Voldo Block Punishment List

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Enkindu

This town needs an enema
Under Construction, punishment lists that are posted in the punishment discussion thread will be verified and posted here.




6A: 1K, 666B
6AAB: Duck 2nd hit and follow up with WR AA or WR BB, 6B, 66B (last hit can be stepped right or JG’d)
1A: WR AA
4AB: Duck the crossbow, WRB beats rolling options
4B: 1K (step forward very slightly for BS 2B+K to connect), 666B* both punishes must be very close
WRBB: JG the 2nd hit for 1K, 3BB, 666B or CE
7*8*9 B: 6B
6K8: 1K, 3BB, 666B or CE
2K: FC A
A+B: 66B, 2A will stop any follow ups
Crossbows: Duck on reaction and punish accordingly
66AB: Duck the crossbow (or JG if you’re feeling fruity) and punish accordingly, WR attacks will stop any follow ups
22A: 6B (within range)
22AA: 1K, 3BB, 666B, CE
11A: 1K, 3BB, 666B, CE
44A: 6B
66B: 66B
66BB: 66B, JG the 2nd hit
11K: WR AA
B bBE: JG the last hit, follow up with 666B or sidestep the last hit
66B BE: JG the 2nd hit or Sidestep it
CE: 666B



A,A,B - 6B/BE
(Rest of Standing A attacks are SAFE)
6B,A - (SAFE, DUCK 2nd attack for WR Punish)
6B,A(BA) - (SAFE, SS after 1st Hit in either direction for 666B, 22_88 B or [1]K punish, or DUCK and WR A,A for safer Punish)
3B - (SAFE, SS either direction for 22_88 B or [1]K punish)
1B - (SAFE, Leads to her WR mixups, puts Voldo in FC, FC 2A to stop mixup, SS for 22_88 B or [1]K)
2B - (SAFE, Leads to her WR mixups, SS RIGHT for [1]K punish or 22_88 B)
4B,B - (SAFE, SS in either direction for 666B, [1]K, or 22_88 B Punish)
4B,(BK) - (Guard Crush and Quake Stun effect, After 1st attack [1]K or 666B interrupt or SS B)
6K,K - 66B/BE or SS RIGHT for [1]K, 666B, 22_88 B
1K,K - (Jump 1st LOW for BS 4K or [1]K, 66B/BE
4K - (DUCK for 2A, 2K, or throw)
A+B - 6B/BE
6A+B - (SAFE, SS either direction for [1]K, 666B, or 22_88 B Punish)
3A+B - (SAFE, Leads to her WR mixups)
2A+B - 66B/BE, WR A+B, FC 3B, WR B
4A+B - (SAFE, for 6B/BE)
4A+B(BB) - SS 2nd attack for 22_88 B, [1]K, 66B/BE, or 666B punish)
6B+K - (SAFE, Puts Voldo in FC)
2B+K - (Guard Crush and Quake Stun effect, Jump for 666B or [1]K unless close)
3B+K,K - SS either direction after 1st hit for 22_88 B, [1]K, 666B, or 66B/BE
1B+K - (SAFE), SS either direction for 22_88 B, [1]K, 66B/BE
8B+K - (SAFE), SS either direction for 22_88 B, [1]K, 666B, 66B/BE
FC A+B - (SAFE), Jump for [1]K, 66B/BE, 666B, or SS to her RIGHT and 22_88 B
FC 3B - (SAFE), SS either direction for 22_88 B, [1]K, 66B/BE, 666B
FC 3(BB) - (Guard Crush, Jump for [1]K, 66B/BE, 666B, or SS either direction for 22_88 B)
WR B - SS to her RIGHT for 22_88 B, [1]K, 66B/BE, 666B, or 6B/BE on block)
WR K - (SAFE), SS to either side for 22_88 B, [1]K, 66B/BE
WR A+B, B - (DUCK 2nd hit for WR A,A, WR A+B, FC 3B, WR BB, 66B/BE, 666B
WR A+B(BB) - (DUCK 2nd hit for WR A,A, WR A+B, FC 3B, WR BB, 66B/BE, 666B, [1]K
66_99_33 A,A - (SAFE), JG 2nd hit
22_88 A - (SAFE), Duck for WR A,A, WR A+B, FC 3B
11 A,A - Block 1st hit for WR B,B, FC 3B, (Can jump over 2nd hit for [1]K, 666B, 66B/BE
44 A - (SAFE), Must interrupt at start up or it jails
44(AB) - SS either direction for 22_88 B, 66B/BE, 666B, or [1]K
66B,B - After 1st hit SS to her LEFT for 22_88 B, 66B/BE, 666B, or [1]K
66B,B,4 - After 1st hit SS to her LEFT for 22_88 B, 66B/BE, 666B, [1]K, or (66K or 66A+B, K if guarded)
66B(BB), 4 - SAME AS ABOVE only with this one you can SS in either directions
33B,B - (SAFE), JG 2nd hit
22_88B - 2A, 2K
44B, 4 - ([1]K when close), 66K, CR A+B, DELAY 666B, 66B/BE, (SS for 22_88 B, [1]K, 666B, 66B/BE)
Jump K - 6B/BE, A,A
66_33_99 K - (SAFE), SS to her Right for 22_88 B
22_88 K - WR A,A, WR A+B, 66B/BE, SS either direction for 22_88 B
22_88 (KA)A,B - (SAFE), Jump last hit for [1]K or BS 4K
22_88 (KA)A,K - 6B/BE, A,A
44_11 K - (SAFE, Leaves Voldo in FC)
AAA,BE - SS after 3rd hit for 22_88 B, 666B, 66B/BE, or [1]K
AAA,BE, K - 66B/BE, 6B/BE, or [1]K interrupt after 3rd hit
WR B, BE - (SAFE), SS either direction for 22_88 B, 666B, 66B/BE, [1]K, (DELAY Throw will interrupt her before move comes out, basically when u see yellow-throw!!!)



