Viola Combo & Tech Trap Discussion

Mostly male characters. There's yet to be a list made of who this is guaranteed on. The only one I remember for sure was Yoshi.
I'm pretty sure somebody had some kind of list for this going, but I couldn't find it. So I hit up training mode.

(list dump)
x patro. x +
o zwei o +
x leixia x +
x natsu x +
x ezio x +
x raph. x +
x viola x +
x pyrrha x +
o sig. o +
o hilde o +
x xiba x +
x ivy x +
*x cervy. *o +
x aeon x +
x tira x +
o nightm. o +
o mitsurugi o +
o maxi o +
o yoshi. o +
? dampierre ? ?
x voldo ? +
o asta. o +
o a.patro. o +
x o.pyrrha x +
x algol x +
So to explain the list, here's who SET 3B AAB 66B 66A+BB works on:
Zwei, Sigfried, Hilde, Nightmare, Mitsurugi, Maxi, Yoshimitsu, Astaroth, and α.Patroklos.
SET 3B AAB (delay) 66B 66A+BB works on:
Cervantes
Where you input the 66 and hold for one step, then push B for the 66B to come out.

Some notes:
What I found with Cervantes is that if you input it all as soon as possible he can always left-tech it. However, if you delay the 66B by dashing into 66B after one step then it works always.

Anyone wanna come up with a cool/funny pneumonic device for remembering who it works on? Or maybe something like a picture with all their portraits.

I was able to randomly land a very delayed 66B into 66A+BB on Voldo and Algol but I was never able to do it consistently on them like I was with Cervantes, so I'm not sure if the timing is super rigid or if it was a training mode fluke. Also it doesn't work on Elysium or EdgeMaster from what I could tell but I didn't want to test them extensively (it didn't work on EdgeMaster in Maxi mode so I assumed it just doesn't).

Also apparently backturn hit 3B AAB 66B 66A+B works on everyone, because with their back turned the 66B causes them to fall face-down rather than face-up, which seems to give enough stun to connect 66A+BB. So basically this combo is guaranteed on anyone off a SET back-turn throw.

So yeah, the only female that gets hit by it is Hilde, and the males that do not get hit by it are (in thory): Patro., Ezio, Raph., Algol, Xiba, and Voldo (girly men!). I say "in theory" because I'm not entirely sure about Voldo. Oh and I have no idea about Dampierre. It might actually be easier to remember who it doesn't work on than who it does work on, eg. "It doesn't work on women cept Hilde, and it hits men except for the bishies" (or something). The damage depends on if they try to tech wrong and how many hits connect, IIRC it's 71 if one of the hits whiff because they tried to tech and 80 if they tech wrong and I forget what it is backturned (edit: it's 74 on no-tech, 74 on backturn when one hit whiffs, and 89 on backturn if all hits connect -- and 66B has a chance to clean hit) .
 
I don´t know if this has been mentioned before, but I think 66B 66A+BB combo ender is guaranteed when you launch your oponent from the back cose it has a different bounce, and it does huge DMG.

Try to end 33 [ B ] combo with 66B 66A+BB after the first 2B+K BE, is huge damage (164) and you have to use 2 BE instead of 3 to keep more bar for other BEs.

EDIT: Here you have another version of IvyFanboy combo for 207 DMG!!

 
here is an accumulated combo list. Thanks to everyone who posted combos here! Hopefully it will help mods getting this shit down in the sticky thread.

