Viola Combo & Tech Trap Discussion

Yeah, I know. They both do. I thought since they can't air control until the second hit of B.B, if you just do the first, 6B+K adapts to that.. I've never had a problem with anyone air controlling out of using that.
 
The combo you posted should be fine. I think someone got Orb and Set 6B+K confused here, both of which work in combos but Orb 6B+K becomes ACable if both hits connect.

I should probably stop trying to juggle between 40 conversations at once across all the SAs. This is the second time I've gotten completely lost on context.
 
SET 4B. 2B+K. 66A+B, Orb hit, B. -58 damage if there's no relaunch. Catches all directions. Tested on Pyrrha and Asta. Vs Pyrrha left tech, timing is strict and sometimes the last 2 hits of 66A+B, B whiff. 100% consistent vs Asta. Best meter gain.

SET 4B. 6B+K. 44K. Orb hit. 2B. -64 damage. Best meterless damage.

ORB 4B. 33_99A+B, B. -56 damage. ORB 4B. 66A+B, B does only 54 damage. Best damage and meter gain.

SET 4B. 2B+K. SSR(vs left tech) or SSL(vs right tech). Orb hit. 66B. 66A+B, B. -96 damage.
 
Go to 2:15 on video.


hit viola you died :|

Also...


Ok... I'm going to reveal something that every viola player should read. It's been a secrete of mine for quite some time and the reason I can consistently do effective 66a combos without fail. Most people probably don't know me but that will change at SCR and FR. I will start off by saying I use to watch futurestars vids when the first one had like 3 views on it and definitely before they got uploaded in 8way. I studied these vids like homework. For the most part Star did 66a's perfectly timed for alot of his combos to connect. However, how effective would this be in tournament play? I'm simply revealing this in hopes to see more viola's topping other then LP and that includes myself. My first major I will be attending ever in SCV will be Final Round and as mentioned above I will be at SCR.

The secrete is simple
It's buffered input :
For Instance, off of a (w/o orb 4b) the known BE combo is 4b, 2(b+k) BE, 6(b+k), B, aab, 66b, 66(a+b).
notice how the B is underlined. You can change the b for a 66a if you do 1 of 2 things.
66a being the better option overall if you can do it consistently because it opens up all the thing's Star does in his videos.

1. do a perfectly timed 66a which is hard to do and definitely not consistent.
2. buffer 4 right before 2(b+k) BE. So 4b, 4, 2(b+k) BE, 6(b+k), 66a, etc. etc.

To prove this really does work i'll take the same 4b to use as a example. It should be mentioned this buffer can be used before any 2(b+k) BE inside of a combo.

EX. So lets take 4b again:
4b, 2(b+k) BE, 6(a+b) and we can stop there because 6(a+b) will whiff.

Now try my method:
4b, 4, 2(b+k) BE, 6(a+b) as you see this WILL connect and you can continue your combo to your liking.

Why does this work?
It works like RCC, infact RCC will work the same way but I find 4 to be more consistent and better overall when used in these combos. Don't know if this has been known but incase it hasn't WALA :)
 
You mean Set 3B → AAB → 6A+B (slight charge) → 2B+K BE → 6B+K → 66A etc. The B isn't air controllable and can be used in place of the 66A. B is easier but less damage.

And this is the reason why people drop combos with this character. 6(a+b) is the absolute worst way to do a combo off of a set 3b.
You can keep failing combos or do:
w/o orb or (set) 3b, aab, 2(a+b), RCC, 2(b+k) BE, 6(b+k), 66a, into what ever you want.

Even though orb 2(a+b) is not a crouching state you can still use the RCC method to buffer 66a faster and more consistently and thus the reason this works.
 
maybe i'm dumb or forgot due to not playing in a while, but what's RCC?


Recover Crouch Cancel

Recover Crouch Cancel is a technique that allows you to recover in a standing state from moves that would normally force you into a crouched state. To do it, tap 6 during the very end of the recovery of the move that leaves you in crouch, and you will recover standing instead. Though not as important or effective in this game, the RCC gets you out of crouch and back into standing mode so you can buffer standing attacks. This can be used to use attacks that might have useful special properties in situations you normally would not be able to, or to extend combos.

Example: Yoshimitsu Combo = FC :3::K: ~ :6: ~ :3::B:
 
lol who would be up for challenges for videos e.g
-keep your opponent in the air for 30secs
-30+hits in a combo
?
 
lol who would be up for challenges for videos e.g
-keep your opponent in the air for 30secs
-30+hits in a combo
?
30+ hits is easy. Keeping them in the air for 30 seconds+ is impossible I think. Its easy to combo them for 30+ seconds just not in the air.
 
I'm gonna have a look at find out some challenges
viola is a fun character

unlimited meter remember so I was thinking along lines of CE B+K BE, loop of somesort
-if you have any ideas post them, kinda inline with street fighter trials
 
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