Viola General Discussion / Q&A

what is the right way to use viola's CE against players who know viola's CE gimmick?

after CE is thrown out while having orb, you only have 1 chance for the mix up, and both 1K and 4B telegraphs your intentions clearly. so what are some ways to mix it up? are there any moves that deceives the opponent into blocking the wrong direction?
 
I'm not sure I understand. How do 1K and 4B telegraph your intentions? They're both pretty impossible to block on reaction, if that's what you mean.

I do find BB to be much better than 4B. So much better in fact that I find it difficult to figure out why people ever started using 4B in the first place. 4B stuns the opponent, which increases combo scaling hugely. BB does not. It is also 7 frames faster, and so could help if people actually are blocking 4B on reaction.
 
hey is it just me or does stun make it harder to time the 6A+B relaunch combo?
when I do a 6A+B from a combo with no stun, the charging window is much wider than when I do it on a stunned opponent, it's also harder for me to gauge whether I did the right amount of charge to satisfy the relaunch requirement when my opponent is stunned.
 
Hey I can't quite figure out what moves or combos of violas leave the opponent not the ground stunned so that I can use the low orb brave edge to lift them back up and continue my combos. Any help is greatly appreciated. Thank :)
 
2A+B is the easier option and 6A+B is much harder, but does a lot more damage. You'll even see pros use 2A+B a lot though, so

Other moves like SET 66B and 9K let you combo with 2B+K BE as well but you don't really want to use those.
 
Thanks a lot. I'm not the greatest soul calibur player or the greatest viola player lol but I love the series and if u have Xbox and would be willing to help me with viola that would be great
 
what is the right way to use viola's CE against players who know viola's CE gimmick?

after CE is thrown out while having orb, you only have 1 chance for the mix up, and both 1K and 4B telegraphs your intentions clearly. so what are some ways to mix it up? are there any moves that deceives the opponent into blocking the wrong direction?

Sometimes I go for FC K or FC B mixup. Just since they're both i14, meaning it is without a doubt impossible to react to one over the other.
 
Sometimes I go for FC K or FC B mixup. Just since they're both i14, meaning it is without a doubt impossible to react to one over the other.
Is there ever the problem that the hitstun on FC K is too short to combo consistently with the CE, or is that only an issue for 2K?
 
That should only be a problem with 2K, which has absolutely no chance for combo-ing with anything. FC K is different for whatever reason. Most likely a glitch.


Also, I would like to apologize to anyone who I didn't believe when they said B+K was accessible from FC haha. Turns out WR B+K is a legitimate input for B+K. Even still, I have to RCC to get my timing right with FC K > bomb combos anyway lol
 
Also, I would like to apologize to anyone who I didn't believe when they said B+K was accessible from FC haha. Turns out WR B+K is a legitimate input for B+K. Even still, I have to RCC to get my timing right with FC K > bomb combos anyway lol
Apology not accepted, you have disgraced us all with your lies! Leave this Soul Arena at once!
 
Some tech for any of you struggling with JG aGI, Greeks, or people getting around your 6B+K mixups

When you do 6B+k, if you're afraid of retaliation, do a slight delay on your followups. It makes the lows punishable (only punishable by a few characters--Greeks mostly--anyway). It also gives the added benefit of making 6b+k one of the truest forceblocks in the game; your opponent cannot step, cannot aGI, and cannot regular GI. In fact, the only thing they can do is JG (it's a tight window, though, and they'd have to get used to the variable timing to hit it everytime).

The only problem is, on block, you're just about neutral in most cases (neutral to plus 2 at most). Still, you do this with the intentiom that it'll throw their defensive time off and the orb will hit, netting you frames to play around with.
 
Also, for a RO option off of 44a BE when you don't have meter/don't want to spend meter right at the edge, just do 44a BE --> 3b
 
4A
orb 66(K)
33K
44K
33B
AAB
11AB
4B+K

I have no idea how to use these great moves in my gameplay...
I would say that a lot of these are not great moves. 4A may have some niche spacing use, maybe at the beginning of a round, but it doesn't get us a lot of advantage or damage. 33K I see no use for - slow, linear, low damage, unsafe.

AAB is an i12 punisher or something to throw out when you're not sure what your opponent is doing and want to try to catch them with something fast (i.e. if you are both blocking at neutral). It is also useful if you need a particularly fast move to interrupt strings or some such.

4B+K is quite useful for evading certain moves. JGing is difficult to learn and can be risky if you're not 100% on point with it, so 4B+K can be a good option for getting advantage and a bit of damage in the case vertical strings. Examples include Pyrrah 66B BE and Ivy 1B BE. These are better JGed or stepped but in both cases this requires very fast reactions and excellent timing so it can be easier to just dodge with 4B+K for a little bit of damage and advantage, provided the orb is SET. It really shines against Viola's own 44A BE.
 
I would say that a lot of these are not great moves. 4A may have some niche spacing use, maybe at the beginning of a round, but it doesn't get us a lot of advantage or damage.
it's a tech step that could help me move out of the way while throwing out a horizontal mid. set 4A on counter hit I get a free 2B/1K or something after that. it's just that I always forget I have this to help me get away.

AAB is an i12 punisher or something to throw out when you're not sure what your opponent is doing and want to try to catch them with something fast (i.e. if you are both blocking at neutral). It is also useful if you need a particularly fast move to interrupt strings or some such.

33K tech jumps, but I need to sidestep to use it, it's not like 66 or 44 motion where I could enter the moves without going into 8wr. 66(K) seems way more useful because it helps me set the orb and it both tech jump and tech crouches.
 
this is very very sad,
I have never felt so destroyed as a viola player

a noob astaroth who used less than 3 moves completely destroyed me for 2 full games. all he did was 1AA/1AB and maybe some simple button press like K, A+B, and grab, and I couldn't even take more than 1 round in each game.

spacing him out with with orbs didn't work because he ducks when he does 1AA, and I can't send mid orbs faster than he can side step. once I closed in, the second I got knocked down and it was over.

in the 3rd and final game, I said screw it and went back to my old astaroth main, and I just completely destroyed him. his strategy wasn't effective at all against a more knowledged astaroth player. so why was my viola doing so bad against a 1 trick pony? must I learn to just guard to overcome this?
 
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