I thought he mentioned that the reason was because 8A+B gives really good SET 6B+K rushdown, while ORB 66A+BB leaves you in ORB stance so it gives kind of poor rushdown by comparison, and since the combo is so long the difference in damage is probably not very significant.
Slight correction to my previous statement: apparently only mids (and lows) hit an incorrect guard in this situation, though highs would not.
So, after SET 6B+K forced stand, while the opponent is blocking low, if you immediately connect with a 3B or 3A it hit them because they are mids that...
That's a nice evaluation, but the mixup situation hasn't changed from 1.02 to 1.03, because each of those options still exist in both versions. The only difference as far as mixups go is that now in 1.03 you can visually confirm which way they are blocking during the orb blockstun, which...
That's not how it worked, "Because then 3B will be blocked %100 of the time" is an incorrect statement. SET 6B+K forced a standing position but did not affect your guard state.
Meaning, if you did SET 6B+K, the orb is blocked by a crouch blocking opponent, this forced them to stand, and...
Yo I'm gunna load up the previous patch versions so I can abuse the broken stuff Viola had that was fixed in the patches, oh wait...
Yeah, personally I don't think Viola has ever gotten worse since her debut, only better.
Something important to note about SET 6B+K is that it forces the opponent into a standing position, so they can not duck a throw attempt. This forces them to break correctly if timed well. Personally I'd like to see a mixup and rushdown discussion in it's own thread since there's quite a bit of...
- CH 6AB B+K BE
- SET 4A+B B+K BE
- SET 6B+K 3K (orb hits) B+K BE
- SET 6B+K 3A (orb hits) B+K BE
- SET 44A BE 66 (orb hits twice) 6B+K 3K (orb hits) B+K BE
This was all mentioned in the combo thread.
He's referring specifically to ways to combo into B+K BE as the starter for the rest of the combo he has posted.
Meaning:
- SET 6B+K 3K (orb hits) B+K BE into combo
- SET 4A+B (orb hits twice) B+K BE into combo
The way he started the combo was instead: CH 6AB B+K BE into combo, which is...
Yeah I was playing around with this a little because I was always looking for a way to set up ORB 44A+B. But because she is very punishable if they left/right ukemi I had considered doing the 44A+B and blocking to cancel it as soon as her arms are raised, then going for a tech punish. But...
33B must be -11 actually. It is not punishable with Viola AA (i12) but it is pushable with Pyrrha AA and Leixia AA which are i11 (according to the stickies).
Something I hadn't realized until just now, when you do 6AB you can just mash A+B+K and it will do a B+K BE (without having to input the B+K). That makes it like a million times easier.
Is it just me or does this combo not work anymore? I can't tell if there's something weird going on with B+K...
Yeah 6B doesn't work, but you can still do SET 44A BE 66 6B+K 3K (orb hits) B+K BE and it feels easier to time than 3A.
SET 6B+K 3K (orb hits) B+K BE 66B 66A+BB does 124 damage
SET 44A BE 66 6B+K 3K (orb hits) 3B AAB 66B 66A+BB does 112 damage
SET 44A BE 66 6B+K 3K (orb hits) B+K BE 66B 66A+BB...
Actually, the patch changes seem to have ruined this. You're outside of throw range after a blocked SET 6B+K 3K (orb is blocked) as well as on hit. Blah.
I think I mentioned it elsewhere (or not, I don't remember) but ORB 33B 66A+BB does the same damage as ORB 33B 8A+B, however the latter sets up 6B+K okizeme while the former has some random(?) potential to juggle in the air against some characters which allows an additional 2B hit (for more...