I have trouble with SET 6B+K > B > B+K BE, every time I do it, my opponent air controls away, I thought it was because I need 66A to do it, but if you say B could do it, I guess the timing must be very strict...
I can't really articulate how strict the timing is. I never really found it all that different to 66A. I think you just need to train the input more. The way I learnt is to focus on Viola's animation. As soon as she reaches idol is when you hit B+K BE. Otherwise they'll air control or you'll just do B+K.
I mean I havent tested it, but my common sense tells me it doesnt make sense. Besides, pretty much all of Viola's combos carry far. Honestly if you REALLY want to make your combos carry further, you should just learn to 66A. The reason your combos don't carry far is because B doesnt really make any force.
Ohhhhh, you're saying the orb immediately returns to you with no impact at all? It means you're too close to your opponent. Sometimes it helps to wait till the orb does the full 6B+K motion so that it will be farther from you when you B+K BE. But sometimes there's nothing you can do if you're too close. Another reason 4B isn't a good B+K BE loop setup
Like. B+K then A+B+K at the latest moment possible to still get the brave edge. It allows Viola to recover from her orb callback animation right at the moment the B+K BE impacts so that she can SET 6B+K before the orb returns to her.
This combo starter is character/range dependent. For example, a small character close up will get hit with the first SET 6B+K when the orb is much closer to Viola than a large character at tip range. If the orb is too close to Viola it will return too quickly for you to cancel it into SET 6B+K. This is also a situation where you are not allowed to delay the brave edge much at all. This is because you are only given a certain amount of frames for B+K BE to connect before the opponent's hitstun recovers.
Try SET 6B+K > 3K > B+K BE > SET 6B+K. 3K knocks them far enough away.