Viola Combo & Tech Trap Discussion

I tried hard to recreate what you brought, but only managed to pull it off twice. Also what you claim to be 156 was like 118. These strings are completely unpredictable. You get a clean launch, or a low wallsplat, or a medium wallsplat, or a high wallsplat, if you can do a proper follow-up on reaction, go for it, I can't ;p

Also, two tech traps (ukemi traps?):
SET: 4B, 6B+K, 2B, WS B (all) = 66 dmg
ORB/SET: CH WS B, 22_88A+B (all, strict timing), any follow up.
 
I think I mentioned it elsewhere (or not, I don't remember) but ORB 33B 66A+BB does the same damage as ORB 33B 8A+B, however the latter sets up 6B+K okizeme while the former has some random(?) potential to juggle in the air against some characters which allows an additional 2B hit (for more damage). I prefer the latter for obvious reasons (transitions to SET and allows oki).
 
I tried hard to recreate what you brought, but only managed to pull it off twice. Also what you claim to be 156 was like 118. These strings are completely unpredictable. You get a clean launch, or a low wallsplat, or a medium wallsplat, or a high wallsplat, if you can do a proper follow-up on reaction, go for it, I can't ;p

Also, two tech traps (ukemi traps?):
SET: 4B, 6B+K, 2B, WS B (all) = 66 dmg
ORB/SET: CH WS B, 22_88A+B (all, strict timing), any follow up.

I had it reversed with the one before it in damage :(

Here you go though:

 
Unfortunately for some, Viola's damage output is going to remain relatively the same. (I'm happy with it.)

Her big buff on B+K BE really doesn't change too much. A lot of the damage is actually put into the part of the move where they hit the ground. There's VERY little way to actually combo with it. After testing:

B+K BE 6(A+B) JUST FRAME TIMING RELEASE 2B+K BE AAB 2A+B 2B+K BE AAB 66B 66A+BB is 150 damage.

's not that bad, but not amazing.

CH 6AB B+K BE 6(A+B) same followup is now 180 damage though, and the timing is easier in this case for some reason. Downside? It's CH 6AB. Hard as hell to land, let alone CH confirm into the B+K combo. :(
 
I have been playing around with B+K BE.

If you hit with B+K BE, you can sneak in a second B+K BE. I haven't really found anything useful off of it, but you might be able to use it to spice up the normal B+K BE followups (6A+B (charged..ish) 2B+K BE AAB 2A+B 2B+K BE AAB 66B 66A+BB). It makes subsequent hits start to get really slippery, though, and the timing on the second B+K BE is so tight that you essentially have to know that the first one is gonna hit.

I've been getting SET 6B+K and B+K BE to combo. This one has received a lot less testing on my part, but it seems to work in the same way as CH 6AB B+K BE. So far, I've been doing 6B+K B+K BE 66AAB for 102, but I am sure that someone could do better. The downside, again, is that you pretty much have to know that your 6B+K is going to connect in order to time things correctly.
 
I've been getting SET 6B+K and B+K BE to combo. This one has received a lot less testing on my part, but it seems to work in the same way as CH 6AB B+K BE. So far, I've been doing 6B+K B+K BE 66AAB for 102, but I am sure that someone could do better. The downside, again, is that you pretty much have to know that your 6B+K is going to connect in order to time things correctly.

This was actually known about, and the followups are the same as the 6AB followups. :P
 
Anyone tried 44A BE, 6B+K, 6b, B+K BE? In my head, it looks like it would be viable.
I could never get this one to connect before, not sure if the new properties would help. 6B+K 3K B+K BE worked before, though. 3K's properties have also changed, so I dunno.
 
I could never get this one to connect before, not sure if the new properties would help. 6B+K 3K B+K BE worked before, though. 3K's properties have also changed, so I dunno.

Interesting, I never used 3K for...basically anything, the range turned me off to that move. But, I don't see any other reliable way to land B+K BE. Other options are too difficult to confirm.
 
So - 6B+K 3K B+K BE 6(A+B) 2B+K BE AAB 2A+B 2B+K BE AAB 66B 66A+BB is 192 dmg.

