Voldo Combos

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[09] Warrior
1.03 combos (natural combos and most wall combos not included yet)

Clean hit, normal stance combos
Code:
22_88B, BCR B = 55

44[K], MCFT B = 51

1K, 6:6B = 46

1[K], BS 2B+K, MCHT K = 48 (requires slight delay)

6:6B, 66B, 6:6B, 2A+B~CR B = 67

A+B, 66B, 6:6B, 2A+B~CR B = 55

WR [B], MCFT A+K, MCFT B = 62

2A+B~CR A+K~BCR B = 52 (standing opponent only)

2A+B~CR B = 48

2A+B~CR K = 46



Counterhit, normal stance combos
Code:
CH 6K, CR B = 41 (close hit only)

CH 6K, 2K = 32

CH 66K, BS 2K = 46

CH WR A, 6BB = 50

CH 66[A], LFHT A, LFHT B+K = 60

CH 66[A], LFHT B, (wait) LFHT B, LFHT B+K = 76

CH 66B, 6:6B, 2A+B~CR B = 66

CH 6:6B, 2A+B~CR B = 54

CH 2A+B~CR A+K, BCR B, BS 1[K], BS 2B+K, MCHT K = 100 (requires slight delay)

CH 44[B], MCHT 66 = 54

CH 44[B] (second hit only), MCHT 66, MCFT 66 = 54

CH 44[B] (second hit only), MCHT 6A+K, MCHT B+K, MCHT 6A+K, MCHT K = 74 (close hit only)


Clean hit, blind stance combos
Code:
BS 22_88K[K], MCFT 6A+K, MCFT B = 66

BS 3B, BS 66K = 54

BS 3B, BS 66K, BS 2K = 65 (requires wall)

BS WR B, BS 1[K], BS 2B+K, MCHT K = 72 (requires slight delay)

BS 66K, BS 2K = 39

BS FC B, BS 44K = 36

BS 22_88B, 2A+B~CR B = 74

BS 44A, BS 3B, BS 3B, BS 22_88B = 81 (just ukemi only)

BS 6K, BS 3B = 43

BS 1A, BS 2K = 41

BS A+B, 2A+B~CR B = 68

BS 2B+K, MCHT K = 34


Counterhit, blind stance combos
Code:
CH BS FC B, BS 22_88B = 40

CH BS 3B, BS A+B, 2A+B~CR B = 104 (not guaranteed at all distances)

CH BS 3B, BS A+B, CR B = 80

CH BS 3B, BS 3B, BS 3B = 85 (just ukemi only)

CH BS 6ABB, 2K = 62

CH BS B+K, 2A+B~CR A+K, BCR B, BS 1[K], BS 2B+K, MCHT K = 105 (requires slight delay)

CH BS 6K, BS 1[K], BS 2B+K, MCHT K = 63 (78 if teched)

CH BS 6K, BS 66K, BS 2K = 66


Clean hit, caliostro rush combos
Code:
None


Counterhit, caliostro rush combos
Code:
CH CR B+K, MCFT 6A+K, MCFT B = 62


Clean hit, blind caliostro rush combos
Code:
BCR B, BS 1[K], BS 2B+K, MCHT K = 72 (requires slight delay)


Clean hit, mantis crawl combos
Code:
MCHT K, BS 2K = 30 (standing opponent only)

MCFT A, 2A+B~CR B = 63

MCFT 6A+K, MCFT B+K, MCFT 6A+K, MCFT B = 61 (damage may be higher or lower depending on how opponent lands)

MCFT 6A+K, MCFT B+K, MCFT 66:MCHT 6A+K, MCHT K = 61 (damage may be higher or lower depending on how opponent lands)

MCHT 6A+K, MCHT B+K, MCHT 6A+K, MCHT K = 66

MCHT 66, MCFT 66 = 34


Counterhit, mantis crawl combos
Code:
None


Clean hit, land fish combos
Code:
LFHT K, BS 2K = 30 (standing opponent only)

LFHT A+B, LFHT BB = 64


Counterhit, land fish combos
Code:
CH LFHT A, LFHT B+K = 42

CH LFHT B, LFHT BB = 48

CH LFHT B, LFHT B, LFHT B+K = 49 (requires wall)
 
Poor Voldo has a bit of neglect for him, so I'll try and brighten his day.

Natural Combo

:A::A:- 20 Damage
Standard fair.
BS:A::A:- 20 Damage
Same as above, only in blind stance
BS:6::A::B:- 23 Damage
First part of a multi-hit combo.
:B::B:- 28 Damage
Standard verticals. Good Damage.
:3::B::B:- 54 Damage
Use it, and use it often. A very good move, and real nice Soul Gauge damage.
:4::B::A:~BS- 35 Damage
A natural combo that leads to blind stance.
BS:B::B:- 28 Damage
Again, same as the normal stance BB.
BS:2::B::K:- 43 Damage
A good low follow up. Be careful, the startup time begs for room.
BS:4::B::A:- 30 Damage
Again, 2 parts of a full combo.
BS:3::B::3::B:- 53 Damage
Not flashy, but it gets the job done.
BS:(3): or :(9)::B::B:- 35 Damage
Good range, and stuns on the second hit.
BS:4::K::B:- 44 Damage
A good priority combo. Useful for punishing crouchers.
BS:(2): or :(8)::K::K:- 42 Damage
Low high combo, first hit stuns.
CR:A::A:- 36 Damage
Calisto Rush comes into play her with a high mid combo.
:4::A::+::B:- 40 Damage
Single move, combo hits on normal.
:(B)::+::(K):- 70 Damage
Nice damage, but has a bit of charge up time.
BS:(2): or :(8)::B:~:2::A::+::B::2::3::6:(CR):K:- 71 Damage
Good damage, be quick on the Calisto Rush input.
:2::A::+::B::2::3::6:(CR):K:- 51 Damage
A follow up to the Preying Mantis.
BS:A::+::B:~:2::A::+::B::2::3::6:(CR):B:- 68 Damage
Great for a GI and combo. This combo requires fast input.
MS:B::+::K:~:(B)::+::(K):- 46 Damage
Amusing and assured.
:6::6::A::+::B::K:- 40 Damage
A deceiving variation on the normal 66AB.

