Viola Combo & Tech Trap Discussion

sorry bud but after the 6B its air controllable, leading to the 2A+B to wiff.....

the 6B+K, 3A setup is actually pretty beast, great for those smartypants who think they are clever trying to duck violas call backs....

2A+B, 1A+B ender does less damage then 66b, 66A+B,B, but its a great alternative for ppl who seem to catch on to the teching of 66A+B,B (i have yet to find a person though....)

sorry...that was meant to be 9K, not 6B...not sure wtf I was thinking o_O

Ill have to try these out. They look like my BnB's but way more damaging. These arent air controllable or anything right?
reason why they do a lot more damage is they don't JUST start with the launcher
if you're looking for a lot of damage (though really hard to get consistantly)

3B, AAB, 6A+B(small charge), 2B+K, dash AAB, 2A+B, 1A+B- 100 damage IIRC
and
3B, AAB, 6A+B(small charge), 1A+B- 63?
second combo does more damage if they tech...catches all techs, and you can add a 2B after the tech for about 80 damage
 
Two combos (not sure if they've been posted).

3b, aab, 2a+b, 2b+k BE, B+K, 44b, 66a+b. About 84 damage and leaves them a bit closer with orb in hand.

3b, aab, 2a+b, 2b+kBE, B+K, (slight delay), 66aab. 74 damages, reverses ring position, leaves without orb.

Also, the mod of this SA really needs to update the combo thread before this becomes too much.

3B AAB 2A+B 2B+K BE B+K 44B 66A+B doesn't seem to work. Opponent can rise up and guard. You can't follow up with WO 2B, they can guard.
 
3B AAB 2A+B 2B+K BE B+K 44B 66A+B doesn't seem to work. Opponent can rise up and guard. You can't follow up with WO 2B, they can guard.

Not sure what you're talking about (referring to 2b). It's been working for me, against the CPU (tested it against every feasible thing in training) and human opponents. Not sure which part of the combo you're talking about, but, if you're getting the knockdown with 44b (both hits hit), the combo is guaranteed.
 
this is not much but something....

CH 6A,B , B+K BE, 8A+B........ ur going to want to wait for the opponent to hit the ground to 8A+B, but the timing is fast...
 
I was able to get 91 consistently on sophitia, and easily with astaroth off of this. note: air control away on and right tech.

6AB, B+K BE, 2A+B, 2B+K BE, (6), AAB, 66B, 66A+B B.

Timing after the pop up is going be be tricky, its generally a bit f a pause. I also found the run to AAB really tight, but against characters like astaroth I'd do it on a 4bar online

EDIT: 1) I forgot to put counter hit on, this brought the damage up to 111, tried several different tech directions ad it all worked just fine.
2) you have a good amount of time to take a nice step before the 2A+B, use that to make the spacing nice and easy.
 
Not sure what you're talking about (referring to 2b). It's been working for me, against the CPU (tested it against every feasible thing in training) and human opponents. Not sure which part of the combo you're talking about, but, if you're getting the knockdown with 44b (both hits hit), the combo is guaranteed.

Tested on lizardman, opponent can guard last 66A+B.
 
Depends, how much meter do you want to use, off launch or getting hit prelaunch (like 22//88B setups), using wall or not using wall, etc? Or just the single most damaging regardless of anything else?
 
Depends, how much meter do you want to use, off launch or getting hit prelaunch (like 22//88B setups), using wall or not using wall, etc? Or just the single most damaging regardless of anything else?
Regardless of anything. :) Thanks in advance.
 
Tested on lizardman, opponent can guard last 66A+B.

Just tested it and you're still wrong. Either way, I'm not going to sit here and argue with you. I'm not getting any awards for this shit.

Scratch that. Just tested it and know what you're doing wrong. Stop trying to time the 44b; it'll hit at the height of the b+k's juggle and the rest will combo.
 
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.
 
Just tested it and you're still wrong. Either way, I'm not going to sit here and argue with you. I'm not getting any awards for this shit.

Scratch that. Just tested it and know what you're doing wrong. Stop trying to time the 44b; it'll hit at the height of the b+k's juggle and the rest will combo.

Done. Timing is kinda strict. Nice combo.
 
Yeah I'm starting to use that combo too, but 44B doesn't seem to reach if they're too far away.

