Land Fish: Beginner's Guide to Voldo

Twiz

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Since the Voldo SA seems so barren I figured I would write a guide out for those interested in picking him up. I would like for this to be a team effort so any info you think should be added is appreciated. =]

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General Information
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Legend:

I use * for BE.
I'll be using ] for hold from now on.
CR=Calisto Rush
BS=Blind stance
BSCR=Blind Stance Calisto Rush
MCHT=Mantis Crawl Head Turned
MCFT=Mantis Crawl Feet Turned
LF=Landfish aka Death Roll

Overview:
Voldo overall is decent at all parts of SoulCalibur and really only excels in keeping the opponent guessing on what is coming next.
With decent range, good pokes and lows, as well as amazing Oki options to keep the opponent from wanting to sleep on the ground for to long.
All of this combined makes voldo character that a seasoned player can use effectively to keep their opponents on their toes and guessing at what is going to come next.

Pros:
+Decent Range
+Good pokes
+Good lows
+Great Mixups.
+Great evasion
+Decent Ring Out options
+Only character with a legitimate step G.(can only be done in BS)

Cons:
-Some whiffing problems (lets hope we can remove this one soon huh.)
-Can be effectively spaced out by Characters with longer range.
-CR is entirely unsafe
-Mostly useless CE
-Extremely linear


Best Moves:
WR K]-Probably the absolute best way to get into BS.
6B- quickest and probably most used punishment tool. Can use BE for a Tech trap or + frames on block.
2A-Yes 2A people. +8 on hit and only i13 makes this move voldos best option for punishment where 6B fails.
3A- Great for step catching and leaves you + on hit.
CR B-Good push back and rather safe on block. Good for getting in closer to the opponent.
CR AA-Probably the best option for duck punishment away from a wall.
FC 3B-Used for punishment only. Use this when you are to far for CR AA to hit on duck punish.
BS1_2_3B]-Use to end combos and give immediate mix up options. Great for people who like to sleep on the ground.
22_88B-Probably voldo's best step punisher. Safe on block.
BS 4A-Amazing step catcher that is safe on block. Also tech crouches.
666B 66B 66B*-The elbow is one of voldo's staple moves. Used in alot of combos as well as a great punishment tool.

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Natural Hit Combos (NC's)
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  • AA-26 Damage
  • 6AB-26 Damage
  • BB-34 Damage
  • 4BAA-54 Damage
  • 3BB-49 Damage
  • 2BB-50 Damage
  • B+K]-35 Damage (can combo)
  • 6A+B]-70 Damage -chance for clean hit
  • WR AA-35 Damage (can combo)
  • 66A+BK-46 Damage
  • LF B+K-31 Damage
  • LF A]-54 Damage
  • BS 6BB-36 Damage
  • BS 6B6B-48 Damage
  • BS 6AB-30 Damage
  • BS 66BK- 52 Damage (can combo)
  • BS 7_8_9BK-48 Damage
  • BS 7_8_9KA-49 Damage
  • 6B*-36 Damage
  • 66B*-51 Damage (can combo)
  • LF B*-52 Damage
  • 1K 1K]-22 Damage (can combo)
  • 22_88B-22 Damage (can Combo)
  • BS WR B-28 Damage (can combo)
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Natural CounterHit Combos (NCC's)
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  • 6ABA-44 Damage
  • WR BB-38 Damage
  • BS 6ABB-62 Damage
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Normal Hit Combos
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For the sake of saving room I'll just go ahead and state here that all combos that end in BS 66B can also be ended with BS a+bG.

22_88B
BS 66K, BS 66B-61 Damage
BS 66K, CE, MCHT K-103 Damage (only works near a wall or when 22_88B launches them from behind)

66B*
666B-69 Damage
66B*-86 Damage

666B
66B, 666B-63 Damage
66B*, 666B-84 Damage
66B*, 66B*-94 Damage

1K
666B-41 Damage
66B*-59 Damage

1K]
BS 1-38 Damage
BS 2B+K, MCHT K-53 Damage

66K
WR B- 55 Damage

B+K]
MCHT 66-47 Damage
MCHT K-52 Damage (catches all tech attempts for reset damage)


WR AA
666B-56 Damage
66B*-72 Damage

BS 6B6B
66B*-79 Damage

BS 66B
K follow up, BS 66B-62 Damage
666B, 66B, 666B-76 Damage
666B, 66B*, 666B-95 Damage
666B, 66B*, 66B*-105 Damage

