It's never too late to have some voldo love but...
Those kind of top10 as in 10 moves and that's it are kinda useless with Voldo.
You must actually make 2 top10 lists : one for normal stance and one for BS.
Why two lists ? Because you're actually playing two different characters in one (just like JS/GS Tira).
Although, with Voldo top10 may not cut it since it's one of the rare character where you have a real decent command list... And most of his moves are useful.
Let me translate what I made in the french forum :
Voldo in normal stance :
Your gameplan should be zoning/defensive oriented, you have very good pokes, decent starters and whiffpunish, and very, very good antibackdash moves.
666B shines a lot, since it's actually your best move : i17 fast, safe (okay apart from CE aPat/Cervy + Natsu AA/A6), damaging (60-84-100dmg depending on BE), RO starter, wall damage is possible, good guard break damage and light tracking. aPat approved move, it's completely stupid.
Most opponent will want to evade that (JG, step) and you can actually deal decent damage against those kind of stuff.
666B : Your best move, for obvious reasons.
66K : One of his best antibackdash with crusher properties (TJ/TC depending on animation). Only downside : easy to step (but light tracking), if blocked Voldo is in BS with CAC opponent and no really good active answer to do.
22_88B : Good step punish move. An actually good move overall, although kinda slow. Transition into LF mix up.
1[K] : Your basic whiff punish at medium range. When you can't 666B, use 1[K] for medium damage and low risk. Really safe too, and good active answers to use afterwards (although guard is often the best option). Light tracking.
66B : One of his best poke. Safish on JG too (-15 block) to confuse opponent with 666B (which is -24 block on JG). +8 on hit, light combo on CH and BE possibility for decent damage on NH.
22_88A : One of his best antistep. Good range, safe and TC.
1A : Good low poke, good range, good antistep and BS transition. Really good active answers afterwards since it's -1 on hit... if you master RCC after that move.
4A : Good high antistep poke, good range, BS transition, really safe (-2), and +8 hit ! Close range, you have amazing mix up. Medium to far range, really good zoning options.
44A : Medium range, antistep mid and safe with really good adv. on hit. You need it and should definitively use it in some situations.
33_99A : Deceptive good range, safe, good GB damage and antistep. It's slow, but the range and properties makes up for it.
Here's some move you should actually use but shouldn't actually be in a top10 :
- basic pokes : 2A/AA/3K. Forget BB since it's too slow. Use 66B or 3K instead.
- CR A+B / WS A+B : a low poke with big disadvantage on hit. Ultra unsafe but can't be seen.
-2BB : Whiffpunish, but on block it's kinda bad (since 2nd hit can be stepped really easy and 2B] is not that good on block).
- WS K] / CR K] : kinda good, with +2 on hit, but it's a bit too slow and you don't often use the +2hit for pressure.
- 3A : Antistep mid unsafe but some characters can't punish it properly (Yoshi for exemple).
- 11K : +6 hit low poke. It pushes back on hit (limiting your options), and it's really easy to step though.
- 4K : GB-kill oriented move. Apart from that, it has TJ properties and it's safe. But its uses are too situationnal to be put in a top10.
- 4BAA : Very good NC move for whiffpunish. 50ish damage and +10 hit ! 2nd hit can be ducked on block so make sure to use it on hit. 4B on its own is actually a very good move (GB kill oriented move). It's your best BE less low punisher and throw punisher too.
- 6ABA] : Situationnal antistep. High and has off axis problems. Good wall combo though.
Voldo in BS :
You should use close range mix up in BS since they're actually very good.
Most oppnent will try to abuse that with backdash so you will have to adjust your game in consequences (using antibackdash and transtionning into normal stance).
BS 2B+K : +16 mix up on block move with really good mix up although kinda risky.
BS 2A+B : i22 low with good range and STC properties.
BS 4A : good antistep mid with deceptive range and good advantage. Abuse it !
BS 4K : A decent whiff punish / step punish.
BS 6BB / 6B6B : really good move. i15 fast, safe, damaging on hit and built in combo. BS 6B6B can be JGd though, but you can actually change it to BS 6BB to make it so much harder. It has off axis problem so be carefull and use BS 4K if off axis.
BS 6ABB : your close range antistep. Really fast and insane damage on CH for an i14 move. Try to confirm the CH though, since it's really unsafe on JG.
BS WR B / BCR B : Insane move. Really good damage (84 to 102dmg) depending on BE, safe, and tracks OTG. Abuse it.
BS WR A / BCR A : Very good mid and good damage (75 to 109 depnding on BE). With BE, you actually have spacing opportunities with a combo variation (CH BS WR A BS 66B into combo). Can RO or wall splat.
BS 4B : amazing move. Insane properties : safe, very good range and pusback on block, TJ, really damaging combo on CH, kills GB in 8, good on hit, really good tracking (kills backdash 2_8G too) and tons of combo variations for spacing or RO opportunities. One of your best antibackdash in BS.
BS B+K : Very good move too. autoGI, kinda good antibackdash and situationnal 100% garanteed combo depending on range (BS B+K 66K is 100% garanteed at close-medium range for 44dmg). Only downside : it's high.
Some other insteresting moves that shouldn't be in a top10 :
- BS A : your normal stance transition and high poke with low recovery.
- BS 8B : good TJ, the follow up is hit confirmable for decent damage.
- BS 8WR B] : your biggest starter, insane RO, insane damage. Use it on whiffpunish or hope it hits. Unsafe though.
Some moves that I can't classify but that you should definitively use :
CE / BS CE : Really good CE. Damaging, and you can use it a lot in combos. You end up in BS with opponent at your feets (perfect situation).
MCHT K : -1 block, light combo on hit, decent tech traps, very good GB damage. Use it. Abuse it.
MCHT 66 : 40ish dmg low. It's dangerous though so make sure to be careful with it.
2_8A+K] : Very good evade move. LF mix up possible.
22_88A+B : situational free mix up use. Your opponent needs to freeze for it to work though so... Be carefull with it.
Oh and don't forget throws. Voldo NEEDS them (in BS they're very good, and in normal stance, it's your best guard opening move). It's so basic I didn't put it in the top10 but well... Abuse it.