44A BE 6B B+K BE does not work, orb returns to hand because of the 6B's push forward, and the fact the recovery on 6B leaves it so the orb is already past their hitbox on the 6B+K hit.

44A BE 6B+K 3A B+K BE DOES work, but only at extremely close range.

44A BE 6B+K 3A B+K BE 6(A+B) 2B+K BE AAB 2A+B 2B+K BE AAB 66B 66A+BB is 158 damage.

Another thing I found just now because I was messing trying to find more ways to go into B+K BE off of 44A BE:

44A BE 6B+K on 2nd orb hit 2B WS B is a combo. Not only that, but after the WS B, 33(B) catches tech in every direction. Pretty disgusting reset.
 
Yeah 6B doesn't work, but you can still do SET 44A BE 66 6B+K 3K (orb hits) B+K BE and it feels easier to time than 3A.

SET 6B+K 3K (orb hits) B+K BE 66B 66A+BB does 124 damage
SET 44A BE 66 6B+K 3K (orb hits) 3B AAB 66B 66A+BB does 112 damage
SET 44A BE 66 6B+K 3K (orb hits) B+K BE 66B 66A+BB does 120 damage
 
Yeah 6B+K during a stun state behaves differently than normal. For example, 44A* 6B+K 6B BBB 3B is somehow a combo for 103 (normal meterless bnb ender is 107), which I would end in the ORB 2A+B force block and to put the ball at their feet. These combos are getting hard to read so I'm using the * notation. Every SA does it differently, lol.

I've had some success adding careful orb positioning and B+K* to my game. It adds a lot to think about when sending out the orb but you can really surprise people who think they're safe at range by either firing off the CE or using B+K*. I'm not one to do extended combos, as I can't stand 2B+K* combos, 44A* keeps getting GI'd, so I'm starting spend that meter on CEs and now B+K experimentation.

When B+K* hits, it's fairly unpredictable. I don't have the presence of mind to do anything other than 66B 66A+BB for 104. It doesn't appear to be techable.

B+K* has so much potential. It lasts sooo long your opponent might forget about it. Viola has many ways to manipulate positioning to get your opponent where you want them or to hide the orb such as 66AAB, and A+G. Stuff will combo into the ball just like 6B+K, which is more reliable if you activate the orb in a low position rather than high sets that result from ORB AAB or 6A+B. If it hits, free 100+ damage!

If positioned correctly, one should be able to use it just like 6B+K except it follows you and keeps being a threat if they step at range. Just imagine comboing into it 1K/6B/3A mixup omfg...

Downsides are if you get hit with anything or you accidentally do an orb move, you just wasted meter :( gotta be really comfortable with no orb attacks
 
Something I hadn't realized until just now, when you do 6AB you can just mash A+B+K and it will do a B+K BE (without having to input the B+K). That makes it like a million times easier.

-snip-
SET 3B AAB 2A+B 2B+K BE B+K 44B 66A+BB
Is it just me or does this combo not work anymore? I can't tell if there's something weird going on with B+K or 44B or what, but I can't land this in 1.02. Kind of a moot point with the new 66B, but just curious.
 
Something I came across just before the patch, but waited to see if the patch would remove it. It didn't, so:

If you hit the opp. with 44A at their side or back, it will force them into BT. 44A BE 6B+K 6B 3B AAB 2A+B 2B+K BE 66 AAB 2A+B, the last 2A+B leaves them standing, instead of knocking down which happens if you hit this combo from the opp.'s front. The 2A+B seems to produce an effect similar to a quake stun, and the opp. is left in perfect range for a back throw or 3B if they do nothing. Tested this with 2nd action as all guard and the dummy can turn and block before 3B hits, but is still in range for a throw. Alternatively, the dummy could turn and crouch block before the throw, which of course gives me the 3B option. If this was already known, my apologies.
 
the most reliable combo after B+K(BE) is:
B+K(BE) delay 2A+B 2B+K(BE) 66 AAB 66B 66A+BB - 125 damage. If you delay the 2A+B too shortly it will deal just 107 tho. You need to be close enough for 2A+B to hit, so it is best used after CH 6AB (it will total for 141 dmg then)

@Xenozip, it works for me
 
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