Natural Counter Combo

BS:6::A::B::B:- 54 Damage
The full combo from before. Quick and good damage.
:aB::B::B:- 16 Damage
Damage is not all too impressive, but it is very quick.
:6::B::B:- 38 Damage
Stuns, and puts you in blind stance. First B is high, but very fast.
BS:4::B::A::A:- 54 Damage
Quick combo that leaves the opponent's back turned.
:(7): or :(1)::B::B:- 22 Damage
Rat Cheese, as it is called. First two hits are yours on counter.
 
Voldo Combos

Unless I'm just doing them completely wrong all of the Blind Calistro Rush combo's don't work and are probably from the old patch.
 
Voldo Combos

BS 22_88 B also no longer launches on CH, so those combos are also out.

I guess the patch hit Voldo harder than I thought it did =O
 
Voldo Combos

Unfortunately there's some things I have a hard time testing for damage that are also guaranteed, such as WR , MCHT A+K, MCHT K against some characters at some spacing (or alternately MCHT 66). Anyone have a damage number on that?
 
Voldo Combos

A combo that Ive been working on is bs 44 A (i think... X on xbox) 1B B 2A+B 2 if i put this in right keep with me im new to the terminology you shud stun, hit in the air, simple verticle hit, then freakroll on them. It can end with a spasm which isnt actually in the combo but it can hit them when they are still on the ground and its a low hit so its relatively difficult to block right off the bat and if you dont get it voldo recovers pretty quick so I find it worth going for

Im somewhat of a noob but im getting better
 
Voldo Combos

after the 2nd B they can AC, so its not guaranteed dmg :( but good to mix things up. unless of course u input 2A+B as a delay....is tht what u mean?
 
Voldo Combos

ya you put in 2A+B as a delay and spasm immediatly after although the spasm is blockable ive found most people dont expect it and if you do get it off its about 55% of their health bar. If you time it too perfectly you freak roll will shoot you upwards though which i havent seen anyway to translate that into damage
 
Voldo Combos

Another combo ive been trying out since i have trouble with BS 44A 3B 22_88B i can't get the timing on 22_88B to relaunch them i worked on this tirelessly and cant seem to get the right timing which leads me to another one i found
BS 44A 3B 6B into MC 66 B the 66 B doesnt actually link to the combo but once again its somewhat hard to block if you pull it off with the right timing
 
Voldo Combos

Another combo ive been trying out since i have trouble with BS 44A 3B 22_88B i can't get the timing on 22_88B to relaunch them

There was no timing involved. They patched the relaunch out of the game months ago, so all the effort was for nothing :)
 
Voldo Combos

ya you put in 2A+B as a delay and spasm immediatly after although the spasm is blockable ive found most people dont expect it and if you do get it off its about 55% of their health bar. If you time it too perfectly you freak roll will shoot you upwards though which i havent seen anyway to translate that into damage
This works if you hit B as they are about at Voldo's head then you Freak Roll 2A+B and the Roll should hit exactly and you will shoot upward and hit them with every hit the roll does of it = 79 Damage
Harder to get off but if you miss you can spasm and I don't get punished that much doing this but im not really playing on the same level as some of you
 
Voldo Combos

MC 2A+K B+K B+K (air control lost) B or K depending on which side they go to B=69 K=?
 
Voldo Combos

MC 2A+K B+K B+K (air control lost) B or K depending on which side they go to B=69 K=?

This isn't guaranteed. They gain the ability to air control after the 2nd B+K, at which point neither the B nor the K is guaranteed. MCHT 6A+K, MCHT B+K, MCHT 6A+K, MCHT K for MCHT or MCFT 6A+K, MCFT B+K, MCFT 6A+K, MCFT B for MCFT. The reason this works is because MC 6A+K does a stun when it hits an airborne opponent where they hit the ground and slide before they can ukemi or stand up and guard.
 
Voldo Combos

This isn't guaranteed. They gain the ability to air control after the 2nd B+K, at which point neither the B nor the K is guaranteed. MCHT 6A+K, MCHT B+K, MCHT 6A+K, MCHT K for MCHT or MCFT 6A+K, MCFT B+K, MCFT 6A+K, MCFT B for MCFT. The reason this works is because MC 6A+K does a stun when it hits an airborne opponent where they hit the ground and slide before they can ukemi or stand up and guard.

Thats what i meant by saying air control lost I do not have much trouble pulling it off
And the MCFT combo I dont always get the B at the end soemtimes I find the oppenent just out of reach for the move
 
Voldo Combos

Another one is
(Worm stance) A+B B B+K

This starts with (how landslide puts it) the peoples elbow unblockable you flop the worm once and then you backstroke

Not a realistic combo but it is one :)
 
Voldo Combos

Another one is
(Worm stance) A+B B B+K

This starts with (how landslide puts it) the peoples elbow unblockable you flop the worm once and then you backstroke

Not a realistic combo but it is one :)

Yeah the People's Elbow isn't as reliable as on TV, so I wouldn't plan on it hitting too often, sadly.

If it does though, make a RUCKUS
 
Voldo Combos

I can't live with these grave injustices and inaccuracies. It's obviously Scotty 2 Hotty's Worm and not The Rock's People's Elbow
[youtube=The Worm]_LN5PQNzX9U[/youtube]
 
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