Legend-
GS=Grim Stride
NSS= Night Side Stance
x]=hold
*=Brave Edge
xX=slide input
All specific step directions will be from voldo's POV.

A]-2A will beat out all NSS options.
AAB- Best to duck the second A and FC 3B punish. You can also sidestep punish the B.
A2AA-9A over the second hit for CH. JG the second hit for WR AA interrupt. Nonpunishable at tip range.
agA-JG for combo (just put this here in case you happen to JG it. Not possible on reaction)
6A-AA punish 6B* if you have meter.
3AA-1K at close range. 66B at medium range. Nonpunishable at tip.
3A2A-WR AA punish. 9A over second hit.
2A- FC A punish
1A-WR AA punish. If you see it being charged use 9A to interrupt.
4A-Safe unless JG. Free combo after JG.
BB-Step left and 22_88B punish.
6B-Safe
6B]-1A punish. May whiff on NSS AB but will leave you a free BS WR mixup.
3B]-WR K at close range. At tip range use 4A+K to avoid any follow ups.
2B-Safe
1B-WR B punishable up close. Nonpunishable at tip range.
4BB-AA Punish. 6B* with meter. JG second hit for a combo.
K-safe
6K-If you happen to duck this attack you can get in a WR AA with quick reactions. Safe otherwise.
3K-safe
2K-WR B punish
1K-FC A punish
4KK-Duck punish second hit with WR AA. JG for free combo.
A+B-1K punish
2A+B-66B punish
4A+B-This has a very short cancellation window. After he says "Drown In" if the attack is still going do what you like.
FC A-FC A punish
FC B-safe
FC 3B-1K punish at close range. 66B punish at medium to tip range.
WR A-Duck Punish with WR AA. Can be reacted to with practice.
WR B-2A punish. Beats out any WR B] mix ups as well.
WR K-AA punish
7_8_9A-Duck Punish with WR AA.
7_8_9B- Safe
7_8_9K- Safe
66A-Duck punish with WR AA.
22_88AA-66B Punish at close range. Non punishable at tip.
44A-Safe. JG for a combo.
66B-safe. JG for a combo
33B-2K to beat out GS options.
44B-safe
44B]-A slightly Delayed FC A is required to beat out all NSS options. Instant FC A will get you hit by NSS K.
66K-2A to punish and stop GS options.
22_88K-Steppable on reaction. Punish however you feel like. Has huge recovery on whiff.
44K-Duck under and 2K punish him on the ground.
66A+B-66B punish
66B+K-safe. JG for combo
GS A-66B punish
GS B-safe. JG for combo
GS K-1K punish
NSS A-safe. JG for combo
NSS B-WR AA punish. FC 3B at tip range.
NSS bA-66B punish
NSS K-66B punish
NSS A+B-AA punish. 6B* with meter.

