Edit 2-7-12: Finally finished! My apologies that it took me a few days longer than I'd thought it would.
For those of you with the guide, you may notice some of the information is slightly different. That is because the guide was apparently made on a slightly earlier build than what ended up as release. Rest assured that our own frame testing will be conducted, but that will take considerably longer than giving you the info from the guide.
For the time being, however, if you notice something listed here that is different than the book, that is because it was incorrect and I fixed it. If you find anything that I missed, please feel free to let me know and I will fix it. For experienced Voldo players, you may notice a few notes that seem obvious, that is because I was trying to make some things a little easier for completely new players to understand. No worries, there aren't many notes.
Glossary
FT: Front Turned. Is assumed to be the default stance, and is only mentioned when a move transitions into Front Turned from another stance.
BS: Blind Stance. Interchangeable with Back Turned.
CR: Caliostro Rush stance
BS CR: Blind Stance (back turned) Caliostro Rush
MCHT: Mantis Crawl Head Towards opponent
MCFT: Mantis Crawl Feet Towards opponent
LF: Land Fish (known in game and in the guide as Death Roll, but Land Fish is the term more players are familiar with)
WR: While Rising from crouch. Interchangeable with While Standing
FC: Full Crouch
8WR: 8 Way Run. These inputs are done by holding a direction down for a moment (more than just a step, for instance) before the attack input, or by double tapping that direction before the attack input
GRD: Grounded, or laying on the floor
TC: Tech Crouch. These moves will, for a certain duration of the move, automatically duck under incoming high attacks
STC: Super Tech Crouch. This rarer move property allows the character, for a certain duration of the move, to crouch under all incoming high attacks and many Mid attacks
TJ: Tech Jump. This move property means that the character is, for a certain duration of the move, off the ground and cannot be hit by low attacks.
CH: Counter hit
NC: Natural Combo
NCC: Natural Combo on Counterhit
STN: Stun
SHK STN: Shake-able Stun, a stun that an opponent can shake out of, preventing guaranteed followups.
LNCH: Launch. This move sends people flying, generally gives the potential to combo
RO: Ring Out
BA: Break Attack
UB: Unblockable Attack
GI: Guard Impact. An attack that has the property of being an Auto-GI means that the attack will automatically repel certain types of incoming attacks in the process of hitting your opponent.
{X}: This means to hold down the input, instead of simply to press it. The difference between 6K and 6{K} is that with 6K you simply tap the K and 6{K} you hold the K down.
Standing A attacks
AA: i13, -8/-6 on block, +3/6 on hit --- HH 12/14 dmg, NC
aBBB: i23, -12/-12/-12 on block, -2/-2/-2 on hit --- LLL 8/8/8 dmg, NC
6ABA: i17, -8/-10/-14 on block, +4/0/KD on hit --- HMM 14/12/16 dmg, first 2 hits NC, 3rd can RO
6AB{A}: i17, -8/-10/-10 on block, +4/0/KD on hit --- HMM 14/12/16 dmg, first 2 hits NC, 3rd can RO, ~BS
