C Viper - Combo Thread

First post on the site, and was meaning to just post in a combo thread about a discovery i’ve made, but no combo thread exists for the crimson ms!. So here goes.


General Notes

You can feint her :qcf:+:atk: on hit, which leads to some interesting possibilities, such as doing :l::m::h: :qcf:+:atk: (cancel) and follow into a general :l::m::h: combo, or repeat the loop.
Not tested how many reps you can do though.
Difficult but possible to follow up on airborne opponents.


Guilty Gear Notation

In case you see it anywhere else and don’t understand Guilty Gear notation:

7 8 9
4 5 6 This represents your dPad/Stick directions
1 2 3 with 1 being down-back and 9 being up-forward

I.E. 214+:atk: == :qcb:+:atk:


Key

[LIST]
[] L = Light Attack
[
] M = Medium Attack
[] H = Heavy Attack
[
] S = Special/Launcher
[] A = ANY Attack (i.e. L, M or H)
[
] AA = Any 2 Attacks (i.e. LM, LH or MH…for supers)
[] jc = Jump Cancel
[
] dj = Double Jump
[] IAD = Jump Cancel + Air Dash Forward (Achieved easiest with jump + AA)
[
] ~ = ‘Quickly followed by’
[/LIST]


General Techniques

Knuckle Cancel Combo
– LMH xx qcf.A (cancel on hit), LMHS xx qcf.A…
– Best to use L or M knuckle, as H version will launch
– Could also be useful in high level footsies, as you can do LMH xx qcf.A~S to leave yourself safe

Box Dash Loop
– LMH xx dp.S xx IAD, falling j.HS, land, MH xx dp.A xx IAD, falling j.HS, land, MHS xx jc, j.MMHS, land, dp.A
– Useful for building meter

‘Poverty’ Box Loop
– LMHS xx dp.L xx IAD, j.HS, land, MHS xx jc, j.MMH xx ADF, j.MHS, land, dp.A xx qcb.AA
– Easier version of the box dash loop

Starters for the Box Dash Loop
– qcf.S, H+S Focus Attack (only crumpling versions), All throws

Air Reset
– S xx jc, j.MMH xx qcb.A (Cancelled), ADF, Throw
– Can also continue with an attack, but timing may be strict

Siesmo Loop/Cancels
– dp.A, dp~uf.A
---- Can be done easily as dp.A, f~qcf~uf.A
– dp.A, df~df~ub.A
---- May just be execution differences, but the second version seems to have stricter timing
---- Can be useful in footsies if you happen to do the wrong range (i.e. Do Fullscreen and they jump, so cancel to Medium version to catch them)


Videos

[LIST]
[][media=youtube]esxf_PDCKnY"[/media]
[
][media=youtube]aPjeBV1pKnQ"[/media]
[*][media=youtube]WMTNI20pNFw"[/media]

[][media=youtube]z3Unr9rxWxI&hd=1"[/media]
[
][media=youtube]wyzWHIoiSoo"[/media]

[][media=youtube]m66n7uK4TYc"[/media]
[
][media=youtube]K6LJTGnhRy4"[/media]
[*][media=youtube]FYzRwtxDU9U"[/media]
[/LIST]


Combos w/ Assist

c.MH xx qcf.M xx XFC, c.M+Assist, c.H xx qcf.M, c.MH xx qcf.M xx qcf.S, c.MH S xx jc, j.MMH xx qcb.S, land, MS xx jc, j.MHS, land, dp.L xx qcb.AA
– **Damage: **
–Using Taskmaster Horizontal Assist (Likely works with others, but Taskie has easy timing)
– Needs 1 starting meter
– Without the startup section and XFC, can kill anyone below 920k health
---- With start and XFC, will 100% anyone

LMHS xx qcf.M xx qcf.S, LMHS xx jc, j.MMH xx dj, j.MMHS, land, DANTE, dp.L xx jc, j.MMH xx TK qcb.S, qcb.AA
Damage: 700-800k
– 3 Bars, Corner
– Can be done with a different assist, or none at all, but wont do as many hits or as much damage before qcb.S
– Can XFC after qcf.M, then continue into qcf.M xx qcf.S…to do almost 1.3million on level 1 XFC