ORB

3B
- 2B (30)
- 6A+B 2B (32)
33_99B
- 66AAB (46)
- 66A+BB (46-49)
33_99B
- 66B 66A+BB (92) after 66B opponent must fall face down just in front of Viola, if he slides on his back 66A+BB is ukemiable to the left
CH 1B
- 3B 6A+B 2B (51)
CH 1A
- 66A+BB (42)
CH 66B
- 66A+BB (65)


ORB & SET

33_99B
- 8A+B (50)
1A+B
- 2B (34-36)
4B
- 66A+BB (38 VS, 44 VO)
22_88A+B
- 66A+BB (63, 69 if opp techs)
CE
- BB 3B AAB 8A+B (98)
- BB 3B AAB 2A+B 2B+K(BE) 66 AAB 9K 2A+B (126)
- B 33B 44A(BE) 2B+K(BE) 66 AAB 66B 66A+BB (177) adding 2K after 44A(BE) bumps the damage up to 187 but makes the combo a bit harder, maybe angle or character specific
CH 66B
- 2B_2K (45)
CH 44A
- BB (43)
CH WR B
- 66A+BB (45)
CH WR K
- BB (54)
CH 6AB
- B+K (38)
- B+K(BE) 8A+B (65)
- B+K(BE) 2A+B 2B+K(BE) 66 AAB 9K 2A+B (93)
CH 1A
- 2B (25)


SET

3B
- AAB 8A+B (57)
- AAB 6A+B 44K (61)
- AAB 2A+B 1A+B (63)
- AAB 66B 1K (62-64)
- AAB 2A+B 2B+K(BE) 66 AAB 8A+B (80)
- AAB 2A+B 2B+K(BE) B+K 44B 66A+BB (83)
- AAB CE 4 33B AAB 9K 2A+B (105)
4B
- 2[A+B] 2B (46) charge A+B only briefly
- 2B+K(BE) AAB 66B 66A+BB (61-66)
- 2B+K(BE) AAB 2A+B 2B+K(BE) 66 AAB 8A+B (74)
A+G
- 8A+B (58)
22A+B
- 2B+K(BE) 66 AAB 9K 2A+B (70)
- 2B+K(BE) 66 AAB 2A+B 2B+K(BE) 66 AAB 8A+B (93)
22B(BE)
- 1B 3B AAB 8A+B (81)
- 1B 3B AAB 2A+B 2B+K(BE) 66 AAB 8A+B (100)
44A(BE)
- 33B AAB 2A+B 2B+K(BE) 66 AAB 8A+B (112)
- 33B AAB 66B 66A+BB (102, 110 if opp techs)
- 33B AAB 2A+B 2B+K(BE) 66AAB (104 :D)
- during second orb hit 6B+K 6B 3B AAB 2A+B 2B+K(BE) 66 AAB 8A+B (111)
6B+K
- mininal delay 6K BT B+K (53)
- 6B BBB (73) one may use 3K or 3A instead of 6B to catch steppers
- 6B 3B AAB 8A+B (91)
- 6B 3B AAB 2A+B 2B+K(BE) 66 AAB 8A+B (113)
- 33B AAB 66B 66A+BB (110, 119 if opp techs)
- 33B 44A(BE) 66 2B+K(BE) 66 AAB 8A+B (134)
- 33B 44A(BE) 66 2B+K(BE) 66 AAB 2A+B 2B+K(BE) 66 AAB 8A+B (156-160)
44AB
- 2B (35-38)
6A+B
- 1A+B (36)
- 2B+K(BE) 66AAB (55)
- 2B+K(BE) 66 AAB 8A+B (69)
- 2B+K(BE) 66 AAB 2A+B 2B+K(BE) 66 AAB 8A+B (91)
B+K(BE)
- 8A+B (37)
- 2A+B 1A+B (47)
- 2A+B 2B+K(BE) 66 AAB 9K 2A+B (62)
- 6B+K AAB 2A+B 2B+K(BE) 66 AAB 8A+B (83)
2B+K
- 8A+B (37)
- 66AAB (38)
- 44B 2B (49)
- 66B 66A+BB (64)
A+B(BE)
- 2B (42)
33B
- 44A(BE) 6 2K 2B+K(BE) 66 AAB 8A+B (135, 122 without 2K)
CH WR B
- 2B+K(BE) AAB 66B 66A+BB (65, 71 if opp techs)
CH 4A
- 1K (27)
CH 1B
- 3B combos
CH 66B
- close 3B (48)
CH 66B
- far 2K (45)
CH B+K
- 3B 6A+B 2B (45)