There's also situations where not even AAB after the 3B will reach. Any suggestions for this situation?
 
<first post> <blush>

Since it was asked, the highest damage combo I've done in training with ukemi-guard on goes ...
6B+K, 22/88A+B, 2B+K BE, 66, AAB, 6A+B, 2B+K BE, 66, AAB, 66B, 66A+BB and it does 132 damage. You input the 6B+K and quickly follow it with 22/88A+B and the two hit almost simultaneously, but 22/88 A+B is slow slow slow so hitting people isn't exactly easy (you might catch them trying to side step your 6B+K input though). It does take a full bar of meter, to exceed 100 damage that seems acceptable to me.

I've tried a similar thing off of 3B, AAB, 4, 6A+B(blah blah blah) and it works -sometimes- for 50% meter at 113 damage, but it seems character specific. 6A+B has to hit them just right and at just the right distance so they face-plant properly and you have enough time to hit them with 2B+K BE. It's allot easier to do it to nightmare than to Pyyrah lol. Timing seems to be -very- strict on it either way. That's the most damage I've come up with.

on a different note, here's something that does work for sure and isn't hard.
CH1B, 6A+B, 2B+K BE, 66, AAB, 66B, 66A+BB for 87 i think? I forgot the damage but it's something to use a counter hit for :p

edit: oopsies these are all N/O
 
Only throwing this in here because its not listed. Its not complicated and there are better options, though I have used it to ring people out. But for the Beginners like myself who still have to work on our consistency its a good combo for online that is pretty hard to screw up. VS 3B, AAB, 8A+B, 2A+B 57 damage.

VS 3B, AAB, 2 A+B, 2A+B just a meager 59 damage, However and its a BIG however, my one lands the foe right next to you allowing easy mixups as they get to their feet.
 
If anyone wants to know why the current combo listing is incomplete in the combo thread the info here is very messy and I have RL to deal with, on top of wanting to play the game you know.

Also people keep coming out with new combos and maybe different (could be better or worse) enders, so I am not sure what exactly to put in at this point in time. I will go through page by page of this thread when I get time and edit it as necessary. Once completed, the combo listing should have two different posts for combos that start in orb state or not.
 
I still haven't seen a combo that does more than the ones I posted off a naked 3B

3B, AAB, 6A+B(very slight charge), 2B+K BE, run up AAB, 2A+B, 1A+B for 100
this doesn't want to work with the N/O 6B+K starter. not sure if I'm just derping
this is a very hard combo and I've yet to get it consistently. it's untechable and was tested on all ukemi
it MAY be range dependent *shrug*

the non-meter version
N/O 3B, AAB, 6A+B(very slight charge), 1A+B
if you do it perfect it combos for 64
if you don't do it perfect it still combos for 61 if they don't tech, and catches all tech for 70ish, and flips them for possible extra 2B ending in 80ish damage


as far as max damage regardless of anything
long range W/O CE, 4K(hits right after first hit of CE), 4K, 44A BE, 33B, AAB, 2A+B, 2B+K, run up AAB, 9K, 2A+B- 163 damage
though I think something involving
N/O 6B+K, 33Bfull charge, AAB, 9K, 2B+K BE, B+K, CE, run up AAB...something....combo ended there at 143 and a BE available...wonder if we can gain enough meter inside combo for 2.5 bars
 
I've posted this a few times in the combo thread but it can go here
N/O 3B, AAB, 6A+B(very slight charge), 1A+B
if done very precisely it's NC
otherwise it catches all techs and allows 2B after for big meter-less damage (80ish)

N/O 6B+K forces standing and makes throws un-duckable
 
I call this combo 'Just to be a Dick"

3B, AAB, 2A+B, 2B+K~BE, AAB, 9K, 2B+K~BE, 2B+K~BE, 2B+K~BE, 66, AAB, 2A+B, 66A+BB

The interesting part here is you can link 3 B+K~BEs and what happen is the first pops up, second slides them on the ground toward you (this part is inconsistent and im still testing why it works sometimes and not others), third part pops up again. The range you get from the slide is VERY important so play around with it.

Not sure how practical it is as it costs your whole damn bar...but for those moments you need to close out a match and look like a stylish asshole, this should be in your arsenal.
 
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