Voldo General

Voldo is tricky to fight against if you don't know him well. It's one of the many reasons I love him so.

And yeah there is definitely a sweet spot for his 236AB. My problem is I still occassionally misjudge and forget that there's a point towards the end of the animation where he's still moving forward but is no longer considered "attacking". So I just sort of bump into the enemy and then rollforward in front of him, giving him lots of time to inflict a little pain.
 
He's one of the characters I fear, along with Ivy and Yoshimitsu. I've always felt that those three are top tier for very good reasons.
 
Definately step if you are far away, but duck if you are close. Also, i've hit a downed character with this move. He'll land on them at the end.
 
it's way easy to duck. it's also pretty character dependent in its consistency. for example, with amy, if you are doing pretty much anything offensively it will go right over her head and leave her with a free 33b. with astaroth, though, be ready to eat it every time.

you used to be able to break it real easily every time on reaction...like if he did the long range one it was a b break and if he did the short one it was an a break...i don't think that is the case anymore, though i may be wrong.
 
I'm pretty sure he was talking about CR3A+B, not CR A+G_B+G. But either way:

CR 3A+B (the unblockable dive): Covers step up close, but it's a high attack. You can step if you are far out, because the active hitbox ends about halfway through the dive. If you are far away it may not even hit you at all.

CR A+G_B+G (throws) you can duck, step or break.
 
I'm pretty sure he was talking about CR3A+B, not CR A+G_B+G. But either way:

CR 3A+B (the unblockable dive): Covers step up close, but it's a high attack. You can step if you are far out, because the active hitbox ends about halfway through the dive. If you are far away it may not even hit you at all.

CR A+G_B+G (throws) you can duck, step or break.

oh yeah...heh. well my advice with amy doing pretty much any of her good moves to go under it still stands.

or just duck, but if you find yourself about five paces away...well then adios.
 
As far as I can tell, I mostly need to work on my spacing game, since the move has a touchier hitbox then I originally thought. I should probably test its parameters in practice mode. Thanks for the help.
 
Yeah, duck if it's low. I dunno but if someone did that to me I'd just do some good vertical attacks to interrupt.
 
If you're talking about the JF input, 6:6B, you just have to input the 66 part really fast. If you're using a 360 pad, good luck.
 
At the right range, they're usually too far for any of my characters to reach them in time, and if the see me charging they'll release the button. It'd be interesting to see if I could dodge it with angel step or grim stride... Which reminds me that I forgot to "Test its parameters." Whoops...

Edit: Yup, you can reliably go under it with GS or Sophie's angel step (As in, I could do it on reaction on a good day), though you have to be more precise with the latter.
 
I can actually do it rather consistently, and I just picked up Voldo yesterday =P.

Think of the input timing like this: :6:::6::B:

Gotta hit that :B: REALLY fast after the second :6:.
 
yeah i have trouble using the pad too. 236 for CR has to follow 2 A+B immediately, otherwise it wont register the input. the d-pad is really sensitive when it comes to inputs, thats just how they designed the ps3 controller i guess
 
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