edit: and of course there is possibility of using diffirent combo enders that i forgot to write about ;)
Here they are
after AAB:
8A+B
9K 2A+B
66B 1K
2A+B 1A+B (wont work if 2A+B was already used in combo)
2A+B 44K (same as above)
66B 66A+BB (character dependant)
6A+B (allows for relaunch like 2A+B but timing is more strict)
after 2B+K(BE):
buffer run AAB and one of the above
or B+K 44B 66A+BB
 
here is an accumulated combo list. Thanks to everyone who posted combos here! Hopefully it will help mods getting this shit down in the sticky thread.

ORB

3B
- 2B (30)
- 6A+B 2B (32)
33_99B
- 66AAB (46)
- 66A+BB (46-49)
33_99B
- 66B 66A+BB (92) after 66B opponent must fall face down just in front of Viola, if he slides on his back 66A+BB is ukemiable to the left
CH 1B
- 3B 6A+B 2B (51)
CH 1A
- 66A+BB (42)
CH 66B
- 66A+BB (65)


ORB & SET

33_99B
- 8A+B (50)
1A+B
- 2B (34-36)
4B
- 66A+BB (38 VS, 44 VO)
22_88A+B
- 66A+BB (63, 69 if opp techs)
CE
- BB 3B AAB 8A+B (98)
- BB 3B AAB 2A+B 2B+K(BE) 66 AAB 9K 2A+B (126)
- B 33B 44A(BE) 2B+K(BE) 66 AAB 66B 66A+BB (177) adding 2K after 44A(BE) bumps the damage up to 187 but makes the combo a bit harder, maybe angle or character specific
CH 66B
- 2B_2K (45)
CH 44A
- BB (43)
CH WR B
- 66A+BB (45)
CH WR K
- BB (54)
CH 6AB
- B+K (38)
- B+K(BE) 8A+B (65)
- B+K(BE) 2A+B 2B+K(BE) 66 AAB 9K 2A+B (93)
CH 1A
- 2B (25)


SET

3B
- AAB 8A+B (57)
- AAB 6A+B 44K (61)
- AAB 2A+B 1A+B (63)
- AAB 66B 1K (62-64)
- AAB 2A+B 2B+K(BE) 66 AAB 8A+B (80)
- AAB 2A+B 2B+K(BE) B+K 44B 66A+BB (83)
- AAB CE 4 33B AAB 9K 2A+B (105)
4B
- 2[A+B] 2B (46) charge A+B only briefly
- 2B+K(BE) AAB 66B 66A+BB (61-66)
- 2B+K(BE) AAB 2A+B 2B+K(BE) 66 AAB 8A+B (74)
A+G
- 8A+B (58)
22A+B
- 2B+K(BE) 66 AAB 9K 2A+B (70)
- 2B+K(BE) 66 AAB 2A+B 2B+K(BE) 66 AAB 8A+B (93)
22B(BE)
- 1B 3B AAB 8A+B (81)
- 1B 3B AAB 2A+B 2B+K(BE) 66 AAB 8A+B (100)
44A(BE)
- 33B AAB 2A+B 2B+K(BE) 66 AAB 8A+B (112)
- 33B AAB 66B 66A+BB (102, 110 if opp techs)
- 33B AAB 2A+B 2B+K(BE) 66AAB (104 :D)
- during second orb hit 6B+K 6B 3B AAB 2A+B 2B+K(BE) 66 AAB 8A+B (111)
6B+K
- mininal delay 6K BT B+K (53)
- 6B BBB (73) one may use 3K or 3A instead of 6B to catch steppers
- 6B 3B AAB 8A+B (91)
- 6B 3B AAB 2A+B 2B+K(BE) 66 AAB 8A+B (113)
- 33B AAB 66B 66A+BB (110, 119 if opp techs)
- 33B 44A(BE) 66 2B+K(BE) 66 AAB 8A+B (134)
- 33B 44A(BE) 66 2B+K(BE) 66 AAB 2A+B 2B+K(BE) 66 AAB 8A+B (156-160)
44AB
- 2B (35-38)
6A+B
- 1A+B (36)
- 2B+K(BE) 66AAB (55)
- 2B+K(BE) 66 AAB 8A+B (69)
- 2B+K(BE) 66 AAB 2A+B 2B+K(BE) 66 AAB 8A+B (91)
B+K(BE)
- 8A+B (37)
- 2A+B 1A+B (47)
- 2A+B 2B+K(BE) 66 AAB 9K 2A+B (62)
- 6B+K AAB 2A+B 2B+K(BE) 66 AAB 8A+B (83)
2B+K
- 8A+B (37)
- 66AAB (38)
- 44B 2B (49)
- 66B 66A+BB (64)
A+B(BE)
- 2B (42)
33B
- 44A(BE) 6 2K 2B+K(BE) 66 AAB 8A+B (135, 122 without 2K)
CH WR B
- 2B+K(BE) AAB 66B 66A+BB (65, 71 if opp techs)
CH 4A
- 1K (27)
CH 1B
- 3B combos
CH 66B
- close 3B (48)
CH 66B
- far 2K (45)
CH B+K
- 3B 6A+B 2B (45)


