Discussion in 'Viola' started by Panther, Jan 16, 2012.
lol I meant 6A B, were talking about the hit send out,
Indeed, you sere right, I tested it afterwards. This is what happens when you play against poorly ukemi skilled opponents... Thanks for the heads up, very appreciated. ^^
Glad I could help.
Whoah whoah whoah, no it's not. CE hits mid air in this combo.
I might have to go recheck mage's work when he does the remake. AFAIK, all the combos were working post patch. Though I haven't tested them ALL, I'm 98% certain the first combo he's crossed off so far is guaranteed.
ORB 3B AAB CE ?
u sure? i tested it while writing this and i couldn't get it to hit, i may have done it too late tho. Will check it again when i can
and if by this
you mean SET 44A(BE) 6B+K (As soon as the second orb hits) 6B *orb hits* 3B AAB 2A+B 1A+B then you are right, and Mage is wrong - it works.
Yes, I meant that combo.
And I just realized that the first combo was something that was just transcribed wrong. I'd taken it from the old combo list but it was SET, not ORB. A result of the confusing old W/O and N/O notations.
It works, but it is escapable. I said it wasn't guaranteed. Go to training mode and set the CPU's 2nd action to block all. He will block 6B. You should probably use 3A instead because that is fully guaranteed.
It's not escapable from first hit. The first hit is 6B.
6B+K is the setup, and it is most definitely worth mentioning. I don't think anyone thought that the combo wasn't blockable after you input 6B+K. The problem is, training mode's programming makes it so the CPU will guard after it reads your first input of an attack button. This is not how you should test this combo.
all combos after checking that start with aab SET mid air will still hit, if you
Delayed 44A BE is a hit confirmable tech trap vs front, back and right tech. Even better: if they tech right, you get a backgrab in the combo. Mix up with 2B+K BE for sleepers. 2A catches left tech, but you also get an uninterruptable 6B+K mixup, so do that, lol.
No tech: 95 dmg (25% meter)
Front/Back tech: 159 dmg (50% meter)
Right tech: 172 dmg (50% meter)
Safety of mixup:
44A vs a sleeper: Confirm the whiff and block is only punishable by Alpha CE, otherwise completely safe
2B+K BE vs a techer: Advantageous blockstun.
Oki on this move is siiiiiiiiiiick!
*Nerf Viola, lol*
44A BE even cathes left tech against ZWEI, lol.
Why my character so broke?
Good shit, no?
Also, I only second this character, why is it whenever I go into training mode I find a new way to break the game with her? You should all be doing this while I practice my OP Alpha throw combos, lol.
Because I took a good 2 monthish break. <3
That, and I actually knew about some 44A traps. I just didn't know it worked off 1A+B if you delayed it.
Incoming! Wall of mostly useless combos.
SET 6B+K 2B WR B = 55
SET 6B+K 2A 66B 1A+B = 72
66B -> 1A+B tech trap catches all
2B ending = 92
If they tech left, you'll be BT, do 2K for better damage = 90 (as opposed to 87).
1A+B -> 66A+B.B Catches all except left = 97 (if their head is facing you (right ukemi), 100.)
If they tech right after 66B AND 1A+B, 66A+B.B will catch them standing = 107.
SET 6B+K 2A 44A.B 1K = 77
SET 6B+K 2A 44A BE (max delay) = Basically, you add 27 damage to the already amazing 44A combos.
SET 6B+K 2A 4B 6B+K 1K 66A+B.B = 93 (Usually only works if they try to tech front/left/right after 1K. If they try to tech back after 1K, 66A+B.B will miss.)
SET 6B+K 2B 6A+B 2B+K BE B+K 66B 66A+B.B = 110
SET 6B+K 3A B+K BE ~66B 66A+B.B = 119
SET 6B+K 2A B+K BE B+K (to set) A.A.B 66B 66A+B.B = 139 (You have to be really close to them for it to work and the BE has pretty unique timing.)
SET 44A BE (second orb hit->) 6B+K 2A 4B 6B+K 1K 66A+B.B = 108 (Usually only works if they try to tech front/left/right after 1K. If they try to tech back after 1K, 66A+B.B will miss.)
SET 44A BE (second orb hit->) 6B+K 6B B.B.B 9A+B = 113 (If the 44A starter is CH, this won't work.)
SET 44A BE (second orb hit->) 6B+K 2A 44A 2B+K BE B+K 66B 66A+B.B = 113 (If the 44A starter is CH, this won't work.)
SET 44A BE (second orb hit->) 6B+K 2B 6A+B 2B+K BE B+K 66B 66A+B.B = 116
SET 44A BE (second orb hit->) 6B+K 2B WR B 2B+K BE B+K 66B 66A+B.B = 119
SET 44A BE (second orb hit->) 6B+K 2A 4B 2B+K BE B+K 66B 66A+B.B = 121
SET 44A BE (second orb hit->) 6B+K 2A 66B 1A+B = 93 (tech trap situations above in pink)
2A's range is as good as 6B (if it isn't, the difference is slight) and it has a lot more combo opportunities. You can still get 3B from it, but the timing is tricky.
Hey I've used this once since release for easy airborne, most people dont realise what it does.
Used what? 6B+K? o_.
yup, if you time 6B+K to hit just after a WR B it has the launch style just short of B+KBE
Talking about 66B ~1A+B tech trap... Once you condition your opponent into not teching when hit by 66B, try this:
66B 2B+K(BE) dash AAB 66B 66A+BB ~103 dmg
More BE, more dmg etc...
66B 2B+K(BE) B+K(BE) dash 6B+K AAB 66B 66A+BB ~147-151dmg
wouldnt it be better if they just wanna lie there, to 6B+K 2k them loop until they want to rise, I mean 2 BEs, where you have to Do the second asap, which means if they break the habit and block 2B+K BE, thats 2 BEs wasted..
lolz, this setup is ridiculous, nice shit, Ryder. Try this:
66B 2B+K(BE) 44A(BE) 2K 2B+K(BE) dash AAB 66B 66A+BB its 168 damage for 3 BEs, but you can hit confirm the 44A before launching BE, plus if opponent ukemis it has a chance of catching him on CH if he tries to attack
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