Solo Combos

LMHS xx jc, j.MMHS, land, dp.L xx jc, j.MMH xx qcb.S, land, qcf.H OR qcb.AA
Damage: 419,700 OR 575,700
– 1 or 2 bars

LMH xx qcf.M (feint), LMHS xx jc, j.MMHS, land, dp.L xx jc, j.MMH xx qcb.S, land, qcf.H OR qcb.AA
Damage: 495,500 OR 627,300
– 1 or 2 bars

c.LMH S xx jc, j.MMH xx dj, j.MMH xx qcb.H, land, qcb.AA
Damage: 501,000
– 1 bar

LMH xx qcf.L xx qcf.S, LMHS xx jc, j.MHS, land, dp.L xx qcb.AA
Damage: 630,200 OR 654,200
– If you land mid-screen, you must dash forwards, may need to miss DP (lower damage is w/o DP)
– 2 bar

LMH xx qcf.L xx qcf.S, MHS xx jc, j.MMH xx jc, j.MHS, land, dp.L xx qcb.AA
Damage: 683,000
– Corner only
– Can also start with crouching magic series
– 2 bar

LMH xx dp.L xx IAD, j.MMH xx dj, j.HS xx qcb.S, land, HS xx jc, j.MMH xx dj, j.HS, land, dp.L xx qcb.AA
– **Damage: **
– 2 bar

LMHS xx dp.L xx jc, j.LMH xx dj, j.MH xx qcb.S, land, HS xx jc, j.MH xx dj, j.MHS, land, dp.L xx qcb.AA
– **Damage: **
– Corner only

LMHS xx dp.L xx jc, j.MMH xx qcb.S, land, qcb.AA
Damage: 544,200
– 2 bar

LMHS xx dp.L xx jc, Instant qcb.L, LMHS xx jc, j.MH xx dj, j.MH xx qcb.H
– **Damage: **

LMHS xx dp.L xx jc, qcb.L, LMHS xx dp.L xx jc, j.MMH xx dj, j.MH xx qcb.S, land, HS xx dp.L xx qcb.AA
– **Damage: **
– Works midscreen

c.LMH xx qcf.L xx qcf.S, LMH xx qcf.H (feint) xx jc, j.MMH xx dj, j.MMH xx qcb.S, land, qcb.AA
Damage: 700,100
– 3 bar

LMHS xx dp.L xx IAD, j.HS, land, MHS xx jc, j.MMH xx dj, j.MHS xx qcb.S, land, dp.AA
– **Damage: **

j.H, land, LMH xx qcf.L (feint), MH xx qcf.S, BOX LOOP, dp.L xx Super
– **Damage: **
– Carries to corner from anywhere (3x Dash after qcf.S)

LMH xx qcf.M xx qcf.S, MH xx qcf.H (feint) xx jc, j.MMH xx qcb.S, land, MHS xx jc, j.MMH xx dj, j.MHS, land, dp.L xx qcb.AA
Damage: 819,700
– 3 bars


Combos requiring XFC

LMH xx qcf.M xx XFC, MH xx qcf.H (feint) xx jc, j.MMH xx qcb.S, land, MHS xx jc, j.MMH xx dj, j.MHS, land, dp.L xx qcb.AA
Damage: 1,163,200 // _____ // 1,544,900
– Having difficulty getting the qcf.H feint on Xfactor level 2
Builds the required meter mid-combo, so yo ucan start from none and still have enough for qcb.S and Super

LMH xx qcf.M xx XFC, c.M HS xx qcf.S, MHS xx jc, j.MMH xx dj, j.HS
Damage: 757,000 // 866,700 // 976,100
– Can add stuff to kill sentinel (dp.L xx Super j.HS ?)

