Twiz
Волк Одиночка
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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Natural CounterHit Combos (NCC's)
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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:
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Wall Combos
-------------------------------------
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.
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:
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. =]
-------------------------------------
General Information
-------------------------------------
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)
Natural CounterHit Combos (NCC's)
---------------------------------------------------
- 6ABA-44 Damage
- WR BB-38 Damage
- BS 6ABB-62 Damage
Normal Hit Combos
-------------------------------------
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
- A+G
- 66A+BK
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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
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
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.
-------------------------------------
Tech Traps
-------------------------------------
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. =]
-------------------------------------
Frame Traps
-------------------------------------
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. =]