BS WR B
BS 4K, BS 66K, BS 66B-81 Damage
BS 66K, CE, MCHT K-99 Damage

BS 4K
BS 66K, BS 66B-63 Damage
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Counter Hit Combos
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66B
66B*-57 Damage

WR
MCFT 66-35 Damage

A+B3
CR BB- 61 Damage


66A+B]
A+B3, CR A+B-60 Damage

BS 4ABB
66B*-93 Damage

BS 4B
66B, 666B-78 Damage
B+K], MCHT K-82 Damage (techs for a reset on MCHT K)
66B*, 666B-95 Damage
66A+B], A+B3, CR A+B-96 Damage (techs for a reset on CR A+B)
CE- 123 Damage


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Ring Out
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Forward:
  • CH 6ABA
  • 7_8_9A
  • 3BB
  • 22_88B
  • 66B*
  • 1K
  • 88_22K
  • 66A+B
  • FC 3B
  • cR A+B
  • BS 7_8_9K
  • BS 8WR A (has a weird angle to it. Not quit forward but not quite side either)
  • BS 4K
  • BS A+G
Left:
  • A+G
  • 66A+BK
If anyone one figures out specifically how 1B rings out the info will be much appreciated =]

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Wall Combos
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Voldo's Wall combo mixups are extensive so i will only be posting the best one with no meter. And the Best one with meter.

  • 1K!, 1K!, 66[A+B], B+K], MCHT 66- 80 Damage
  • 1K!, 1K!, 666B, 66B*, 66B*-95 Damage
  • 22_88B!, BSCR B, BS 4K!, BS 4K, BS 66K, BS 66B-95 Damage
  • 22_88B!, BSCR B, BS 4K!, BS 4K, Bs 66K, CE, MCHT K-114 Damage
  • CH 6ABA]!, BS 4K!, BSCR B, BS 4K, BS 66K, BS 66B-117 Damage
  • CH 6ABA]!, BS 4K!, BSCR B, BS 4K, BS 66K, CE, MCHT K- 145 Damage
  • BS 4K!, BSCR B, BS 4K!, BS 4K, BS 66K, BS 66B-100 Damage
  • BS 4K!, BSCR B, BS 4K!, BS 4K, BS 66K, CE, MCHT K-115 Damage
And yes I realise that these all look exactly the same. But I'm only putting wall combos that are 100% consistent. And not dependant on angle or wallsplat height. If you have any that meet those requirements I will gladly add them to the list. :]

Wall Resets:
At anytime during these combos after a wall splat or a BSCR B you can toss in a 2A for a grab attempt/BSCR B reset mix up.


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Wake Up / Okizeme
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All tracking is from Voldo's PoV.

Moves that hit grounded:
  • 7_8_9A- Tracks All
  • 1B-No tracking
  • 4B-Extremely short range. Unsure of tracking
  • 666B-Tracks Left
  • 66B*-No tracking
  • 9K-Tracks Left
  • 2K-Tracks All
  • 11K-Tracks Left
  • BS 7_8_9B-tracks all
  • MCHT K-No tracking
  • MCHT 66-Tracks Right
  • LF B- Tracks all
  • LF B+K-Tracks all
  • LF A+B-No tracking
Moves that allow good wake up on hit:
Working on this part. Voldo doesn't have many options for hitting grounded outside of 2K that are useful. But searching for some force blocks and what not. Will post as soon as any are found.
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Tech Traps
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WR AA
2BB-Techs all but left.

66B*
44A+B-Techs all but neutral and back. Mix up with 1 to keep the opponent guessing.
66K-Techs all but right.

6B*
2A-Techs all

Continuing to search for these. Any info is helpful. =]
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Frame Traps
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FC 3A+B
666B- can't be interrupted by any 2A's. Natsu can interrupt with AA.
2A- is a force block.

MCHT K
2A-Can only be beat out by other FC A, B, K moves. Cannot be backdashed at all. Can be jump punished.

WR K] on hit.
BS 6BB- Will clash with i13 moves. Can be backstepped.
BS A-Only use if opponent continues to force a clash against 6BB.

B+K]
MCHT 66-Force block. Proper mixup with MCHT K required as this move is unsafe.
MCHT a+bG-Force Block. If the B+K aGI gets fixed this may be a reliable mixup afterwards with MCHT 66 and MCHT B+K. As is though this is pretty useless.

BS 2B+K
All moves from MCHT are guaranteed to hit should the opponent attack. Proper mixup after wards is needed to keep your oppenent on his toes and guessing.

