Viola Combo & Tech Trap Discussion

Tbh I think that combos starting with a BE should be noted.

SET 66B 2B+K(BE) ...
SET 4B 2B+K(BE) ...
CH SET WSB 2B+K(BE) ...

I'd much rather spend meter on these than to extend a combo that is already over 100dmg.

Also, can someone test the following?
ORB long range 3B, 6A+B, 66A+BB

I think the last part traps, but not sure.

Whiffs if they tech. I have tried to find a follow-up but aside from 2B or 2B there doesn't seem to be one ;_;
 
just wondering do you guys know about, 66K BE full charge on hit has a bounce kinda quality, you land 66b straight after and continue with 2B+K BE etc
66K BE is a great guard break, but it's so easily seen. On guard, you can do 6B+K 6B/2A combos, on hit 66B/2B+K, etc.
 
Hi there! New in the forums!

Got a question. What do you think about using a 3rd bar to extend viola's combos? I mean, if u use:

44A > B > BE > 6(B+K) (on the second hit of orb) > 6B > 3B > 66 > A > A > B > 6(A+B) (with brief delay) > 2(B+K) > BE > 66 > A > A > B > 2(A+B) > 2(B+K) > BE > 66 > A > A > B > 66B > 66(A+B) > B

you manage to land about 150~160 dmg, but if you stop at 2(B+K), you landed like 120~135 of dmg.

So you can prepare some resets after that and saved 1 bar. Then the next time you land a good blow you can deal more damage with that bar.

What's better deal more dmg in one combo or to save and wait (i think that depends on the match though).
 
Hi there! New in the forums!

Got a question. What do you think about using a 3rd bar to extend viola's combos? I mean, if u use:

44A > B > BE > 6(B+K) (on the second hit of orb) > 6B > 3B > 66 > A > A > B > 6(A+B) (with brief delay) > 2(B+K) > BE > 66 > A > A > B > 2(A+B) > 2(B+K) > BE > 66 > A > A > B > 66B > 66(A+B) > B

you manage to land about 150~160 dmg, but if you stop at 2(B+K), you landed like 120~135 of dmg.

So you can prepare some resets after that and saved 1 bar. Then the next time you land a good blow you can deal more damage with that bar.

What's better deal more dmg in one combo or to save and wait (i think that depends on the match though).
Welcome to the forums! I'm sorry, but it took me awhile to try to decipher what you wrote. you don't have to use >. Instead, you can write,
44A,B BE, 6B+K, 6B, 3B, 66, AAB, 6A+B(delay), 2B+K BE, 66, AAB, 2A+B, 2B+K BE, 66, AAB, 66B, 66A+B, B

And as for your question, many people already do that for 44AB BE combos.
 
Ah ok thnx for the info! I'm accustomed using ">" for other fightings, so I'll change it here.

About the combo, isn't it better not doing the 3rd BE? I prefer to save that bar and use it in another combo or GI, than spend it on 20~30 more dmg on the combo.
 
Ah ok thnx for the info! I'm accustomed using ">" for other fightings, so I'll change it here.

About the combo, isn't it better not doing the 3rd BE? I prefer to save that bar and use it in another combo or GI, than spend it on 20~30 more dmg on the combo.

It is entirely preference i believe. Some people like going for max damage. Capitalizing as much as possible on an opportunity. Others prefer to save the meter for a reset or a GI should the situation arise. I dont know if there is an "optimal" way to go about managing meter for Viola. Surely a 44A BE into a reset for another 44A BE would be ideal and ultimately more damage. But lets say you're in a situation where if you spend the meter to extend the combo it will put them at low enough life to get a single poke in and kill them. You could do that, or you could opt to save the meter completely and try and finish them off without spending it.

And in Viola's case ending a combo without going for maximum damage is not a bad thing. Because Viola can choose to end her combos in such a way that it will leave her in a position to force her rather amazing Oki, so it's really a toss up i would say. You can choose to end for max damage, or go into her crazy 6B+K Oki game. Also try for a ring out, but that is more situational.

Personally i dont like spending meter on 2B+K BEs unless it will kill them / lead into a kill, lead into a ring out, or if i have a lot of meter stored up and can afford to spend it freely.
 
Yeah! I think the same way. I guess that practice is more than necessary to identify when its better to go for a reset, tech trap, etc, or to deal more dmg in one combo.
 
Yeah! I think the same way. I guess that practice is more than necessary to identify when its better to go for a reset, tech trap, etc, or to deal more dmg in one combo.
lol I should really take my own advice, but also it does depend on the player
 
yeah lol its been mentioned here like a good 10 times I think,
yup from that you can go into
either asap 6B+K AAB etc
or 66B 66A+B
um not sure if its air controllable, people say yes but they still get caught by it lol 6B+K do it so only the second hit catches
6A+B charged to get floor slide stun
2A+B let them fall a bit before, to get floor stun
 
not sure if it guranteed, but with a charged one few people with block, a
just back sure its only the orb that hits.
lol I love 4B orb, 2B+K B+K BE on back tech hehe fly bitch
 
6AB BE is the largest combo starter I consistently land next to 44A BE. 19 hits and up to 185 damage (1 1/12 meter used). I've ever had it AC'd online but...

Would anyone confirm to me how to set training to test AC on the 360? I think I have it right...
 
6AB BE is the largest combo starter I consistently land next to 44A BE. 19 hits and up to 185 damage (1 1/12 meter used). I've ever had it AC'd online but...

Would anyone confirm to me how to set training to test AC on the 360? I think I have it right...
not to mention it catches steppers as well lol
 
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