3A: i18, -16 on block, +2 on hit --- M 20 dmg, SHK STN on CH
2A: i13, -6 on block +8 on hit --- Spec. L 12 dmg, ~FC
1A: i20, -16 on block -1 on hit --- L 14 dmg, ~BS
4A: i19, -2 on block +8 on hit --- H 18 dmg, ~BS
Standing B attacks
BB: i18, -8/-8 on block, +4/+5 on hit --- MM 16/18 dmg, NC
6B: i14, -12 on block, +6 on hit --- H 14 dmg
3BB: i19, -12/-14 on block, LNCH/STN on hit --- MM 24/25 dmg, TC/NC/can RO on 2nd hit
2BB: i18, -10/-10 on block, 0/0 on hit --- MM 24/27 dmg, NC
2{B}: i18, -8 on block, +2 on hit --- M 24 dmg, ~BS
1B: i25, -16 on block, -7 on hit --- M 20 dmg, STC, ~FC
1{B} (on grounded opponent): i25, -16 on block, +10 on pickup --- M 20 dmg
4BAA: i19, -10/-8/-6 on block, 0/0/+10 on hit --- MHH 24/14/16 dmg, NC, ~BS(2nd hit)
Standing K attacks
K: i13, -8 on block, +2 on hit --- H 14 dmg
6K: i20, -14 on block, KND on hit --- H 20 dmg
6{K}: i20, -14 on block, KND on hit --- H 20 dmg, ~MCFT
3K: i15, -12 on block, +2 on hit --- M 16 dmg
2K: i15, -14 on block, -2 on hit --- L 16 dmg, TC, ~FC
1K: i18, -10 on block, LNCH on hit --- M 22 dmg
1{K}: i18, -4 on block, STN on hit --- M 22 dmg, ~BS, can RO
4K: i19 KND on hit --- M 28 dmg, TC, ~GRD, can RO, forces blocking opponents to FC
Standing A+B attacks
A+B: i25, -15 on block, STN on hit --- M 24 dmg, TC
A+B3: i25, 0 on block, stun on hit --- M 24 dmg, TC, ~CR
6A+B: i18, -14 on block, -4 on hit --- M 32 dmg
6{A+B}: i32, -14/-14/-14 on block, -4/-4/-4 on hit ---MMM 32/10/28 dmg, NC, Clean Hit C
2A+B: i29, -18 on block, KND on hit --- L 34 dmg ~FC, can RO
4A+B: i43, KND on hit --- H 80 dmg, UB, can RO
Standing B+K attacks
B+K: i27, -16 on block, STN on hit --- M 22 dmg
{B+K}: i27, +12 on block, STN/KND on hit --- MM 22/18 dmg, NC, ~MCHT
Full Crouch attacks
FC A: i12, -6 on block, +8 on hit --- Special L 12 dmg, ~FC
FC B: i15, -8 on block, +2 on hit --- M 18 dmg, ~FC
FC 3B: i18, -16 on block, KND on hit --- M 26 dmg, TC, ~BS, can RO
FC K: i14, -14 on block, -2 on hit -- L 16 dmg, TC, ~FC
FC A+B: i22, +4 on block, KND on hit --- H 40 dmg, BA, TJ can RO
FC {A+B}: i42, KND on hit --- H 60 dmg, TC, TJ, UB, Clean Hit C, can RO
While Rising attacks
WR AA: i16, -14/-16 on block, -2/STN on hit --- HM 16/18 dmg, NC
WR BB: i15, -13/-15 on block, -5/STN on hit --- MM 18/24 dmg, NCC
WR BB3: same as above, except cancels into CR after second hit
WR {B}: i15, -4 on block, +5 on hit --- M 18 dmg, ~MCFT
WR K: i14, -10 on block, 0 on hit --- M 18 dmg, TC
WR {K}: i14, -8 on block, -2 on hit --- M 18 dmg, TC, ~BS
Jumping Attacks
7*9 A: i23, -5 on block, KND on hit --- H 26 dmg, TJ, ~LF, can RO
8A: i23, -5 on block, KND on hit --- H 24 dmg, TJ, ~LF, can RO
7B: i24, -8 on block, +2 on hit --- M 22 dmg, TJ
8B: i24, -8 on block, +2 on hit --- M 25 dmg, TJ
9B: i24, -8 on block, +2 on hit --- M 28 dmg, TJ
7K: i21, STN on hit --- H 22 dmg, TJ, ~LF *
8K: i21, STN on hit --- H 25 dmg, TJ, ~LF *
9K: i21, STN on hit --- H 28 dmg, TJ, ~LF *
*- to transition to Landfish, you have to press an input as soon as you land. If you pause for a second, and try to perform a move, it will, instead, do a BS while rising move.