edit: and of course there is possibility of using diffirent combo enders that i forgot to write about ;)
Here they are
after AAB:
8A+B
9K 2A+B
66B 1K
2A+B 1A+B (wont work if 2A+B was already used in combo)
2A+B 44K (same as above)
66B 66A+BB (character dependant)
6A+B (allows for relaunch like 2A+B but timing is more strict)
after 2B+K(BE):
buffer run and above
or B+K 44B 66A+BB

I actually already was working on the sticky when this was posted. :(

Either way, I had to use bullets to make it easier on the eyes, because the forum rejected any other kind of formatting.

So anyhow guys, the sticky thread is pretty up to date. I'll be adding more combos in later, but let me know how you like the formatting, etc. for what I have in the sticky thread right now!
 
I don't know if this has been mentioned yet, but you more damage off of ORB 3B against those pesky certain chars with this:

ORB 3B, 6A+B, 66A+BB (48dmg)

N/O A+G_B+G (Back Throw)
  • 3B (Insert any 0 meter 3B combo)
You can do 2B+K~BE* meter combos here too.

*Actually, what IS the official notation for Brave Edge? For some reason, writing "2B+K (BE)" doesn't seem right to me. (Uses extra unnecessary chars and it's slightly confusing to tell which command you are Brave Edging at first glance.)

N/O B+G
  • 2K (against wall)
Looking at the frame data, maybe 2B might be better since it is one frame faster. (same damage) Though 2B probably doesn't reach as far as 2K so it might completely miss in some situations. Hey, has anyone tested if you can do the SET 2B+K BE here?
 
Looking at the frame data, maybe 2B might be better since it is one frame faster. (same damage) Though 2B probably doesn't reach as far as 2K so it might completely miss in some situations. Hey, has anyone tested if you can do the SET 2B+K BE here?

That combo was kind of left over from a long time ago. It was for when your back is to the wall. 2B+K BE might work.

And official notation is pretty much just BE after a move, or at least that's how everyone's been doing it for most characters. Easier than writing 2b+kA+B+K
 
I don't know if this has been mentioned yet, but you more damage off of ORB 3B against those pesky certain chars with this:

ORB 3B, 6A+B, 66A+BB (48dmg)
Who's this guaranteed on? I tested with Nightmare, Asta, Hilde, and Aeon and they can left-ukemi it.
 
