Viola Combo & Tech Trap Discussion

Soo did the patch perhaps change 2a+b? I was trying to do the b+k be combo that uses the at angle 2a+b and no matter what I try they aren't relaunching back turned. Am I missing something or did this Change?

It has nothing to do with angles. Just 2a+b as they / after they hit the ground and you can get 2 in a combo.
 
BBB is a NC. I would spam it against you if you didn't punish me hard for it :P
hehe, dont worry mage, your not a v dummy as I call it, I mean with a character like V you can mix up to your hearts content especially when you have meter
 
Midscreen combo - no wallsplats
Works on all characters
100% meter
196-202 damage
Enormous forward RO potential
Free 6B+K mixup afterwards
Hit confirmable from a safe mid step killer in 6B+K mixups

Final Syn:*
SET 6B+K, 3A, buffer 4, B+K BE, slight charge 6A+B, 2B+K BE, dash in AAB, slight charge 6A+B, 2B+K BE, dash in AAB, slight charge 6A+B, 2B+K BE, 8A+B.

*I'm so pleased with the damage and viability of this discovery, that I'm putting my name to this combo. I need to stop finding reasons for a ban Viola movement, lol.


(This combo if done properly does not get interrupted by hitstun deterioration, but the windows at the end are very small, however it is all COMPLETELY GARUNTEED DAMAGE, which I have tested extensively. Be warned however, you need to have good execution to do this, but it is viable in a match.)



If you hit the opponent with this and they have full health, then get them with 6B+K 1K on wakeup, they have a grand total of 5 HP remaining and you still have frame advantage. If you get 6B+K 3A, its a KO.
 
If you hit the opponent with this and they have full health, then get them with 6B+K 1K on wakeup, they have a grand total of 5 HP remaining and you still have frame advantage. If you get 6B+K 3A, its a KO.

Judging from the video you posted it looks like hitstun kicked in as when the 8A+B was used, So they immediately stood back up. I dont think you'd be able to get any set up afterwards, at best it would make you safe from retaliation, but i dont know how the frames work when you stand back up because of the hitstun.
 
I'll test it at some point, but if you got hit by that, you're probably gonna wakeup blocking, lol.

Either wake up holding block or going for some silly desperation move at the sight of losing all my life.

And it's true, they are on life support regardless once the combo is done. I did a little testing myself and it turns out the properties are just rather wonky on the combo, sometimes it will make them hit the ground, allowing you to get the 6B+K follow up, other times hitstun will kick in and prop them right up.

I'm sure there is some timing to making sure, but it must be so tiny that it's hard to tell if you did it right to get the knock down. I find replacing the final 6A+B with a 2A+B makes the knock down more common. I think it has something to do with how they flip when the final 2B+K BE launches them.
 
Really? I found using 2A+B at all in this combo made the hitstun kick in before 8A+B completes.

Yeah, which isnt a problem it seems. From the video you posted hitstun activated right when 8A+B was used, you can tell in the way pyrrha's model didnt go as high as it usually does when the first hit connects. In my tests replacing the last 6A+B with a 2A+B didnt effect the hitstun at all, the combo went about as usual, with the 8A+B causing the hitstun to kick in and the ball portion to knock them down.

Of course with still varying results, sometimes hitstun forces them to stand, othertimes the knock down comes out.

Edit: It also would seem like you can get full hits of the second 6A+B if you go with the 2A+B adjustment. Which leads to more damage. Getting the palm hit portion doesnt add much but it's free damage. From what i tested getting all the hits in the second 6A+B wont mess up the hitstun scaling.
 
Combo and 2 50/50 resets including an (almost) instant kill:

N/O Backgrab, 44A BE (2 orb hits), 6B+K, 6B, Backgrab, 3B, AAB, 2A+B,* 2B+K BE, AAB, 8A+B.
146 damage (50% meter) The 8A+B ender forces them to take a 6B+K mixup, meaning they then have to guess for survival.
* If you don't have the meter, 6A+B slight charge, 44K instead.

Resets:
N/O Backgrab, 44A BE (2 orb hits), 6B+K, 6B, slight delay (Reset) Backgrab, 44A BE (2 orb hits), 6B+K, 6B, Backgrab, 3B, AAB, 2A+B, 2B+K BE, AAB, 8A+B.
228 damage. (75% meter)
*If you delay the final backgrab slightly and it pays off, you have a deathcombo.

N/O Backgrab, 44A BE (2 orb hits), 6B+K, 6B, slight delay (Reset) 44A BE (2 orb hits), 6B+K, 6B, Backgrab, 3B, AAB, 2A+B, 2B+K BE, AAB, 8A+B.*
216 damage (75% meter)
*This doesn't instant kill on its own, but what you can do is delay the backgrab after the 2nd 44A BE and the scaling will reset, turning it into a death combo for two resets, not one.

You can also just backgrab them until their damage turns so low that you can kill them by launching :P

So you could someting like Orb Backgrab, Backgrab, Backgrab (repeat a lot of times), 44A BE combo etc.

or Orb Backgrab, 44A BE (2 orb hits), 6B+K, 6B, slight delay (Reset) Backgrab, Backgrab, Backgrab (repeat a lot of times), 3B combo etc.

In theory, if you can land a backgrab, the damage you can do from a combo is 240. Of course, that is if you can perform the backgrab infinite. I have tried this on the CPU and I'm pretty sure the infinite is inescapable.
 
It can be escaped by Asta, Voldo and ZWEI. Also, the backgrab infinite will time you out long before you even get close to 240, and it has an execution barrier on top of that, its just not practical bro. =/
 
It can be escaped by Asta, Voldo and ZWEI. Also, the backgrab infinite will time you out long before you even get close to 240, and it has an execution barrier on top of that, its just not practical bro. =/
The funny thing about the execution barrier is that it's char specific, it's like super easy to do on Natsu for whatever reason, lol.
 
Well the 240 damage is all theory, but it's nice to get some free extra damage. It does have an execution barrier but it can be very well overcome with some training.
 
Midscreen combo - no wallsplats
Works on all characters
100% meter
196-202 damage
Enormous forward RO potential
Free 6B+K mixup afterwards
Hit confirmable from a safe mid step killer in 6B+K mixups
Final Syn:*

*I'm so pleased with the damage and viability of this discovery, that I'm putting my name to this combo. I need to stop finding reasons for a ban Viola movement, lol.


(This combo if done properly does not get interrupted by hitstun deterioration, but the windows at the end are very small, however it is all COMPLETELY GARUNTEED DAMAGE, which I have tested extensively. Be warned however, you need to have good execution to do this, but it is viable in a match.)



If you hit the opponent with this and they have full health, then get them with 6B+K 1K on wakeup, they have a grand total of 5 HP remaining and you still have frame advantage. If you get 6B+K 3A, its a KO.

This is prolly a stupid question but...after the last B+K BE why not end this combo with AAB, 66B, 66A+B instead of 8A+B?
 
This is prolly a stupid question but...after the last B+K BE why not end this combo with AAB, 66B, 66A+B instead of 8A+B?
I thought he mentioned that the reason was because 8A+B gives really good SET 6B+K rushdown, while ORB 66A+BB leaves you in ORB stance so it gives kind of poor rushdown by comparison, and since the combo is so long the difference in damage is probably not very significant.
 
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