easy way to nerf SET 6B+K without ruining mixups would be to reduce opponents recovery on blocking it. This would for example reduce or even eliminate advantage Viola has on blocked 6B+K 1K.
when you see 6B+K, you just have to attack with something fast and safe (for example 2A). If Viola tries to mix you up she will get CH, and if she blocks you will recover quickly enough to block or maybe even step the orb. Its really simple, i believe everyone can do it with practice.
well, here is my answer, in spoiler below. I really appreciate what you are doing for the community, Belial, thank you.
But honestly, the list of changes presented here is not very specific or complete. There is a point for fixing Sieg's or Voldo's glitches but there is none about Viola's...
as far as i know, you can at least use it in combos
ghost orb is a bad glitch. Why would you prefer to confuse opponent instead of having a move that is +16 on block as well as on hit, or even +18 (combos into 3B) with correct angle?
FC B (or 2B) is the most damaging followup. FC A (or 2A)...
probably nobody ever uses it as it is now - one of the worst BEs in the game.
I also agree with bringing back 2B+K(BE) that deals 10 dmg, but i definitely want 6A+B on airborne to go. Not only because of the damage but because of the length of Viola's combos - they are long enough without it...
i believe every TC move may duck a throw. If it comes to length of TC window 1B and 33B TC for the longest time during animation. Also Viola has a lot more TC moves, check out my frame data (link in sig) to see every TC move denoted in "notes" column.
palm part doesnt matter as far as i reckon. What is important is that orb is held back long enough to hit them when they are on a certain height. Try 3B AAB 6A+B 2B+K(BE) and start holding 6A+B immediately after inputting AAB, before orb returns to you. Then, by the time it reaches you back...
A+B(BE) is the correct input, we mean the same move. A+B not B+K where the orb floats to Viola, Yue :)
6A+B 2B+K(BE) combos for sure, its a matter of holding 6A+B for correct amount of time and hitting them in right moment in the air. I wrote it somewhere in the combo thread i think.
To avoid everything Sieg has after his 3B (held version of course) you need a move in which you both step left and TC. In Viola's case that move is 89B - inputted exactly like that, other inputs won't work because his K tracks quite well. Using 8~brief pause~9 will make you step further. Held...
wow, again? i guess that the patch wishlist thread was deleted so i'll write it once more:
- increased damage scaling in combos, so they deal a little less damage and therefore doing the longest possible versions is less worthwhile - opponent's irritarion levels drop down
- 6A+B not useable in...
you actually didnt use a lot of 3Bs in this match at all. Against some characters who can punish it heavily on block it may be not wise to spam 3B, but against Nightmare you can keep taking advantage of the screwed risk/reward ratio of that move all day cos he can only punish it with K.
Also...
blocked recalls are between +6 and +9. If you give me a sec i can test it and update my fd spreadsheet for you.
edit: spreadsheet updated with some data. SET A+BAB is the worst recall giving only +4 on block