu <- see that, that's like my Bat signal.
 
My secret, while holding G, I'm buffering 6666666666666, and I input it so that it remains as a constant buffer. Releasing G and pressing B will almost always execute the 666B. I always throw a few extra 6's in the to ensure I am not getting an 8WR 6B by mistake. That's one nice thing about SCV. You can buffer Voldos 666B elbow from guard, but you cannot buffer his 66B while holding G. Now I use a joystick, so this is practical using one of them. I do not know if you use a control pad, but there really isn't anything special required for the 666B input. You are only required to input Forward three times before pressing B. If it makes it easier, hold Forward on the last one, just before you press B. This causes the input to last longer. Only slightly though, but it could improve your success rate. Good luck. Let me know your progress. Welcome back.
 
Totally forgot about buffering shit from guard. Goddamn.

Thanks man. Will keep you posted. Need to stop leaching off my friend's old copy and replace the one I so stupidly sold.
 
You may have noticed but 22_88A+B into BS moves remove all GB attacks :
88A+B BS 2B+K will not attack GB at all, just like 88A+B BS 4B.

To attack guard gauge using 22_88A+B you need to use BS 4A+B~G to cancel your 22_88A+B animation THEN use your attack.

I didn't check if 22_88A+B BCR B works to attack guard gauge. Can someone test ? My pad is broken and I can't play atm.
 
@Enkindu or anyone else who knows it,How do you do the 1 second Freak Roll?
lol idk what you call it,but it's like half a spin of freak roll....then back to mantis crawl :X
Can't find it in the move list.
 
bah, DIME, you just frame that cancel? I hold 4 the entire time, that way, after the cancel, you'll start walking in MC. When you're walking in MC, you'll stay in MC until you take him out of it. If you don't hold a direction while doing continuous MC A+B~G cancels, you'll find that you must have perfect timing in order to do it that way. Doing it as MC [4]A+B~G[4]A+B~G[4] will allow you more time to followup.
 
I noticed you don't use it that much though. Give it a try, just hold 6 while in MCHT and A+B~G, I bet you'll break your current record of revolutions. Ooh, I just noticed something with MCFT 66. You cannot hold [6] to stay in MC. You can do MCFT 66 again right after, and other attacks, but you cannot start walking in MCFT after a MCFT 66 by holding 6. You can only hold [4] to make Voldo stay in MCFT after a MCFT 66. Weird, but good to know. MCHT 66 is unaffected and you can hold either 6 or 4 to stay in MC afterwards.
 
Back