Special thanks to Enkindu and Zombie Bear for some of the info in this guide. And a thank you goes to Belial for the layout. It would have been disorganized without it. =]
 
Post saved for updates.
Fixed some typos and rearranged a few things.
Replaced BS 7_8_9A with BS 4A. (credit to SPQR)
Changed some Tech Trap info. (thanks to Belial for the updates)


On another note I'm trying to make it look as presentable as possible. Sorry guys I'm a bit unorganized lol.
 
Great stuff man. Just 2 things :

-1 BS1_2_3 ? What is it ? I just don't understand how to execute this.
-66B 666B 66B* ? I think you want to mean 666B 66B 66B*.
 
Raven, I think the [] hold is messing up with formatting, cuz its also a tag for bold. Either use ] or "hold" , like I do.
 
Raven, I think the [] hold is messing up with formatting, cuz its also a tag for bold. Either use ] or "hold" , like I do.
Ah yeah i was wondering why that happens. I'll have to go through and fix all of it. I'm just so used to using []

Great stuff man. Just 2 things :

-1 BS1_2_3 ? What is it ? I just don't understand how to execute this.
-66B 666B 66B* ? I think you want to mean 666B 66B 66B*.
Supposed to be BS1_2_3 B a typo on my part. I type really fast so i tend to do it here and there.
And yes thanks for pointing that out. I'm extremely unorganized lol
 
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Great guide. I don't think this is worthy of being in it though:

BS 7_8_9A-Amazing step catcher that is safe on block.

It's a step catcher that's i20, -9 on block, +10 on hit and 20 damage. Oh, and also a high. Compare this to BS 4A:

BS 4A: i18, -6 on block, +10 on hit --- M 32 dmg

2 frames faster, 3 frames better on block, identical on hit, and 12 more damage? Yes, please. The only things in BS 7_8_9A's favor are marginally better range (we're talking by a hair) and the tech jump. But, if you needed a tech jump in blind stance, may I direct you to...

BS 8KA: i18, -15/+10 on block, LNCH/STN on hit --- MH 22/27 dmg, NC, TJ, BA, Clean Hit C, can RO
BS 8BK: i32, -14/-22 on block, KND/KND on hit --- LM 24/25 dmg, NC, TJ, ~GRD
BS 4B: i26, -11 on block, +4 on hit --- M 28 dmg, TJ, STN on CH, ~FT

A large number of lows have tech crouch frames, so if you were relying on BS 7_8_9A's tech jump, you're going to be disappointed when it whiffs.
 
Great guide. I don't think this is worthy of being in it though:

BS 7_8_9A-Amazing step catcher that is safe on block.

It's a step catcher that's i20, -9 on block, +10 on hit and 20 damage. Oh, and also a high. Compare this to BS 4A:

BS 4A: i18, -6 on block, +10 on hit --- M 32 dmg

2 frames faster, 3 frames better on block, identical on hit, and 12 more damage? Yes, please. The only things in BS 7_8_9A's favor are marginally better range (we're talking by a hair) and the tech jump. But, if you needed a tech jump in blind stance, may I direct you to...

BS 8KA: i18, -15/+10 on block, LNCH/STN on hit --- MH 22/27 dmg, NC, TJ, BA, Clean Hit C, can RO
BS 8BK: i32, -14/-22 on block, KND/KND on hit --- LM 24/25 dmg, NC, TJ, ~GRD
BS 4B: i26, -11 on block, +4 on hit --- M 28 dmg, TJ, STN on CH, ~FT

A large number of lows have tech crouch frames, so if you were relying on BS 7_8_9A's tech jump, you're going to be disappointed when it whiffs.
Good point. I'll go ahead and change that up now. =]
 
imo not WR[K] is the best way to enter BS, it is 22_88A+B, its the fastest way and u are not - on block
 
imo not WR[K] is the best way to enter BS, it is 22_88A+B, its the fastest way and u are not - on block
While this is good to keep in mind for a bigger sidestep it's not necessarily the best thing to do on a consistent basis. WR K] Leaves you at a decent range to avoid most quick attacks and while it may be -8 on block you can put space out your opponent by walking away or TC under alot of attacks with BS 2A+B. On hit you can frame trap with BS 6BB. So considering the options I chose this over any other way into BS.
 
WR[K] is definitely the way to go, even with it's random whiff properties. Yes, 22_88A+B is awesome, but from a medium / far distance only. Therefore it's the fastest way to get to BS, but not the best. Any good player will want to maintain a good pressure game against you, so you won't have many opportunities to do that.
 