8 Way Run A attacks
66A: i20, -14 on block, STN on hit --- H 22 dmg
33_99A: i18, -8 on block, +4 on hit --- H 28 dmg, SHK STN on CH
22_88A: i19, -12 on block, +6 on hit --- M 36 dmg, TC, leaves Opponent in BT
11_44_77A: i20, -4 on block, +8 on hit --- M 24 dmg
8 Way Run B attacks
33_66_99B: i16, -10 on block, +8 on hit --- M 22 dmg, STN on CH
22_88B: i19, -8 on block, LNCH on hit --- M 22 dmg, TJ, can RO
11_44_77B: i29, +2 on block, STN on hit --- M 38 dmg, TC, ~FC
666B: i17, -10 on block, STN on hit --- M 27 dmg, Clean Hit: C
8 Way Run K attacks
33_66_99K: i22, -9 on block, STN on hit --- HM 14/20 dmg, TC, ~FC, ~BS
22_88K: i27, -6 on block, KND on hit --- H 37 dmg, TJ, can RO
11_77K: i22, -16 on block, +6 on hit --- L 18 dmg, TC, ~FC
44K: i31, -17 on block, KND on hit --- H 40 dmg, ~GRD, can RO
8 Way Run Simultaneous Press attacks
66A+B: i21, -18 on block, KND on hit --- MM 20/18 dmg, GI, can RO
66A+B,K: 0 on block, KND on hit --- MH 20/26 dmg, NC, TJ, Clean Hit C, can RO
44A+B: i27, -16 on block, -8 on hit --- MMMM 15/15/15/15 dmg
Running attacks
Run K: i21, -22 on block, KND on hit --- L 26 dmg, can RO
Blind Stance (Back Turned) A attacks
BS A: i11, -6 on block, +6 on hit --- H 14 dmg, ~FT
BS 6ABB: i20, -12/-10/-12 on block, -2/-1/STN on hit --- MMM 12/18/10/10/10 dmg, NCC. 1st 2 hits NC
BS 2A/BS FC A: i13, -6 on block, +8 on hit --- Special L 14 dmg
BS 7A: i20, -9 on block, +10 on hit --- H 18 dmg, TJ
BS 8A: i20, -9 on block, +10 on hit --- H 20 dmg, TJ
BS 9A: i20, -9 on block, +10 on hit --- H 22 dmg, TJ
BS 4A: i18, -6 on block, +10 on hit --- M 32 dmg
Blind Stance (Back Turned) B attacks
BS B: i15, -8 on block, 0 on hit --- M 16 dmg, ~FT
BS 6BB: i15, -10/-7 on block, +1/STN on hit --- MM 18/18 dmg, NC
BS 6B6B: i15, -10/-12 on block, STN on hit --- MMMM 18/10/10/10 dmg, NC
(may simply hold 6 after first input)
BS 2B/BS FC B: i23, -16 on block, -6 on hit --- M 22 dmg, STC, ~FC
BS 2{B}/BS FC {B}: i23, +10 on pick up --- M-throw 22 dmg
BS 4B: i26, -11 on block, +4 on hit --- M 28 dmg, TJ, STN on CH, ~FT
BS 7BK: i32, -14/-22 on block, KND/KND on hit --- LM 22/24 dmg, NC, TJ, ~GRD
BS 8BK: i32, -14/-22 on block, KND/KND on hit --- LM 24/25 dmg, NC, TJ, ~GRD
BS 9BK: i32, -14/-22 on block, KND/KND on hit --- LM 26/26 dmg, NC, TJ, ~GRD
Blind Stance (Back Turned) K attacks
BS K: i13, -8 on block, +2 on hit --- H 16 dmg, ~FT
BS 6K: i20, -6 on block, KND on hit --- H 22 dmg, TC, can RO
BS 2K/ BS FC K: i15, -14 on block, -5 on hit --- L 18 dmg, ~FC
BS 4K: i16, -6 on block, LNCH on hit --- M 24 dmg, TC
BS 7KA: i18, -15/+10 on block, LNCH/STN on hit --- MH 20/27 dmg, NC, TJ, BA, Clean Hit C, can RO
BS 8KA: i18, -15/+10 on block, LNCH/STN on hit --- MH 22/27 dmg, NC, TJ, BA, Clean Hit C, can RO
BS 9KA: i18, -15/+10 on block, LNCH/STN on hit --- MH 24/27 dmg, NC, TJ, BA, Clean Hit C, can RO
Blind Stance (Back Turned) Simultaneous Press attacks
BS A+B: i21, -16/-- on block, STN/STN on hit --- Special M,L 24/42 dmg
Second hit deals around 10 less damage if you input a direction after the first hit, but makes it more likely to land, as the first hit tends to knock them back far enough that if you don't press 6 after the first attack, the second will likely whiff.
