I mean I havent tested it, but my common sense tells me it doesnt make sense. Besides, pretty much all of Viola's combos carry far. Honestly if you REALLY want to make your combos carry further, you should just learn to 66A. The reason your combos don't carry far is because B doesnt really make...
9K? Lol I'm pretty sure that's not going to work because you go full screen from them when you hit the counter hit.. 44A is your best bet if you're ok with the meter.
*Maybe not FULL screen, but you catch my drift '^'
I can't really articulate how strict the timing is. I never really found it all that different to 66A. I think you just need to train the input more. The way I learnt is to focus on Viola's animation. As soon as she reaches idol is when you hit B+K BE. Otherwise they'll air control or you'll...
It costs some meter, but a combo I like to do for a long range ring out is 3B AAB 6(A+B) 2B+KBE 44ABE (run forward until final orb hit) 2B+KBE 6B+K 66A AAB (pause) 9A+B. The 44ABE Juggle allows you to run forward 2 or 3 steps which carries them pretty far.
As for maximum damage, aside from her...
It's because she's a character that requires more work to be successful. The kind of character that requires more work to be effective is considered low tier.
And considering that there are what.. 3 maybe 4 reliable Hilde players, it would make sense that they would discuss things within...
For maximum meter gain (almost one whole BE from a single combo depending on starter) you'd choose 1st. The 2nd is good because it allows you to walk up and 6B+K mix up on wake up. If they stay on the ground, 6B+K, 1K will hit both hits and covers all tech rolls. If you expect they will duck for...