It's useful for evading certain attacks. 4A+K can get out of range of some things that a back step can't. 6[A+K] is useful for going under aerial attacks such as natsu's wind roll BBB and getting off a BSCR B punish. I haven't found any specific uses for 2_8A+K besides going into LF. But if I find anything of note I will definitely be posting it on here. But it may be a while as Mass Effect 3 keeps calling mah name!
To add to Landslide's post there is also CR [K] which is probably his best move into blind stance. 4BA should be avoided as the second attack is a high. and there is also 6AB[A] although this is best used against short range characters so you can just back off them after you use it. But natsu can punish this with AA so avoid it against her.
As for 22_88B combo the best damage I've seen or found would be 22_88B, BS 66K, BS A+B. This can also be canceled into MCHT for better oki.
Actually its not that i think he got hit hard or harder than others, its just the stupidity of nerfing characters who are mid tier or even mid-low tier and giving zero buffs to balance it out. Thats just idiotic, they need someone who understands english in the balance team...
I feel the only reason they've decreased the damage of 22_88A was to not discourage people from stepping Voldo. It seems like in every game thus far, to beat Voldo, you have to step well. Getting nearly 40 damage on a safe step-killer does seem kind of OP. 30 damage doesn't seem much better, but eh, I'm not going to complain. In SC4 SC3 and SC2 this move was always punishable on block. I am thrilled that in SC5 it isn't. He has something decent to deal with step now. I just don't like how you get that QS when you try to perform the move from neutral.
77_44_11B is a surprise, but then again, it does lead into a nice combo. I do not use this move anyways so this change won't bother me.
I am curious to know how many frames they add to the recovery of 1(K). As it is according to the guide, it's -4 on block. I see it possibly becoming -8 at the most. Since 1K is -10, following the same principal for the rest of Voldo's move list, holding a button down to make a move recover in BS tends to decrease the recovery frames of that move. This isn't a big nerf either. I don't consider this a nerf either. It's balance.
Seems to me they've balanced Voldo properly. It doesn't look like they've fixed any of his glitches and that could be because they never actually read our forums here and are going by what the Japanese forums were saying. They seemed to have griped more about Viola, Natsu, and Maxi more than anything else. You can tell that Project Soul wants to balance the game out, but they aren't really listening to everything. Maybe they are, and they are going to properly balance everyone eventually. These chars that got major changes could be what was the priority at the time. I don't know for sure. I'm just trying to remain optimistic. I'm glad that I won't have to relearn Voldo or will notice a drastic change in gameplay.
The main problem is the fact that Voldo is the least popular character. So nobody can ask buff and all the issues about him are complains of people who fight him. I think that's why Voldo will be nerf and nerf all the time... that's a little sad.