Who's this guaranteed on? I tested with Nightmare, Asta, Hilde, and Aeon and they can left-ukemi it.
I don't know. It happened to work against a created char (a recommended height Viola) and I wasn't aware about the fact that certain chars can ukemi a 66A+BB ender until after I stopped playing so I haven't tested it on real chars yet. For the time being, I was just assuming it would work against the chars who can't normally ukemi a 66B, 66A+BB ender.
 
Yeah I noticed a few weird things with Custom created chars. Like for example Viola vs Viola SET A+G 3B does not combo, but if you create a male character with tallest body in Viola style vs regular Viola then it does, yet oddly it won't hit a lot of other chars (seems to be just that particular situation). Which is a little strange.

I think it's just the case of them being too low off an ORB 3B, because it works with 33(B) or in other situations.

[Edit]: Hmmm, you'd burn a lot of meter doing it but a flashy way to end a round might be SET 3B AAB 9K 2B+K BE B+K CE run up (CE ends) 9A+B for a ring out.
 
Here are some combos using walls. Enjoy ;)

SET CH WS B, W!, 3B, HW!, 22B(BE), 1B, 3B, AAB, 66B, 66A+BB = 107 dmg
Note: If Viola is on the left, it must be exactly 22B, on the right it's 88B.

ORB CH WS B, W!, 3B, HW!, CE, BB, A+G_B+G, 3B, AAB, 66B, 66A+BB = 108 dmg.

(Wall to Viola's left) SET A+G, 6K, W!, 2B+K(BE), BT B+K = 84 dmg.
 
I'm pretty sure somebody had some kind of list for this going, but I couldn't find it. So I hit up training mode.

(list dump)
x patro. x +
o zwei o +
x leixia x +
x natsu x +
x ezio x +
x raph. x +
x viola x +
x pyrrha x +
o sig. o +
o hilde o +
x xiba x +
x ivy x +
*x cervy. *o +
x aeon x +
x tira x +
o nightm. o +
o mitsurugi o +
o maxi o +
o yoshi. o +
? dampierre ? ?
x voldo ? +
o asta. o +
o a.patro. o +
x o.pyrrha x +
x algol x +
So to explain the list, here's who SET 3B AAB 66B 66A+BB works on:
Zwei, Sigfried, Hilde, Nightmare, Mitsurugi, Maxi, Yoshimitsu, Astaroth, and α.Patroklos.
SET 3B AAB (delay) 66B 66A+BB works on:
Cervantes
Where you input the 66 and hold for one step, then push B for the 66B to come out.

Some notes:
What I found with Cervantes is that if you input it all as soon as possible he can always left-tech it. However, if you delay the 66B by dashing into 66B after one step then it works always.

Anyone wanna come up with a cool/funny pneumonic device for remembering who it works on? Or maybe something like a picture with all their portraits.

I was able to randomly land a very delayed 66B into 66A+BB on Voldo and Algol but I was never able to do it consistently on them like I was with Cervantes, so I'm not sure if the timing is super rigid or if it was a training mode fluke. Also it doesn't work on Elysium or EdgeMaster from what I could tell but I didn't want to test them extensively (it didn't work on EdgeMaster in Maxi mode so I assumed it just doesn't).

Also apparently backturn hit 3B AAB 66B 66A+B works on everyone, because with their back turned the 66B causes them to fall face-down rather than face-up, which seems to give enough stun to connect 66A+BB. So basically this combo is guaranteed on anyone off a SET back-turn throw.

