Synalon
[12] Conqueror
And that's only as long as the move to be punished has absolutely no pushback.Pretty much just her punishment. She doesn't get much direct damage until -18 or worse, only Set BBB or 2A into mixup potential.
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And that's only as long as the move to be punished has absolutely no pushback.Pretty much just her punishment. She doesn't get much direct damage until -18 or worse, only Set BBB or 2A into mixup potential.
There aren't many -18/-19 moves that push her out of 3B range. The ones that do are usually strings that are best dealt with through other means than just holding G.And that's only as long as the move to be punished has absolutely no pushback.
I just noticed a problem with this setup.At Maximum range you need to pressure then with 2B+K (6B+K to reset back into) 2B+K to keep them on their feet. This stops them from having time to think, and keeps them having to step constantly.
When they get hit by a 2B+K finally, this is your chance to get in. An important tool Viola has to get in is 6B+K, 1A+B. This is her best option because even if the 1A+B is blocked, the 6B+K makes it safe. Once you are in this is where the fun starts.
Pretty much just her punishment. She doesn't get much direct damage until -18 or worse, only Set BBB or 2A into mixup potential.
44A is pretty safe, because she gets a 80% combo off it if she connects, so most people dont risk punishing it.I remember some guys said that 44A is relatively safe, but it's -15 on block. unless people are watching out for the 2nd hit, it should be pretty punish punishable. is it really safe to throw this out that often?
what exactly does 22B+K do other than orb cotnrol? does it have any dodge properties? never really see people use this move at all.
the 2B+K 6B+K bs is just to keep them moving around, 6B+K to 1A+B is ok but not amazing because against players who have reflexes will stop her. IMO test the player with 6B+K 6B if they dont duck, next time try 6B+K 2k, or throw, they will eventually try to duck or sidestep, or just keeping chipping with 2k 1k s with 6b+K.I just noticed a problem with this setup.
if 2B+K hits, I have the orb. if I use 6B+K to cancel 2B+K again, I lose the moment to move in because they can definitely step move away by then.
Well, what I mean by her not getting "direct damage" is that when she's at that much advantage, she can go for a 44A or 3B to beat out any attack the opponent might go for, and if they don't attack she gets a set 6B+K into nonsense. So yeah, basically like Astaroth.So in a sense her poor punishment is similar to astaroth ?
She has trouble with opponents spamming moves that are -16ish on block (or large pushout) that chew through guard meter ?
I know a lot of this may sound obvious to you, but i've only encountered online violas that basically gamble trading CH simply because of the absurd combo potential she has hoping to come out on top.
How does she fair against ranged lows ?
Nice, but the combos you listed aren't really useful on terms on versatility. In terms of flash, sure, but not if you want damage. If you do, SET 6B+K 6B 3B AAB 2A+B 2B+K BE 6B+K 66A AAB 66B 66A+B, you'll get a LOT more damage for one BE.hey guys found a viola combo for you :)
No Orb. 6B+K,6K,2B+K BE,66B,66A+B
No Orb. 6B+K,6K,2B+K BE,(turn around), aab,66B,66A+B
6B+K must hit in the air after 6K to make it work.
Have fun