BS A+B~G: i21, -10 on block, +?? on hit --- Special M 24 dmg, ~MCHT
(I don't know exactly how much plus it is on hit, but you can tech trap into MCHT 66 for 38-42 dmg)
BS A+B~2: i21, ?? on block, KND on hit --- Special M, L 24/23 dmg, ~GRD
BS 2A+B: i22, -22 on block, KND on hit --- L 38 dmg, STC
BS 4A+B: i44, KND on block, KND on hit --- H 80 dmg, UB, can RO
BS B+K: i20, -6 on block, KND on hit --- H 30 dmg, auto-GI M Hori/Vert, ~FT, can RO
(note to self, come back to this one. Guide says it only GI's mids instead of mids and highs, have to check to see if that's wrong or not)
BS 2B+K: i34, +16 on block, KND on hit --- M 24 dmg, TC, ~MCHT
Blind Stance (Back Turned) While Rising attacks
BS WR A: i19, -6 on block, +10 on hit --- M 16 dmg, STN on CH
BS WR B: i18, -8 on block, STN on hit --- M 28 dmg, TC
BS WR K: i16, 0 on block, 0 on hit --- H 20 dmg, TC
Blind Stance (Back Turned) 8 Way Run attacks
BS 8WR A: i18, 0 on block, KND on hit --- H 22 dmg, can RO
BS 8WR BK: i21, -15/-18 on block, STN/KND on hit --- MM 18/34 dmg, NC, can RO
BS 8WR K: i16, -14 on block, KND on hit --- M 34 dmg, Clean Hit A, can RO
Caliostro Rush attacks
236: Transition into CR
CR~1: backwards (not back turned) CR. Can enter 3 from Backwards CR to resume forwards CR. Repeatable
CR AA: i16, -14/-16 on block, -2/STN on hit --- HM 16/18 dmg, NC
CR BB: i15, -13/-15 on block, -5/STN on hit --- MM 18/24 dmg, NCC
CR BB3: same as above, except cancel into CR after 2nd attack
CR {B}: i15, -4 on block, +5 on hit --- M 18 dmg, ~MCFT
CR K: i14, -10 on block, 0 on hit --- M 18 dmg, TC
CR {K}: i14, -8 on block, +2 on hit -- M 18 dmg, TC, ~BS
CR A+B: i18, -26 on block, -10 on hit --- L 28 dmg, STC, can RO
CR B+K: transition into BS CR
Blind Stance (Back Turned) Caliostro Rush attacks
BS 236: Transition into BS CR
BS CR~1: Transition into back wards BS CR. Can cancel back into forward BS CR by pressing 3. Repeatable
BS CR A: i19, -6 on block, +10 on hit --- M 16 dmg, STN on CH
BS CR B: i18, -8 on block, STN on hit --- M 28 dmg, TC
BS CR K: i16, 0 on block, +8 on hit --- H 20 dmg, TC
BS CR A+B: i29, -- on block, -- on hit --- L 26 dmg, STC, ~GRD
BS CR B+K: Transition into facing towards CR
Land Fish (Death Roll, but better known as Land Fish) attacks
LF A: i26, -19 on block, KND on hit --- L 18 dmg, STC
LF {A}: i45, +12 on block, KND on hit --- LLL 18/18/18 dmg, BA, NC
(guide lists this version as not STC'ing, will test and verify later)
LF B: i28, -5 on block, STN on hit --- M 16 dmg, Clean Hit B
LF K: i25, -- on block, -- on hit --- L 8 dmg, reverses facing of LF
LF A+B: i79, -- on block, KND on hit --- M 40 dmg, UB
LF B+K: i20, -26 on block, -17 on hit --- MMM 10/10/10, NC
LF B+K (while being attacked): -- on block, KND on hit --- H ?? dmg, UB
(Guide does not list damage for this move. I'll test this later)
Mantis Crawl Feet Towards (MCFT) attacks
2B+K: Transition into MCFT
MCFT 8_2: Transition into LF facing away from opponent
MCFT 66: dashes towards opponent rapidly. Is not an attack, very unsafe.
MCFT A: i42, +2 on block, STN on hit --- M 42 dmg, TC, ~FT
MCFT B: i17, -26 on block, KND on hit --- M 38 dmg, ~BS, leaves opponent in FC on block
MCFT K: moves you away from opponent, leaves you in standing FT
MCFT A+B: moves you away from your opponent, leaves you in standing FT
MCFT A+B~G: moves you away from your opponent, leaves you in MCFT
MCFT B+K: i15, -- on block, LNCH on hit --- M 22 dmg, delayable by holding down B+K. Can only hit opponents running towards you (or perhaps at very odd angles). Allows air control, so no secondary attack guaranteed, however opponents take an additional 8 damage when they hit the ground if not hit with anything else.
MCFT B+K (while being attacked): -- on block, -- on hit --- MMM 16/14/18 dmg, leaves in standing FT
Mantis Crawl Head Towards (MCHT) attacks
MCHT 2_8: Transition into LF facing opponent
MCHT 66: i13, -14 on block, KND on hit --- L 20 dmg, TC, can RO
MCHT A: i26, -14 on block, KND on hit --- M 32 dmg, TC, leaves in standing FT
MCHT B: i??, -26 on block, KND on hit --- L 40 dmg, leaves in standing FT
MCHT A+B: i12, -16 on block, --/STN on hit --- Special M, M 10/32 dmg, Clean Hit A
More or less just like the BS A+B attack, however the first hit doesn't stun like the BS hit.
