Viola Combo & Tech Trap Discussion

N/O 3B AAB 2A+B 2B+K BE dash AAB 8A+B gives best oki in combos for 80 damage.

You can also end with delayed 66AAB that's guaranteed. Does 80 as well but the opponent can recover faster than 8A+B, so I think 8A+B is superior.
 
44A BE, 66B right when the orb hits for the second time. If timed right, the Opp. slides back in an untechable state that allows for your preferred 2B+K BE follow up.
 
44A BE, 66B right when the orb hits for the second time. If timed right, the Opp. slides back in an untechable state that allows for your preferred 2B+K BE follow up.
Wouldn't it just be easier and safer though to just do the 44A BE, 3{B} launcher into your preferred combo?
 
It's just to provide another option. I find myself dropping 44A BE 33(B) AAB too often, I usually AAB too early or too late, so I'll be deferring to this 44A BE 66B option as I'm more confident with the AAB timing after the 2B+K relaunch.
 
N/O 3B AAB 2A+B 2B+K BE dash AAB 8A+B gives best oki in combos for 80 damage.

You can also end with delayed 66AAB that's guaranteed. Does 80 as well but the opponent can recover faster than 8A+B, so I think 8A+B is superior.

I prefer VS 3B AAB 2A+B 2B+K BE AAB 6A+B 44K 6B+K. Gives nice damage and a 6B+K for wakeup.
 
Yeah that one is good too. 44K pushes them pretty far away. 8A+B leaves them right in your face, so I guess it depends on where you want them.

Whats up with the iffyness of the second AAB, after the 2B+K BE? It seems like the second A just whiffs randomly a lo tof the time. Anyone found a good way to make it consistent?
 
Whats up with the iffyness of the second AAB, after the 2B+K BE? It seems like the second A just whiffs randomly a lo tof the time. Anyone found a good way to make it consistent?

Pretty much, you have to be close. I always do a tiny step just to make sure I'll land it.
 
SET- CH 4A has a pretty hefty stun on it. didn't really get to experiment much but you can at least 6B+K, 2B for 40ish

too bad SET 4A is a high...not sure on how good the side step on the move is
 
Can anyone check if this combo is escapable?

N/O 3B AAB 236236A+B+K 33(B) AAB 6A+B 44K - 112 damage, 1 meter

I find it helpful to walk back a bit before the 33B
 
Here's an interesting thing that seems pretty legitimate..

N/O 3B, AAB, 66K [BE]

You hold the A+B+K to charge the orb right at the end of this combo for the guard break. If they stay on the ground they eat the fully charged orb for about 65ish (guessing based on combo scaling) if they stand up and guard they eat the guard break -> 3B combo of your choice. For example, this combo -> reset -> 3B AAB 66B 66A+BB is 43~ damage => 70~ (so 110ish) damage for 50 meter so it's actually pretty damaging.

I feel like it can probably be side-ukemi'd but I cannot make the CPU do that to test ... Still it's not a bad tool to keep in the arsenal if it's an effective tool for an unblockable reset

edit: Followed it up with 3B AAB 6[A+B] 2B+K BE 66 AAB 66B 66A+BB and it took off about 2/3 of nightmare's life bar. Idk feels like a good way to spend a bar of meter if you need someone dead.
 
Here's an interesting thing that seems pretty legitimate..

N/O 3B, AAB, 66K [BE]

You hold the A+B+K to charge the orb right at the end of this combo for the guard break. If they stay on the ground they eat the fully charged orb for about 65ish (guessing based on combo scaling) if they stand up and guard they eat the guard break -> 3B combo of your choice. For example, this combo -> reset -> 3B AAB 66B 66A+BB is 43~ damage => 70~ (so 110ish) damage for 50 meter so it's actually pretty damaging.

I feel like it can probably be side-ukemi'd but I cannot make the CPU do that to test ... Still it's not a bad tool to keep in the arsenal if it's an effective tool for an unblockable reset

I kinda like it. Do they have time to roll to the sides before the ball drops? I am watching a tourney stream so can't test yet. If you didn't know you can do VS 3B, AAB, 2A+B, 1A+B for 63 damage and you are right on top of them for mixups. I learned that one in the QA thread when discussing some ender execution problems with the 66B, 66A+BB timing. (which I have since mastered and will abuse if they don't know to tech left.)
 
Here's an interesting thing that seems pretty legitimate..

N/O 3B, AAB, 66K [BE]

You hold the A+B+K to charge the orb right at the end of this combo for the guard break. If they stay on the ground they eat the fully charged orb for about 65ish (guessing based on combo scaling) if they stand up and guard they eat the guard break -> 3B combo of your choice. For example, this combo -> reset -> 3B AAB 66B 66A+BB is 43~ damage => 70~ (so 110ish) damage for 50 meter so it's actually pretty damaging.

I feel like it can probably be side-ukemi'd but I cannot make the CPU do that to test ... Still it's not a bad tool to keep in the arsenal if it's an effective tool for an unblockable reset

edit: Followed it up with 3B AAB 6[A+B] 2B+K BE 66 AAB 66B 66A+BB and it took off about 2/3 of nightmare's life bar. Idk feels like a good way to spend a bar of meter if you need someone dead.

I'll test this later, but for reference - You can set ukemi by going to 2p settings and messing with ukemi options. You also may want to test air control settings. I feel like they can air control right out of that 66K.
 
I had read the 1A+B stuff i just live in a place with zero fighter scene so i play online allot. and no one techs correctly online. Yay netplay encouraging bad habits.

Okay finally got it all set up and working. They have time to roll. It's uselss ; -;

Boooo

I was really hoping to find some use for some of her less impressive BE's ... like this and A+B BE
 
Dunno if this has been listed yet.
N/O 3B, AAB, 9K, 2B+K BE, run forward, AAB, 66B, 66A+BB

I think 66A+BB is guaranteed; seemed to catch Ukemis when attempted and obviously lands naturally with no Ukemi attempt.

Not sure on raw damage as I've gotten clean hits at at least one point in the combo every time I've done it, but it breaks 110 I'm fairly sure. Any ideas on how to optimize this?
Another fun thing to note is that this combo almost builds back the 50% meter it uses. On that exact amount, I don't know.

Also, regarding A+G 3B post-launch bnb, I have gotten that to land. Just need to dash slightly to guarantee the juggle, unless, of course, it is much much easier to do on Patroklos than anyone else.

Is this combo a wall combo, it seems fairly impossible to cover the distance after the 2B+K BE with wall usage... the player falls to quickly
 
Not a wall combo. I've done it midstage on a wide range of the cast. Actually, being too close to a wall messes it up from what I've tried.
 
Not a wall combo. I've done it midstage on a wide range of the cast. Actually, being too close to a wall messes it up from what I've tried.

Have you patched? Your combo was working pre-patch, but post patch, it's nearly impossible to do this unless it's on a small stage, or with large characters. Even then it's quite difficult.
 
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