The -8 off WR [K] isn't even that bad, it shouldn't interrupt your pressure game whatsoever. Take Voldo vs Mitsu in training mode for example. Mitsu blocks WR [K] and does BB or 3B or 2A. BS 2A+B beats all of those. It goes under BB and 3B, and the 2A just doesn't have the range due to WR [K]'s pushback, even if you do WR [K] at closest possible range. Your opponent's options are limited due to the pushback.

The characters who have the range and options to be threatening after a blocked WR [K] are often slow. And if I hit you with CH BS 6ABB 66B BE, that's 96 damage. Now you might be thinking, "Who on earth is going to eat a CH BS 6ABB when they are at +8?"

Well, you'd be surprised. Your opponent's options have to beat BS 2A+B, BS throw, BS B+K auto-GI, BS 2_8[A+K], BS 1B, or a backdash BS 8WR B whiff punish. Tools that can stuff all of those are in short supply, which leads to them turtling after a blocked WR [K], which lets you get away with dumb shit like CH BS 6ABB.
 
i havent say WR[K] is bad at all, but when i want a free mixup out of BS, then i use 22_88A+B after i blocked a move, and i have an instant mixup. my point is, if u play against guys that dont know what you are doing or even if u play against scrubs (online?) WR[K] is the best way yeah. but if u play against experienced players or friends who knows your voldo, they just dont mash after you block one of their negative on block moves, like -7 to -12 so its your turn after the block and then use 22_88A+B they just cant interrupt you and you are at close range where you want to be in BS.
 
On the right, 22_88 A+B and B+G (or A+G) grab very often from behind and deal a lot of damage to punish some verticals. I love to mix up this with BS 6BB. I think there is not absolute best way to enter in BS, but best way depending on the situation :

-After a 2A to stop oponment pressing --> WR K. Useful against fast close-range character (Natsu, Leixia)
-To punish vertical or when oponment is passive and you want to be in close-range --> 22_88 A+B. Useful against a fucking defensive Pyrrha Omega or Astaroth/Sieg/Night.
-Mid-range and want to be close --> 2.

Generally, against character that are faster than me in close I prefer to use zoning tools (22_88 A or 77_11 K) and systematicaly use 2A WR K or WR BB3 (mix up with another BB3 or A+B, then WR AA when the oponment begin to step this). Some 4A+K CR mix up could be really useful when I lose priority.
Against slower character, I prefer use 22_88 A+B and 2BB/2
 
i havent say WR[K] is bad at all, but when i want a free mixup out of BS, then i use 22_88A+B after i blocked a move, and i have an instant mixup. my point is, if u play against guys that dont know what you are doing or even if u play against scrubs (online?) WR[K] is the best way yeah. but if u play against experienced players or friends who knows your voldo, they just dont mash after you block one of their negative on block moves, like -7 to -12 so its your turn after the block and then use 22_88A+B they just cant interrupt you and you are at close range where you want to be in BS.
Maybe it comes down to play style, but why would I ever use 22_88A+B after I blocked a move? It's not an instant mixup because BS 2A+B is reaction blockable and it's punishable on block. Basically, after you block an opponent's move, they're going to be defending because they're at frame disadvantage, and throwing out unsafe lows is an amazing way to get punished.

Blind stance is designed to be used at frame disadvantage. Don't believe me? Look at Voldo's moveset.

4A: -2 on block
2{B]: -8 on block
6AB[A]: -10 on block
4BA: -10 on block
1[K]: -4 on block
22_88B: -8 on block
BS WR B: -8 on block
CR [K]: -8 on block
BS WR A: -6 on block

What do all of those have in common? They're in the -2 to -10 range. What's important about that range? BS B+K will auto-GI 2A!

Try it yourself. 2{B] on hit is +0 and 44B on block is +2. An instantaneous BS B+K will not auto-GI 2A's because the auto-GI window happens too early, you have to delay it. In the case of 44B, you have to delay it significantly because of how 44B forces crouch.

BS B+K hits for 30 and between 2A+B and CR A+B you can cover all tech options. BS 2A+B tech crouches most 3B/BB options and hits on counterhit. BS throw can sidestep some verticals as well if you are interested in that option. The mixup comes from evading or auto-GIing your opponent's offense during their frame advantage, when they are attacking and not blocking.

This is also why 1A is such a terrible move. It is -16 on block and -1 on hit, which wouldn't be a problem in and of itself (1A will hit when used properly). But it leaves you in FC, so you can't beat 2A with BS B+K, which is simply bad.

Voldo's mixup game from BS is 2A+B, 66G+A, BS throws, and his mids. BS 2A+B is, again, reaction blockable. 66G+A isn't interchangeable with a 66G+B throw, so it should be broken. BS throws are reaction duckable due to the sidestep animation being a dead giveaway. That leaves your mids, which aren't a mixup at all. You just guard mid.

