Viola Video Discussion

No no, I meant 1A+B > typical followup (2B/66A+BB). And then 66B > typical followup (66A+BB) as a separate thing entirely.
 
My Viola at Insomnia grand finals.
Gameplan going into this was all-out rushdown and a shitload of 8A+B due to his ass block punishment. Made a few mistakes and silly moves in hindsight, but I welcome any critique.

I'm also not really in a position to critique your play, but I did learn a lot from watching you. Maybe you could have used :6::6::A::A::B: a few more times, when he would normally try to step back at the beginning of the match? I guess he also quite liked that tech-crouch move, so maybe not.

The most important thing to be gleaned from your video though is that my goodness, aren't you handsome!
 
Made a few mistakes and silly moves in hindsight, but I welcome any critique.

Heh, Synraii, you play a lot like I did before my life got too busy and I had to stop playing for a long while. As such, here's what I can say:

1.) NEVER continue your orb pressure if you whiff any hit of the BBB string, ESPECIALLY against a character like Astaroth. I saw this happen and cringed as you ate ~80 damage for it.

2.) AAB is a bad string on block, especially if the other character has a decent TC. I saw you do this a couple times, and not every time was punished. However, Asty gets free bullrush here, and can actually step the B part for more, IIRC.

3.) Don't use UB as wakeup pressure after 6B+K 1K OTG. You can do several other things, and the UB is super easy to both see and avoid (not to mention, it does almost 0 damage without a ball return)

4.) 8A+B is great for oki, yes! However, keep in mind, you can get higher damage with almost the same oki with a 44B ender. I especially still like 2B+K BE B+K 44B -> 2A+B wakeup, however this combo does require some spacing (you need to step back a tiny bit during the 44B on some smaller hitboxes). But I do approve with ending combos early for orb pressure especially because that astaroth didn't seem to know what he was doing against it.

5.) Stay away from 44A after BBB/AAB strings. Instead, poke with something like 6B+K 2A into a 44A. 44A during recalls like that loves to bug out. Not only will it not give you orb back, but you can't BE. The orbless 44AB (without BE) is a pretty sad move, and you'll get it often enough.

I'll continue this when I have more time to finish the video, however I should address:

I'll take it on board, but how could Asta have made life harder for me specifically? I have my own ideas here, but would you be able to elaborate a little so we can compare opinions?

The guy you were playing in a couple places just didn't know what he was doing. He failed to duck 3rd hit of 66AAB on block, didn't punish a couple of AABs on block, etc.

I personally vs. Asta is her most difficult MU.

I used to think this. He isn't, not at all. The matchup is fairly even, actually. If astaroth tries to space you out, you can back off further and start orb pressuring him at range to force him to move closer. As soon as he does, you punish that movement with something of your own.

Not only that, but at close range, you can punish a lot of what asty does for just as much damage as he can hit you with. The risk/reward here is pretty equal on both sides. Viola can 44A BE punish some of his useful tools. =P And his reward for guessing right to her pressure is pretty good as well, where if her pressure succeeds, we all know what can happen.
 
OK guys, I need some help. I've been getting thrashed in weeklies for about a month. Here's my latest match. Thanks in advance.
 
2:10 another orb bug?

Well I just think you got demotivated after the first game where you played better, which is very understandable ;_;
 
Viola does have problems with step, but you were making it very easy for him. You consistently opened with easily steppable, punishable moves and kept using verticals after you blocked his attacks - try :3::A: or my preference, :6::6::A::A::B:. Often just :A::A: and :A::A::B: will do good to help.

At the beginning of the match, I only open with :8::A+B: if I'm pretty sure they're going to rush at me, or I might try :6::6::A::A::B: if they like stepping to the side . Otherwise, I'll move back, to the side or block - depending on the matchup - so I can react to what they do.

One other thing I thought you could improve on was what you're doing with your combos; you'd normally end with :2::A+B: and play the oki game, but ending with :8::A+B: is better for this, while :6::6::B:, :6::6::A+B::B: does a great deal more damage.

Hope this helps!
 
Thanks for the response! I do have a tendency to learn slowly and get stuck in my ways. After the tournament, I played some casuals with the guy and beat him by using 66AAB the way you mentioned. I was concerned that her lack of range would leave me open when using AA or 66AAB. Turns out I was wrong.
Yeah I should diversify my juggle combos. I thought I read somewhere that ending with 2A+B was the best way to end that combo for mixups. I'll try ending with 8A+B and see how it goes. I usually end my 2B+K BE combos with AAB, 8A+B but I can't get the timing right (as you can see in the first match of the video). The 66B, 66A+BB combo is just beyond me. I simply cannot get the timing right on that so I try to steer clear. Also, when I do 2B+K BE combos I often miss the second his of the AAB, any idea what I could be doing wrong there?

Thanks again
 
Are you trying to delay the input of :6::6::B:, :6::6::A+B::B:? I find it extremely easy to do precisely because you don't have to delay it (not normally, anyway). That said, you can still delay it slightly and have it come out fine. Maybe try it out in practice?

:2::B+K: BE, followup :A::A::B: is very easily whiffed. I never do it because I really cannot be bothered to get the timing right on it in training and feel that her meter can be used for better things (:4::4::A:, :2::2::B:, :B+K:, :CE:) , but superior players seem to be able to do it consistently. It doesn't help that it can be quite easy to hit, say, Nightmare with it, while Pyrrah's small hitbox makes the timing much more strict.

Anyway, I prefer ending with :8::A+B: because I think it does more damage (never tested this so I'm not sure) and more importantly leaves them right up close so you can make better use of :6::B+K: shenanigans.
 
So when you play you don't use 2B+K BE? Whoa. Then again, maybe I am wasting meter by dropping those combos so often. I was considering switching to 2B+KBE, B+K, 66B, 66A+B, B. Unfortunately, nailing the 66B is hard for me. I'll switch to 8A+B as my ender though from now on. The recovery should be better and then I'm right on top of them.
 
Having just re-watched Synraii's video, I see he uses :2::A+B: as an ender rather a lot as well, so maybe I'm wrong about :8::A+B: being better. Of course, it would probably be best to go into training and try it out online.
 
If you're going for damage I think 66B 66A+BB is the most damaging ender. 8A+B is used as an ender for spacing and gives you time to start 6B+K mix-ups.
 
I know I did 66B after I connected 66B at least 3 times, but I was brain dead yesterday. I'm the 2P Purple Viola CaS in the second one. And as I said before, I was brain dead in the first video, so I kinda forgot to use 6B+K mix-ups. >,<
 
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