So yeah, the only female that gets hit by it is Hilde, and the males that do not get hit by it are (in thory): Patro., Ezio, Raph., Algol, Xiba, and Voldo (girly men!). I say "in theory" because I'm not entirely sure about Voldo. Oh and I have no idea about Dampierre. It might actually be easier to remember who it doesn't work on than who it does work on, eg. "It doesn't work on women cept Hilde, and it hits men except for the bishies" (or something). The damage depends on if they try to tech wrong and how many hits connect, IIRC it's 71 if one of the hits whiff because they tried to tech and 80 if they tech wrong and I forget what it is backturned (edit: it's 74 on no-tech, 74 on backturn when one hit whiffs, and 89 on backturn if all hits connect -- and 66B has a chance to clean hit) .
i was the one who started the list. I wanna mention that the extended version of the combo ( 3B, AAB, 2A+B, 2B+K BE, step foward, AAB, 66B, 66A+B) works on a lot more characters then the not extended version.
 
i was the one who started the list. I wanna mention that the extended version of the combo ( 3B, AAB, 2A+B, 2B+K BE, step foward, AAB, 66B, 66A+B) works on a lot more characters then the not extended version.
Oh hmm, it might be worth noting then:
SET 3B AAB 2A+B 2B+K BE 66 AAB 66B 66A+B does 86/88 damage and works on most characters.

SET 3B AAB 2A+B 2B+K BE B+K 44B 66A+BB does 84 damage but works on everyone.

Both versions can clean hit.
 
Hey I found something odd that makes me wanna punch Namco in the face...

Code:
SET 44AB BE, 66[B], AAB, 2A+B, 1A+B

This combo does 94 damage on Normal Hit, and 91 damange on Counter Hit. Yes, you read that correctly. This combo somehow does LESS damage on CH. Please explain this to me... -_-
 
Hey I found something odd that makes me wanna punch Namco in the face...

Code:
SET 44AB BE, 66[B], AAB, 2A+B, 1A+B

This combo does 94 damage on Normal Hit, and 91 damange on Counter Hit. Yes, you read that correctly. This combo somehow does LESS damage on CH. Please explain this to me... -_-
Did you test both combos out to make sure there wasn't some clean hitting in there messing it up?
 
I have tested both combos out multiple times. I have not seen a single Clean Hit, and it ALWAYS does more damage on Normal Hit. Sometimes it does 95 damage on Normal, but still always only 91 damage on Counter. WTF Namco?
 
Yeah, that is strange. It does 90 on CH and 95 on normal hit to Astaroth. The weird thing is both normal hit and CH 44A BE do 46 damage alone. However, CH 44A BE 33(B) does 65 damage while normal hit 44A BE 33(B) does 69 (sometimes 70). Uhh, I don't think I have a logical explanation for this.
 
I actually know why this happens.

NH 33(B) launches the opponent forward, so it's impossible to combo into AAB.
CH 33(B) launches straight up, so a little dmg reduction seems reasonable.

44A(BE) is a very specific case, where due to orb hits both NH and CH launch straight up. Hence the weird difference in dmg, I think.
 
Probably the same reason why Leixia doesn't tech crouch during her entire 3A despite the fact that she's sitting down for all of it:
Namco is stupid.
 
  • Like
Reactions: Cla
Oh hmm, it might be worth noting then:
SET 3B AAB 2A+B 2B+K BE 66 AAB 66B 66A+B does 86/88 damage and works on most characters.

SET 3B AAB 2A+B 2B+K BE B+K 44B 66A+BB does 84 damage but works on everyone.

Both versions can clean hit.

I actually prefer the latter at all times now. Mostly because you can forego that last 66A+BB and instead do a 2A+B. If they roll it still hits, and if they stand up, they get crushed. Though it does depend on how 44B hits. Sometimes it can put them at an awful range where that trap won't work.

And what Ryder said is a bit false. The damage reduction lies in the 44A BE, not the 33B (You can test this with the same method but using the 6B+K on 2nd orb hit into 6B 3B version of the combo). It's probably like this because the move is meant to catch step, not hit on NH. They probably decided damage for the followup could get too high, so they put some damage reduction for CH states. And tbh, they were right. ATM she already gets about 120 just for killing your step.
 
Back
Top Bottom