That's why it's best to do your offense from frame disadvantage. Voldo simply doesn't have enough safe mixup options from BS to do his damage while the opponent is turtling. He wants to do it from BS B+K auto-GI or CH BS 2A+B into wakeup. Your opponent will learn this and be more cautious during their offense as a result, which leads you to doing things like BCR A or BCR B to intentionally have them blocked, so you stay at the sweet spot between -2 and -8 and get some guard gauge damage in. Voldo will almost always have enough meter for a BS 4B, CE so guard crushes are great.

Basically, if I wanted a mixup and I was in neutral, I'd do 2{B] to intentionally have it blocked, because in BS at -2 to -8 is where I want to be. If they step 2{B], then I can use CR [K] instead to cover step and achieve the same result of -8 on block. 22_88A+B doesn't really get me what I want, because if my opponent decides to backstep, I don't have options with reach aside from BS 8WR B or BS 4B, which are both very linear and thus limit my options.

Contrast this to his normal stance, where I have plenty of options with reach, many of which can also kill step:

66A+B
33_99K
CR A+B
22_88A
44A+B
44B

TLDR version - Voldo has better step killer/whiff punish in normal stance, and a better mixup game from frame disadvantage in blind stance. At neutral, you want to be in normal stance, at disadvantage, you want to be in blind stance.
 
On the right, 22_88 A+B and B+G (or A+G) grab very often from behind and deal a lot of damage to punish some verticals. I love to mix up this with BS 6BB. I think there is not absolute best way to enter in BS, but best way depending on the situation :

-After a 2A to stop oponment pressing --> WR K. Useful against fast close-range character (Natsu, Leixia)
-To punish vertical or when oponment is passive and you want to be in close-range --> 22_88 A+B. Useful against a fucking defensive Pyrrha Omega or Astaroth/Sieg/Night.
-Mid-range and want to be close --> 2.

Generally, against character that are faster than me in close I prefer to use zoning tools (22_88 A or 77_11 K) and systematicaly use 2A WR K or WR BB3 (mix up with another BB3 or A+B, then WR AA when the oponment begin to step this). Some 4A+K CR mix up could be really useful when I lose priority.
Against slower character, I prefer use 22_88 A+B and 2BB/2
As said by SPQR in the post above 22_88A+B into grab is insanely recognizable and will be ducked by anyone with any Voldo matchup experience. And there are much better things to do with that +8 frame advantage from 2A on hit than a WR K. If your opponent tries to attack ofter getting hit by 2A you are guaranteed to hit them with 666B for a nice combo. Should the try to step you can use WR AA to step kill and combo into 66B*. Also you should avoid WR BB3 at all costs against of the cast unless you CH confirm the WR B. Also randomly going into 4A+K is more than likely to get you CH when you try to go in for a CR attack.
 
I never thought about 666B post-2A on hit. I'll have to try that, it makes a lot of sense. I've normally just been doing FC A+B for the soul gauge damage as a throwback to SC4 where it mattered more because it was a free round.
 
I never thought about 666B post-2A on hit. I'll have to try that, it makes a lot of sense. I've normally just been doing FC A+B for the soul gauge damage as a throwback to SC4 where it mattered more because it was a free round.
Yeah as far as I know the only thing that MAY interrupt it is aPat's CE. I've never tested this. Plus the person would probably have to be mashing it out to get it off but it may beat out 666B.
 
A stance where you can deal with disadvantage (evasive move/auto-GI) is a stance I want to be, even when I've got priority. Furthermore, the common reaction on a 22_88 A+B is to hit (just because it's a stupid dance), the dance CREATE a virtual disadvantage, it's basically a taunt who lead in BS, and taunt to be hitted is just what you want in BS.

What if the taunt fail and the oponment turtle ? Hey, if he freezes when you dance, you win, he's scared and you're the one who make the match, you can just do a free BS CR B on the guard, and you're in disadvantage as you want for a mix up.

I agree that normal stance is better in mid and long-range with low poke and little frustrating mix up, but it can't deal strong damages (I admit, my opinion could change with the 2A-666B combo, I just hope that there is some bufferring possibility to be able to do this quickly with a 360 d-pad). I want to be in BS for WR B combo (easily best starter combo without BE) and the great okizeme game in this stance.
 
i heard people can no longer jump LF A anymore although if they wish the can still 7_8_9 A/B

but a normal jump no longer works just thot id share dat
 
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