Voldo Punishment Discussion

Enkindu

This town needs an enema
In this thread you can post punishment lists for characters and discuss about punishers in general.
Punishment lists will be verified and then added into the "Voldo Block Punishment Listings" Thread.

You can also post suggestions and examples for a future common punishment list structure.
A set punishment list structure example will be added in this opening post later.
 
I'll get the ball rolling:

i13 AA = 26 dmg
i14 6B = 14 dmg (good reach at least)
i14 6B BE, 2K/oki = 49 dmg...
i16 66B = 22 dmg M
i16 66B BE, 66B BE = 86 dmg
i17 666 B, 66B BE, 66B BE = 94 dmg
i18 CE = 100

FC stuff:
i15 WR B = 18 (good reach at least)
i16 WR AA... = ... hits high, but great dmg
i18 FC 3B = 26 RO (great reach)
 
I figured since she's such a popular character I'd start with her. Hope this helps some guys. (PS is possession stance for Natsu)

Natsu: Voldo:

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
 
VS Leixia: I'm not gonna list DMG since u can look at my previous posts for those moves.

Legend - SS = Side step
BE = Brave Edge
FC = Full Crouch
(xx) = Slide Input: Srry I couldn't find the usual icon.

Leixia - Voldo
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!!!)
 
Found this one while messing around in training mode....

Xiba 6AK BE:
Block 6A, JG the K, then backthrow for 70
 
VS Leixia: I'm not gonna list DMG since u can look at my previous posts for those moves.

Legend - SS = Side step

When you say sidestep right or left are you referring to Voldo or the opponent?

I could (and am about to) test on my own, but for the benefit of everybody else (and, perhaps, me if you respond really quickly, heh)
 
When you say sidestep right or left are you referring to Voldo or the opponent?

I could (and am about to) test on my own, but for the benefit of everybody else (and, perhaps, me if you respond really quickly, heh)

I specified in parenthesis next to the move, so i hope that helps.
 
Srry well after the jg, u can do whatever u want, preferably 666B, [1]K, or 66B/BE. I only stated moves to jg with those type of punishes.
 
Nightmare~Voldo
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.
 
One thing I figured out last night about fighting Natsu. If you're in BS and she does A+B and you block it, you won't come out of BS so you can punish with BS A for 14 damage and be at +6. I tested this thoroughly.
 
So Twiztid, I took your advice and practiced just guarding the second hit of Nightmare's 22_88AA. On a successful JG, you get your choice of a 1K, 3B, 666B combo....or a CE for 100. I think buffering 666 for the 666B is best, that way if you fail the just guard, you can still try to catch Nightmare with 666B. 666B post 22_88A will catch Nightmare out of step or backdash.
 
Leixia's WR B (non brave edge) and 44B are both CE punishable on block. Hurray! If you don't have 1 meter:

666B, 66B, 666B for 63
666B, 66B BE, 666B for 84
 
So I've been testing some more against Siegfried....while Twiztid's 22_88A counter to 3{B] is effective, and shuts down his stance options. I found something else out.

As long as 3 is not done at closest range, CE will beat every option. If he does 3 at closest possible range, then his stance K will counterhit you out of the CE, and his stance B will clash with the CE. Aside from that, though, CE wins every time if not at closest range or at absolute tip range (where it will whiff). Anything in between, CE wins.
 
666B, 66B, 666B for 63
666B, 66B BE, 666B for 84

noob question, how do you do the 666 motion? timing window seems extremely small, I am using arcade stick btw, but I also tried pad and I couldn't do it, the timing of this combo is really hard for me.
 
noob question, how do you do the 666 motion? timing window seems extremely small, I am using arcade stick btw, but I also tried pad and I couldn't do it, the timing of this combo is really hard for me.
I play on a pad, but, if I see them doing a move I think is 666B punishable, or I want to do 666B afterwards, I buffer 666 while guarding. Kinda like how Ivy players will pre-buffer CS. Then it's just a matter of doing 6B after I let go of guard and 666B comes out. 66B is pretty easy after that but you do need to know when you can buffer it, otherwise you get a regular 6B, then the last 666B you basically have to mash out.

I have it down 100% on a PS3 pad but it took me some practice, on a 360 pad I still can't do it 100% (I drop the last 666B a lot) and I haven't played Voldo much on a stick.
 
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