MCHT A+B~G: i12, -16 on block, -- on hit --- Special M 10 dmg, can transition into BS or back into MCHT depending on when you press G, but the cancel back into MCHT is much trickier.
MCHT B+K: i15, -- on block, LNCH on hit --- M 22 dmg, slightly delayable by holding B+K, does not suffer from the same whiffing issues as MCFT B+K
Throws
Note that all throws from front turned are 17 frames, and all throws from Blind Stance are 19 frames. It should be noted that with the exception of the Blind Stance only command throw, 66A+G, that the only difference between regular throws and blind stance throws is that throws from Blind Stance are two frames slower and automatically sidestep slightly back and to Voldo's left. For example, a Blind Stance left-side throw, once landed, is identical to a front turned left-side throw.
Throws from CR are both 30 frames, however it should be noted that throw inputs in BS CR jump away from the opponent and are merely evasion tools that will not land.
A+G: H 50 dmg, can RO.
B+G:H 55 dmg
Left Side Throw (can be A or B):H 60 dmg, can RO
Right Side Throw (can be A or B): H 60 dmg
Back Throw (can be A or B): H 70 dmg
BS 66A+G: i19, H 65 dmg. This throw has a completely different animation depending on whether or not the opponent is male or female. However, all other properties are the same
CR A+G: i30, H 55 dmg, TJ, ~FC, ~BS
CR B+G: i30, H 55 dmg, TJ, ~MCFT, can ring self out
Brave Edge attacks
6B~a+b+k: i14, +10 on block, KND on hit --- HM 14/22 dmg, BA, ~BS
66B~a+b+k: i16, +10 on block, KND on hit --- MM 22/28 dmg, BA, can RO
LF B~a+b+k: i28, +14 on block, STN on hit --- MMM 16/16/16 dmg, BA, Clean Hit B****
****--Clean Hit A while being attacked
Critical Edge attacks*****
236236A+B+K (full animation): i19, -- on block, KND on hit --- M attack throw 40/6/36/18 (100 total, when it hits raw)
236236A+B+K (one hit): i.19, -2 on block, KND on hit --- M 40 dmg, ~MCHT
*****--It should be noted that Voldo can input his Critical Edge from Front Turned, Blind Stance, CR or BS CR. In many combos, due to timing restraints or position of opponent (in the air, for the example) only the initial hit of the Critical Edge will land and it will not start the full CE cutscene animation. However, as far as I can tell you can always get a followup MCHT K on the grounded opponent after the single hit of the CE lands for an extra hit/extra damage.
Special Moves
22_88A+B: This move, known as mystery dance, causes Voldo to twirl up or down (depending on if you use the 8 or 2 input) and slightly towards the side of an opponent. It has a lengthy animation and, other than some minor auto-sidestepping qualities has no attributes of its own. However, Mystery Dance can be cancelled into almost any, if not all, attack at any point during the animation. The timing of the input determines if the attack will come out as a Front Turned or Blind Stance input, as Voldo is constantly spinning during the Mystery Dance
4A+K: Voldo will quickly slide backwards. This is, generally, a very useful move and great evasion for many short range attacks, but you can be punished for it by players who know what they're doing, or if you simply guess their next move incorrectly
4{A+K}: Does the same back dash as mentioned above, but, at the end of the backdash, cancels into Caliostro Rush. This can be used to evade an attack and then press right back forth to either punish or take the offensive initiative
2_8A+K: Similar to 4A+K, but evading down (2) or up (8) instead of back. It's basically a quick auto-sidestep, but it's not very safe to just throw out, even less so than 4A+K. Use it when you know it will work because you know what your opponent will do
2_8{A+K): Holding down the A+K input causes the auto sidestep to transition into LF
6A+K: This forces a very fast tech crouch to evade highs.
6{A+K}: holding the A+K input causes the same quick tech crouch as above, but the tech crouch transitions into MCFT
A+K: Voldo will stand in place and writhe awkwardly (as only Voldo can). However, for the duration of the animation, Voldo will automatically evade any one attack. (The animation he uses during this evasion differs depending on the type of move). This is far less useful than it sounds, as the evasion animation leaves him wide open for a second attack. This move will generally only work if your opponent has never seen it before. A+K can also be cancelled into any of the 2_4_6_8 A+K inputs provided the auto evasion quality hasn't been triggered yet.