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  1. Punchdrunk

    Run Counters in SCVI

    Ofc you should have horizontal combostarters, and ofc there should be risk to movement. What's the deal with all the SC2 fanboys flooding the discussion all of a sudden?
  2. Punchdrunk

    Voldo Patch Notes

    I haven't really played since the patch, so how has his reverse mixup situation post 1[K] changed?
  3. Punchdrunk

    Voldo Q&A / General Discussion

    If you like to use LF then 2_8A+K is a must, but I'm not sure that's any better than just regular sidestep-punish.
  4. Punchdrunk

    Felt like this warranted its own thread

    Character loyalty for life!
  5. Punchdrunk

    Voldo Q&A / General Discussion

    I think Voldo is very much about his "reverse mixup" game (since his ordinary mixup game is on the weak side). That is, attacking from disadvantage using his many evasive moves. Moves like 4A and [1]B put him in very good situations on block, from where you can work your offensive defence.
  6. Punchdrunk

    Voldo Q&A / General Discussion

    Yeah, on paper Land Fish is pretty much ass (being unsafe and generally dealing low damage) but it's a low-mid, A/B mixup that leads into more mixups on hit, and LF B BE combos can net you ~70 dmg. It's really just a 50/50 that you've got to weigh against the opponents ability to punish...
  7. Punchdrunk

    Voldo Q&A / General Discussion

    Exactly.
  8. Punchdrunk

    Voldo Q&A / General Discussion

    Voldo's Soul Arena is (together with Dampierre's) the least popular one by far =/
  9. Punchdrunk

    Voldo Frame Data Research Thread

    My punishment testing has shown that Voldo's CE actually is i18.
  10. Punchdrunk

    top 10 moves

    *May lead to. It's just the CE that tech traps any direction for full animation. Considering A+B3 (+another tech mixup) is guaranteed vs non-tech, and punishable if teched, I'd say it's a viable mixup.
  11. Punchdrunk

    top 10 moves

    I don't get it? Both are safe, and great.
  12. Punchdrunk

    top 10 moves

    Good stuff! I'd just add CR AA to the Anti-Steps, since it leads to 80-130+ damage, making it his most damaging step killer.
  13. Punchdrunk

    Voldo Tech Trap Discussion

    Some "basic" tech traps into full CE: 66K, CE - all tech (might not be cost efficent) CR AA, CE - all tech A+B, CE - all tech (timing for right can be tricky) CH 66[A+B], CR, CE - left/right tech (at least) In general, a tiny delay might be needed, and catching to the right can be really...
  14. Punchdrunk

    Critical Edge Problem?

    Well, at least Voldo can cancel his BS into CE, as well as CR (236) if you input slowly.
  15. Punchdrunk

    Voldo Q&A / General Discussion

    This might be old, but I just noticed Voldo can Quick Step Guard freely in BS.
  16. Punchdrunk

    Voldo Combo Discussion

    All my testing is done Voldo vs Voldo, but I have no trouble connecting the combo on O.Pyrrha. A little more whiff prone I'd say, so yeah it's probably affected by character height. But mostly I think it's a timing issue.
  17. Punchdrunk

    Voldo Combo Discussion

    Not having much luck with that theory so far... Anyway, another wall combo / tech trap: 88B W! 4K W! 4B, 66K, WR B = 76 dmg picks up any tech for -> 4K, 66K, 66B = 150 dmg, pretty decent for no meter with meter -> 4K, CE (full animation) = 170 dmg
  18. Punchdrunk

    Voldo Combo Discussion

    Yeah, if you get a 88B with visible step I believe it's guaranteed. And catching right-tech with animated CE requires a tiny, tiny delay. It won't completely whiff otherwise, but that tiny delay might make a left-tech able to slip out. *Edit: left tech will never slip out, even if you delay it...
  19. Punchdrunk

    Voldo Combo Discussion

    Funny wallcombo with built in tech trap: *88B W! 4K W! 4B, A+B, CE = 93 dmg, 171 dmg if the opponent techs.
  20. Punchdrunk

    Voldo Tech Trap Discussion

    Here's a good one: 666B, 66B: -A+B (62): Grounded -A+B3BB (~110): Left and back ukemi -44A+B (112): Any directions ukemi Same goes for CH 66B, but obviously with less damage. Though 3B is guaranteed.
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