Welcome back to the stage of history. Our SoulCalibur V walkthrough gets you started for combat with new tactics, unlockables, and character moves.
Viola
Viola is a tricky new character. She fights with a crystal ball and it placement and movement can completely change her attacks. For starters, Viola's throws are different if she has the ball vs it being set. In some cases she uses the ball in her hands for extra hits and not having it in position it will lower your combos. For some other moves not having the ball can increase hits as you summon it back, or simply increase the attacks range. An example is the horizontal A A B: with the ball it does a two hit high combo and leaves the ball behind the enemy; when the ball is out of your hands it instead delivers a three hit combo.
Horizontals
Other good horizontals to keep in mind include Forward A A that combos high to low, but isn't very fast. Forward A A strikes high twice and launches the ball behind the enemy. Back-Down A hits high to s-mid when the ball is in your hands; other wise it results in only one hit.
Verticals
For Verticals keep B B B in mind: it first strikes for two mid hits and will teleport the ball; however if the ball is already set, it will instead lead into a third high hit. Like most other characters Forward-Down B is Viola's go to launcher. Back B is a nice swift hit that will cause your enemy to fall. Finally, Jump B will combo from mid to s-mid and will leave the ball right at the enemy's feet.
Kicks
Viola's kicks aren't as impressive, but there are still a few to recommend. Back K will smash high and knock the enemy to the side. Jump K will give you a great amount of distance if the ball is in your hands; otherwise it's a bit pathetic.
Viola's attacks change depending on the ball's placement.
Simultaneous Press
Viola really starts to shine when it comes to Simultaneous inputs. A+B A does two strikes normally, but will add in a third when the ball is out of your hands; it can also be used as a mid-mid-s-mid Brave Edge if the ball is set. Down A+B is a hard hitting Break Attack when you have the ball, and has a huge range when the ball is placed and can be delayed by holding the input. B+K is a quick means of teleporting the ball behind the enemy or summon it back. You can also teleport the ball low while crouching--including while facing away--to change many attacks into low hit versions. Both the standing and crouching version of B+K can be used as Brave Edges to alter their speed. However, keep in mind that Facing Away B+K doesn't teleport the ball and will instead result in a high hit as you leap behind the enemy.
Eight Way Run
Viola also has a nice bit of Run Attack verity. Forward-Run A A B hit three times at high level and will place the ball near the fallen enemy. Back-Run A B hits twice at mid and then once at s-mid, but only when the ball is in your hands; when the ball is set it only hits twice, but can be used as a Brave Edge for a five hit combo. Forward-Sidestep Run B is a launcher that can be delayed by holding the vertical input. Sidestep-Run B isn't impressive on it's own, but if the ball is set it can be used as a Brave Edge that hits three times. Forward-Run K hits twice at mid and can be delayed by holding Kick; its real strength is as a Brave Edge that will add a third hit and slam down the enemy. Forward Sidestep K is a quick means of pushing the enemy to the ground.
Viola also has a few good Simultaneous Runs. Sidestep A+B hits from high to mid and ground the enemy, but only when you have the ball. Back Run A+B is a strong Unblockable that hits three times when you have the ball, but only once if set.
Critical Edge
The ball's placement also affects Viola's Critical Edge. The ball will have a gravitational pull that will suck in and damage the enemy. If the ball is too far your Critical Edge might not do anything.