A,A,B - 6B = 14/36(BE) dmg or 2K = 16 dmg
A6 - 6B = 14/36(BE) dmg, 2A = 12 dmg, 2K = 16 dmg
A6 (JF) - 6B = 14/36(BE) dmg, 2A = 12 dmg, 2K = 16 dmg
6A,B - 2A = 12 dmg
6A,K - (SAFE on G) DUCK K for WR A,A = 35 dmg, WR B = 18 dmg, WR K = 18 dmg, WR A+B = 28 dmg
3A - 2A = 12 dmg
1A - 666B = 27 dmg + combo, 66B = 24/53(BE) dmg, FC 3B = 27 dmg, WR A+B = 29 dmg, 66 A+B = 39 dmg
4A - 666B = 27 dmg + combo, 66B = 24/53(BE) dmg, WR A,A = 35 dmg
4A (hit) - 1K = 23 dmg
B,B,K - (SAFE on G) DUCK K for WR A,A = 35 dmg, WR B = 18 dmg, WR A+B = 28, WR K = 18 dmg
B,B, A+B - (SAFE due to pushback and can cancel into A) 9B = 28 dmg (safest option)
B,K - (SAFE) Duck 2nd hit for WR A,A = 35 dmg, WR B = 18 dmg, WR K = 18 dmg, WR A+B 28 dmg
6B - (SAFE)
3B - 666B = 26 dmg + combo, 66B = 22/51(BE) dmg, 1K 22 dmg + combo
2B,A - (SAFE)
4B - A,A = 26 dmg, 6B = 14/36(BE) dmg
K,K - (Duck for WR attacks)
K,K,K - A,A = 26 dmg, 6B = 14/36(BE) dmg
K,K,2K - (SAFE on G but can 9B to interrupt last hit), (On block WR B, K, or A+B to beat out natsu's WR moves)
K2(Cartwheel) - (SAFE)
6K - (Highly unsafe, do what you want)
6K,A - (Safe on G and Jails)
3K,K - (Safe)
3K,K,K - A,A = 26 dmg, 6B = 14/36(BE) dmg
3K,K,B+K (Variations) - 1K best punish after 1st 2 hits are G'd
2K,K - (SAFE on G), (Can G 1st low and Step 2nd hit by using 2,2_8,8 B + Juggle)
1K - (SAFE on G), (Use WR B, K, A+B to beat out natsu's WR options)
4K,K - (SAFE on G), (Can 9B over 2nd hit), (Use WR B, K, A+B to beat out natsu's WR options)
A+B - (SAFE)
2A+B - (UB BOMB), 9A = 31 + LF combo, 9B = 35, (Can TJ and 1[K] but strict timing)
4A+B - (SAFE plus can teleport), 8B safest way to dmg
6A+B - (A,A = 26 dmg, 6B = 14/36(BE) dmg, (1[K] if 6A+B is canceled into stance)
8A+B(moonsault) - (SAFE but you can 2_8 [A+K] for LF mixup)
FC 3K,K - (Safe but you can guard the low and 8,8B + combo punish the 2nd hit)
FC A+B - (Safe), 9A or B for safe dmg)
WR A, A, A - 666B = 26 dmg + combo, 1[K] = 22 dmg + combo
WR B, 4A+B = (if block 1st hit can 666B or 66B interrupt), or (SS to YOUR left for 22_88 B punish, works even if they cancel bomb into standing A)
WR K - (SAFE), (SS to YOUR left to punish)
8K,B - 666B = 32 dmg + combo, 1[K] = 22 + combo
66_99_33 A,B - (SAFE midscreen + JAILS), (66B or A,A when Voldo's backs against wall)
22_88 A - (SAFE but your in throw range)
11 A - 6B = 14/36(BE) dmg
66_99_33 B - 66B = 22/51(BE) dmg, (also works if natsu does teleport cancel)
22_88 B - (SAFE but can SS both directions for punish)
44_11 B - (SAFE but can SS both directions for punish)
66K - 6A,B = 26 dmg, 66B = 22/51(BE) dmg, 6B = 14/36(BE) dmg
33_99 K - (SAFE but can duck 2nd hit for WR A,A or WR A+B)
22_88 K,A - 666B = 26 dmg + combo (Also works if natsu teleport cancels unless she uses A, or K in PS)
11 K - (SAFE but can SS both directions for punish), (Leaves voldo in FC when G'd)
44 K - 666B = 26 dmg + combo, WR B, B CR combo
PS A6 - 6b = 14/36(BE) dmg
PS B - (Guard Crush, can SS doth directions for punishment)
PS K - 1[K] = 22 dmg + combo, 666B = 26 dmg + combo
PS B+K - WR A+B = 28 dmg
6 B+K, A - A, A = 26 dmg, 6B = 14/36(BE) dmg
2_8 B+K, A - 666B = 26 dmg + combo, 1[K] 22 dmg + combo
66_33_99 B (BE) - (Gaurd Crushes, but you can SS to YOUR left to punish or DUCK 2nd hit and punish with WR)
CE - SS it and punish the best way you can

