Destinizish
Now Sleep Forever
You guys need to be real careful on 8A+B it IS a good move but:
W/O 8A+B is ridiculously unsafe at -23. N/O 8A+B is -13 and forces crouch, but the orb is steppable in both directions. It tracks if they step first hit only though.
Anywho, my two cents:
Main way to separate orb for me has been 3B AAB, 3B 2A+B, 6B+K or A+G. 6B+K is fast, REALLY safe, and tracks one side. Good move.
If you manage to hit AAB, 2A+B is a force block GB. After it you can do a whole lot.
Viola's grab game is really dangerous, pretty high damage W/O. W/O B+G leaves them at tip range of 6A+B, so you can immediately do that then start messing with your orb for range game. W/O A+G leaves orb RIGHT OVER them, which is great for oki. N/O A+G leaves you at good advantage and guarantees 8A+B which reverse ROs to her back left. N/O B+G Once again leaves them at tip range for 6A+B and leaves you at advantage. Throws are the main way I get people to start ducking. Once they start ducking, you get free launchers and 22B BEs.
Her normals are actually pretty good W/O. So I do like keeping it around. Usually I wait till I either have some meter, or know I'm going to be playing close to let go of it.
After W/O 3B, you can force them to block 2A+B, which gives you some good mixup.
A couple tech traps that cover all directions:
22A+B -> Slight Delay 1A+B
N/O CH WS B -> 33(B) This one is real dangerous as it leads to all 33(B) combos.
4B -> Slight Delay 22A+B This one can lead to the 22A+B frame trap. Real silly.
N/O 22B BE -> 44A BE
And a wall combo that takes 3 BEs:
N/O 3B W! 4B 2B+K BE AAB 9K 2B+K BE AAB 2A+B 2B+K BE AAB 66B W! 66A+BB <-- Around 120. The last AAB 66B is a little wonky. You might want to just 66B instead of AAB 66B.
W/O 8A+B is ridiculously unsafe at -23. N/O 8A+B is -13 and forces crouch, but the orb is steppable in both directions. It tracks if they step first hit only though.
Anywho, my two cents:
Main way to separate orb for me has been 3B AAB, 3B 2A+B, 6B+K or A+G. 6B+K is fast, REALLY safe, and tracks one side. Good move.
If you manage to hit AAB, 2A+B is a force block GB. After it you can do a whole lot.
Viola's grab game is really dangerous, pretty high damage W/O. W/O B+G leaves them at tip range of 6A+B, so you can immediately do that then start messing with your orb for range game. W/O A+G leaves orb RIGHT OVER them, which is great for oki. N/O A+G leaves you at good advantage and guarantees 8A+B which reverse ROs to her back left. N/O B+G Once again leaves them at tip range for 6A+B and leaves you at advantage. Throws are the main way I get people to start ducking. Once they start ducking, you get free launchers and 22B BEs.
Her normals are actually pretty good W/O. So I do like keeping it around. Usually I wait till I either have some meter, or know I'm going to be playing close to let go of it.
After W/O 3B, you can force them to block 2A+B, which gives you some good mixup.
A couple tech traps that cover all directions:
22A+B -> Slight Delay 1A+B
N/O CH WS B -> 33(B) This one is real dangerous as it leads to all 33(B) combos.
4B -> Slight Delay 22A+B This one can lead to the 22A+B frame trap. Real silly.
N/O 22B BE -> 44A BE
And a wall combo that takes 3 BEs:
N/O 3B W! 4B 2B+K BE AAB 9K 2B+K BE AAB 2A+B 2B+K BE AAB 66B W! 66A+BB <-- Around 120. The last AAB 66B is a little wonky. You might want to just 66B instead of AAB 66B.