A+B all the time, it's towards the end of the mid speed spectrum but it's safe, TC's and sets up for his staple combos (A+B, 66B, 6:6B, 44, MCHT 66, etc...) 3BB is SCD, FC 3B is a good way into BS, safe~ish with good range and pushback, walking away or jumping away is a good option after this on block... 44 is a good move but it can easily be seen and reacted to by good opponents, BS 2B+K is a bit better in that sense but it is slow as beans, using it on wake-up is good... After 4A (on grd) at close range I like to do 2A to keep the opponent in check, you could also use BS A+B to auto-GI some interrupts, BS A+B also has good SCD and is way safer than 3BB... In MCHT most of his attacks can be interrupted by a simple 2A or 2K, so it becomes a guessing game between MCHT a+bG or MCHT 6A+K, keep in mind that Voldo is easily interruptable after MC B+K, MC 6A+K, MC 2*8~LF... In landfish after LF B, LF A, LF A+K is blocked Voldo is also interrubtable, getting LF A to hit is key to his LF mixup game, if the opponent blocks low LF B takes over and can honestly win games, LF A just gets them to block low, and remeber after 3 consecutive LF attacks like LF BBB, Voldo becomes very punishable so watch out for that, ending with LFHT B+K is good for stopping interrupts and exiting LF, it's the fastest option he has in LF... BS 2A+BG is a good way to enter MCHT, I think DINO mentioned this... BS 1A is another game winner, i22 Low with super~TC property meaning it can evade some mid horizontals, + sets up for techtraps and good ground damage, if they stay down BS 22B is recommended, if they get up BS 66A works as a techtrap, BS WR B also works great in this situation... Doesn't seem like it but BCR K is a good BS poke, I like to use it from time to time, it TC's and TJ's too... Depending on which attacks hit you from certain characters while in Blind Stance BS AA will interrupt followups even if the opponent has advantage, ex: Rock does K, 4K (now i12), Voldo gets hit by K responds with BS AA (i11), Voldo interrupts and is left with advantage... BS A is also OK at catching close ranged step, but BS 22*88A is the only move catching 100% of step with Voldo, BS 22A is safe~ish (about -13 on grd) and is a mid-ranged attack with a good TC... While facing foward I've really grown to like 4K alot, its safe, has a super~TC property, good range, pushback on grd and hit, and can transition into LFHT if held... I usually never go into LFHT with 4K, on hit it's better to see how the opponent responds or back away into Voldo's spacing game, but on CH Voldo gets a 6:6B tech trap catching Foward, Backward, and Ground, and it catches all ground rolls, or Voldo gets his wakeup game... On CH 4K I like to followup with 2A+B~etc, but really you could do anything up to 4A~BS and space them... Near walls 1K is a must, it's a safe launcher leading into Voldo's good wall combos like 1K, W!, 2A+B236A+K, BCR B, BS 1[K], BS 2B+K, MCHT K or 1K, W!, 2A+B236B+K, MCFT 6A+K, W!, MCFT B+K, MCFT A+K, MCFT B...