Punishing Voldo
Notes:
None of Voldo's moves are 3B launch punishable. A lot of his moves have push back that needs to be taken into account.
On the plus side, a lot of his moves that are technically punishable (if not for push back) leave him at -10, -12 frames - and I do mean a lot of moves. If you can JG well, all of these moves not only negate the push back that Voldo has but provide enough advantage to 3B launch.
It's pretty essential to be able to block his strong lows (BT 2A+B, 2A+B, CR A+B) - all CE punishable.
the 2nd hit of his 66B BE can be stepped left or JG'ed with practice.
Callisto Rush BB (the online srcub killer) 2nd hit can be stepped right then 3B will interrupt anything coming after.
You can also work the push back spacing to your advantage so bear that in mind. In a lot of situations Voldo ends up putting himself at risk of counter hits or at the mercy of your own mix-up options because of the disadvantage he puts himself at even on safe moves.
Punish List:
aBBB (-12, -12, -12) Pushback too great for iMCF punish and all WR follow ups whiff. 6K also out of range, so avoid trying to catch a Voldo step as well after this. Move impacts in i23 so might be react-able with 8A, 8K, FLE
6ABA (-8,-10,-14) BB, a:B+K, AA, 3K, 6B, 2A, iMCF. Not punishable at max range. 1st hit can be A+K'ed. 3rd hit can also be A+K'ed but not mid string (i.e. first 2 hits must whiff). 1st hit high but not much use duck & interrupt with 2A.
Timing on 2nd and 3rd hit is good for an option select JG though so if you can JG the 3rd hit, the string becomes 3B punishable.
6AB(A) (-8, -10, -10) JG 3rd hit for launch punish. Pushback too much for iMCF.
3A (-16) Pushback too much, therefore only punishable on JG. Can be A+K'ed.
1A (-16) WRB, FC2B, WRA, WRK. 8A will evade but whiff if not close enough.
6B (-12) Too much pushback for iMCF. Use evade punish (A+B, 214A) or just duck it.
3BB (-12,-14) Again, too much pushback. JG to punish. However, you are at good range/advantage on block after this to fish for CH on 44A, 3B+K, 4B, bA (example, tested with Voldo following with BB, all of those CH his BB). 2nd hit GI Interruptible.
2BB (-10,-10) iMCF but tight/hard to do. Better to step 2nd hit and punish heavily with 22K combo. Can also interrupt with A+K but this can also clash and be beat if not timed properly.
2nd hit also easily GI'ed.
1B (-16) B, 3K, 2A. Safe at max range. Can step and punish with 3B, 22B.
6K (-14) Too much pushback. Fish for CH.
6(K) (-14) Same as above
3K (-12) iMCF close range.
2K (-14) 6B
1K (-10) Too much pushback, mixup/fish for CH
A+B (-15) 6K. Safe at range.
6A+B (-14) BB, AA, a:B+K, 3K, 2A
6(A+B) (-14,-14,-14) BB, 3K, 2A. Safe at range.
2A+B (-18) CE, FC1KKK, WRB, FC2B, WRK, WRA
B+K (-16) 6K, BB, AA, a:B+K, 3B, 2A, iMCF. However, beware (B+K), as punish options cannot interrupt transition. However, the transition into MCHT can be stepped and surprisingly, 22K will hit MCHT.
BT 3B (-16) BB, 3K. Only punishable up close.
WRAA_CRAA (-14,-16) 6K, BB, a:B+K, AA, 3K, 2A, iMCF
WRBB_CRBB (-13,-15) B, K. Step right to evade punish 2nd hit (22B). JG 2nd hit for 3B punish
WRK_CRK (-10) Safe due to pushback, can be A+K'ed, JG relatively safely (low damage, no stun) for 3B punish. Can jump over if close and attempt for back throw.
66A (-14) BB, a:B+K, AA, 3K, 2A, iMCF. Can be ducked, can be A+K'ed
22A (-12) More pushback, safe from iMCF
66_33_99B (-10) iMCF. JG for 3B/CE punish
666B (-10) iMCF, JG for 3B/CE punish
11_77K (-16) WRB, FC 2B
Running K (-22) CE
MCFT B (-26) 4KB
MCHT A (-14) Too much pushback, JG to punish
MCHT B (-26) - 4KB
MCHT A+B (-16) BB, AA, 3K, iMCF, 2A, a:B+K
MCHT 66 (-14) WRB
CR A+B (-26) CE, FC3K, FC1KKK, WRB - very unsafe. Jump over for ring position change or bait it out at ring edge for CE punish (very risky as this can ring out).
BT 6ABB (-12,-10,-12) too much push back, best option is to JG 2nd hit and either step 22K combo to evade punish 3rd hit or for a more riskier option, interrupt 3rd hit after JG of 2nd with iMCF.
BT 6B6B (-10,-12) too much push back, JG 2nd hit to punish with CE or 3B combo.
BT 2B (-16) BB (sometimes 2nd B whiffs), 2B
BT WJ BK (-14,-22) You can interrupt the 2nd hit with anything. CH 6K is a good option for 66dmg. If you react to the jump you can DGF to avoid 1st hit then air grab for 73 dmg. Can also step 2nd hit and punish with 22B. You can even evade 1st hit with FLE, 2nd hit with IND and A+K suicide from IND for 80 dmg.
BT 4B (-11) too much push back, need to JG to punish. Block and use space to advantage.
BT 2K (-14) 6B
BT WJ KA (-15,10) Lots of options. 8A to avoid and punish for 61dmg. Duck and punish 2nd hit with 6K for 55dmg (requires timing not too strict). Interrupt 2nd with with a:B+K to smash to ground and follow up with move of choice (2A+B66, etc). Can also step 2nd hit left.
BT A+B (-16) 6K, BB, AA, 3K, 2A
BT 2A+B (-22) CE at anything but max range. If expecting/no meter, can evade punish with FLE B+K B combo. WRB range dependent, FC1KKK also works.
66bA+B+K (-10) JG 2nd hit for CE/3B punish. 2nd hit can be stepped left (88 from P1 side).