1A: 2A, 666B, WR B
6BBB: 66B, Duck 2nd hit - WR AA, WR BB or sidestep 2nd hit backgrab
3B: 2A, 6B, 66B (will be blocked at maximum distance)
3KK: Duck 2nd hit - WR AA, 66B
2K: 2A
1K: WR AA, 66B, 666B, FC 3B
WR K: 66B, 666B, 1K
WR KA: 6B
2A+B: WR B, 666B, CE
WR A+B: 6B
22*88AA: Duck - WR AA, 3BB, 666B, 1K, CE
22*88A[A]: WR BB during charge
11*77B: 6B
66*33*99K: 6B, 66B (will be blocked at maximum distance)
11*77K: FC A, WR B, 66B (all punishes must be up close)
JS A: 6B, 66B (must be up close for 66B to connect)
JS AB: 6B, 66B, sidestep left or JG 2nd hit
JS B: 3BB, 666B, 1K, CE
JS K: 666B
1B BE: Duck 2nd hit - WR AA, WR BB
66A BE: Sidestep left or JG 2nd hit
JS B BE: Sidestep right or JG 2nd hit (66B)
CE: 3BB, 666B, 1K, CE (will whiff at maximum distance)


Vs. Pyrrha Ω

1A
:L:, i30, -22 block/KND on hit
Punish with: FC 3B, 666B, 66A+B, CE

1AA
:L::M:, i30, -24 block/KND on hit
Punish with: 3BB, 2BB, 1K, 66A, 666B, 66K, 66A+B, CE
-2nd hit is JG’able(-35 on JG)/GI’able (On JG: 6[A+B], 44B)

4AA
:H::H:, i18, -4 block/STN on hit
-1K and 66A+B will tech underneath the 2nd hit*
-This string is also CE interruptable*
-Duck underneath the 2nd and follow up with WR AA or FC 3B
-2nd hit is JG'able*(-17 on JG)/GI'able* (On JG: 666B)


*These attacks will NOT connect if the opponent does 4[A]A. Duck the 2nd hit and follow up with WR AA or FC 3B.

