What little I can remember is intact. Some of these may have been in the ntsc version as well, I can't remember. Please correct me if I'm wrong.
- Mantis Drop cancel is there.
- Spasm cancel is there.
- Both MCHT 66 cancels are there.
Mantis drop cancel:
Hold G during a drop and voldo will cancel to neutral as soon as he touches the ground. This does not always work and I cant remember why, but fail safe ways to do it is from MCFT A+B into a wall behind you, or 3A+B into a wall. There should be ways do it from the drop that occurs when a MC A+B connects, but I can't remember how.
Spasm cancel:
Hold G during a MC A+B 2 to cancel out of it. Only seems to cancel if the spasm is FT. Try MCHT A+B 2 [G] for example.
MCHT 66 cancel:
This is the biggest thing in terms of combo damage afaik. MCHT 66 (must be HT ) has two cancel windows. One right before the active window of MC 66 opens and one after it closes (these can be very important differentiate between when describing combos). If a G is registered during one of those windows voldo will cancel to neutral instantly (sort of). This gives him a lot more damage from some combo starters, as well as an infinite.
Other stuff that can be important to know about these: when canceling out of MC 66, voldo will instantly cancel into FC BS, followed by FC. This is key for some of the combos that use this, as well as his infinite. The spasm and drop cancels in the same way, but are standing and not in FC.
I barely remember any combos, but:
CH WR A, 2A+K, MCFT 66 ~late cancel, BT 2A+K, MCHT 66 - 91 damage
You can tack on a MC B at the end for a total 118 damage if the opponent techs incorrectly.
CH WR A, 2A+K, MCFT 66 ~late cancel, CR BBB ~ 129 damage. Varies a lot.
Also I can't remember if the full CR BBB is guaranteed.
Notice how you are supposed to cancel despite doing MCFT 66 (again the cancel only work in HT). This works because you run over your opponent and end up in HT before the late window opens.
These two demonstrate how cool, but broken, this thing is. Also:
Infinite:
Side hit BT 2A+K, MC 66 ~ late cancel -> loop indefinitely.
Side hit BT 2A+K, MC 66 ~ early cancel-> loop indefinitely.
The late-cancel variation is easier since you get more damage per rep. The problem is getting a side it. There are pretty reliable, but risky, setups for it from 22_88 A+B however.
Edit for the grammar I could find, sorry for that :(