4AB
:H::M:, i18, -18 block/STN on hit
Punish with: 6B (will whiff at maximum distance), 1K, 666B
-2nd hit is JG'able*(-29 on JG)/GI'able* (On JG: A+B, 22B, 44B, 66A+B, CE)
-2nd hit is steppable to either side*


*4[A]B is not steppable and the JG/GI timing is stricter than 4AB.

6BB
:H::M:, i13, -6 block/+4 on hit
-2nd hit is JG'able*(-13 on JG)/GI'able (On JG: AA, 2A)


*JG timing is very strict.

3B
:M:, i17, -18 block/LNC on hit
Punish with: 3A, 6B (3A and 6B will whiff at maximum distance), 1K, 666B


2BB/FC 1BB/B+KB
:M::M:, i16/i26, -20 block/KND on hit
Punish with: 3A, 6B, 3BB, 1K, 666B, CE
-2nd hit is JG'able (-27 on JG)/GI'able (On JG: 66K, 66A+B)
-2nd hit is steppable to the left


2K/FC K/BT 2K
:L:, i15/i14/i17, -14 block/-2 on hit
Punish with: 2A


1K
:L:, i24, -16 block/-2 on hit
Punish with: WR AA, 6B, 66B


4K
:H:, i20, -14 block/+2 on hit
Punish with: AA, 2A, 6B

2B+K
:L:, i20, -16 block/-2 on hit
Punish with: 2A, WR AA, 6B
-If Oprah does the whole string, it is not GI'able mid-string

11*77A
:L::M:, i27, -16 block/KND on hit
Punish with: 6B, 66B
-2nd hit is JG'able (-21 on JG)/GI'able (On JG: 3A, 1K, 666B, 66A+B, CE)
-If the first hit is blocked, the 2nd can be interrupted by WR AA, 6B, 66B or CE

33*99B
:M:, i26, -14 block/LNC on hit
Punish with: AA (2nd hit will whiff), 6B

11*77B/44B
:M:, i22, -14 block/LNC on hit
Punish with: AA, 6B

66K
:M:, i15, -15 block/LNC on hit
Punish with: AA, 2A, 6B, 3K

33*99K
:M:, i15, -13 block/LNC on hit
Punish with: 2A

44*11*77K
:M:, i16, -16 block/+4 on hit
Punish with: AA (will whiff at maximum range), 6B, 66B

66B+KA
:M::H:, i24, -18 block/-2 on hit
Punish with: 3BB, 1K, 666B
-2nd hit is JG'able* (-20 on JG)/GI'able (On JG: CE)
-Duck underneath the 2nd hit and follow up with WR AA or FC 3B. If Oprah does the full string, WR BB or FC 3B are the best options for shutting it down.

*JG requires precise timing

Run K
:L:, i21, -22 block/KND on hit
Punish with: WR AA, FC 3B, 666B, 66K, 66A+B, CE

6b BE
:H::M::BE:, i13, +11 block/KND on hit
-2nd hit is JG'able (-20 on JG)/GI'able (On JG: 3BB, 1K, 666B, CE)
-2nd hit is steppable to the right

2b BE
:M::M::BE:, i16, -14 block/KND on hit
Punish with: 6B
-2nd hit is JG'able (-23 on JG)/GI'able (On JG: 3BB, 1K, 666B, 66K, 66A+B, CE)
-2nd hit is steppable to the left

:CE:
:M:, i13, -21 block/KND on hit
Punish with: 3BB, 1K, 666B, 66A+B, CE

NS A/DNS A
:H:, i18, -16 block/STN on hit
Punish with: 2A (will whiff at maximum distance), 6B, 66B

NS B
:M:, i14, -18 block/KND on hit
Punish with: 1K, 666B, CE

NS K
:H:, i15, -14 block/KND on hit
Punish with: AA, 2A, 6B (all will whiff at maximum distance)

DNS B
:M:, i15, -14 block/KND on hit
Punish with: 6B



Vs. Tira

JS 6AB
High-Low, i16, -18 block/+4 on hit (LNC on CH)
-666B, FC 3B, WR B, CE*

GS 3AA
Mid-Mid-High, i14, -12 block/KND on hit
-Duck 3rd hit and follow up with: WR AA, 66B, FC 3B

JS 2AB
Low-Mid, i18, -21 block/-7 on hit
-666B, 1K, 3BB, 66A+B, CE

1A
Low, i32, -14 block/KND on hit
-FC 2A

JS 4A
High, i18, -14 block/ +13 on hit
-6B, AA (will whiff at maximum distance)

Jump A
Mid, i19, -16~-14 block/ -8~-4 on hit
-6B, 66B*

GS 3B
Mid, i18, -14 block/ LNC on hit
-6B, K

JS 4B
Mid, i19, -18 block/ -9 on hit
-666B, 1K (must be close)

GS 4B: B: B
Mid-Mid-Mid, i19, -17 block/ LNC on hit
-666B, JG last string (44B, A+B, 66A+B, CE)

WR B
Mid, i18, -16 block/ STN on hit
-AA, 2A, 6B, 66B

Jump B
Mid, i36, -16 block/ STN on hit
-66B (will not connect at maximum range)

2K
Low, i15, -14 block/ -2 on hit
-2A, 2K

JS 1K
Low, i27, -21 block/ KND on hit
-666B, 66A+B, FC 3B, CE

GS 1K
Low, i21, -16 block/ 0 on hit
-WR AA, 6B, 66B

236K
Low, i28, -20 block/ KND on hit
-FC 3B, 66A, 666B, CE

4B+K
Mid, i26, -16 block/ KND on hit
-6B, 66B

4B+K, B
Mid-Mid, i26, -10 block/ KND on hit
- 2nd hit is steppable to the left and is also GI’able. The benefits from JG’ing aren’t high enough to warrant a satisfactory punish (-15 JG).

JS BT B+K, B
Mid-Mid, i18, -18 block/ KND on hit
-666B, FC 3B, WR B, JG 2nd hit (1K, 66A+B, 66K, CE)

JS 66AA
Mid-Mid, i18, -20 block/ KND on hit
-666B, 3BB, 1K, CE, 2nd hit is GI’able

JS 44AA
High-Mid, i20, -15 block/ KND on hit
-2A, 6B, 3K, 2nd hit is JG’able (1K, 3BB, 666B, 66A+B, CE)

JS 44A2A
High-Low, i20, -15 block/ -5 on block
-2A, 6B, WR B, 66B

GS 33*99B
Mid, i18, -14 block/ LNC on hit
-2A, 6B

JS 11*77B
Low, i25, -14 block/ +4 on hit
-2A

GS 3A BE
Mid-Mid-High-High-High, i14, -12 block/ KND on hit
-Duck 3rd hit and follow up with: WR AA, 66B, FC 3B, CE (be patient)

JS 66B BE
Mid-Mid, i23, -6 block/ LNC on hit
-Step the 2nd hit to the right or JG it (666B, A+B, 66A+B, 1K, 3BB, CE)

CE
Midx6, i13,-20 block/ KND on hit
-666B, 1K, 3BB, CE

UD A
Mid, i57, -14 block/ -11 on hit
-2A (Will whiff at a distance)

UD K
Mid/Low (Level depends on your distance from the attack), i58, -18 block/ KND-STN on hit
-66B





 
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