LMHS xx XFC (first hit of S), LMHS xx qcb.S xx qcb.AA
Damage: 587,000 // 672,000 // 756,000


Combos Needing Confirmer

** Generally combos will go here if my execution is shoddy while im in training mode that day.
** Can someone do these and list the damages if possible ? or confirm if not possible and i’ll remove.

c.LMH xx qcf.L xx jc, j.MMH xx qcb.H (cancelled), j.MH xx dj, j.MMHS
– **Damage: **
– Strict timing on qcb.H cancel into j.M

(AIR)qcb.L OR (GROUND)qcb.H, LMH xx dp.L xx IAD, j.HS, land, MHS xx jc, j.MMH xx ADF, j.MHS, land, dp.L xx qcb.AA
– **Damage: **

LMH xx qcf.L xx qcf.S xx IAD, j.S, LMHS xx jc, j.MMH xx dj, j.HS, land, dp.L xx qcb.AA
– **Damage: **


Credits

[LIST]
[]Varleran
[
]Magus1234
[]tragic
[
]Demarcus
[*]Kurt Hustle
[/LIST]

Thanks for reading !

–Sobek

You can use the L M H emoticons

Using box dash loops build a good amount of meter for none and allow you to push them very far to the corner.

BnB box dash loop -> :l::m::h::s: Siesmo IAD falling j.:h: j.:s: s.:m: s.:h: Siesmo IAD falling j.:h: j.:s: s.:m: s.:h: s.:s: j.:m: j.:m: j.:h: j.:s: land Siesmo

Here some combos I came up with Day 1 Just to get the thread started.

Basic BnB into Super

c:l:, c:m:, c:h:, :s: :uf: j:m:, j:m:, j :h: :uf: j:m:, j:m:, j:h: xx :qcb: + :h:, :qcb: +:atk::atk:

Another BnB 2 Bars

:l:,:m:,:h:, :qcf:+:l:, :qcf:+:s:, :l:, :m:, :h:, :s: :uf: :m:, :h:, :s:, :qcb:+:atk::atk:

( When You Land if mid screen you have to dash forwards )

here’s my burning kick-cancel combo in progress:

cr.:snka:,cr.:snkb:,cr.:snkc:, :snka: Thunder Knuckle,jump cancel, j.:snkb:,j.:snkb:,j.:snkc:, :snkc:Burning Dance-cancel,j.:snkb:j.:snkc:, double jump, j.:snkb:,j.:snkb:,j.:snkc: S. You can OTG it, but im in the middle of trying to master it lol (timing soo strict on the j.:snkc:, :snkc:Burning Dance-cancel,j.:snkb:) you got to slow p-link. good luck:nunchuck::nunchuck:

c.:l: c.:m: c:h: > ex thunder knuckle c.:l: c.:m: c:h: c.:s: SJ j.:m: j.:m: j.:h: JC j.:h: j.:s: land :l:seismo > :qcb::atk::atk:

Easy and good damage.

Can x factor after ex thunder knuckle for 930’000 damage (lvl 1)

This! By far the best bnb atm.

Gotta agree so far. Starting to get consistent with this, and even just using the box loops as a basic means of extending damage from Seismo hit-confirms is amazing - at least 600k! And you can even do some serious damage from near full screen if they’re close to a corner. You definitely owe it to yourself to get this technique down.

What’s a box dash? Is it Viper’s 8-way air dash? I’m not up to snuff on all the new MvC3 terminology…

Also, what’s “seismo IAD falling”? … Is it: Seismo [any] -> IAD -> j.[atk]?

whoa. gave that combo a try. that combo is recommended for her play imo. time to practice…

Do a superjump then the 8-way airdash by using two attack buttons instead of forward forward. And yeah, the idea is you get a Seismo hit, do the box dash, and connect with a jH as you’re falling from the air.

Yo for the box dash , I just sesimo ,superjump and then HOLD forward L+M(A+B) To get the dash to come every time… because sometimes I get hasty and do the airdash to fast and get a normal SJ

Hence the motion will actually turn it into a box
lol :f:
:u: .:d:

6b>5e (1)>TK A>feint on hit>ABC>box loop=716k~ dmg off overhead

j214a OR 214c>ABCE(1)->seismic a>IAD j.CE->BCE->j.bbc->j.bce->seismic a->214AB.

EX TK, focus attack (when crumple) can go into loop.

poverty box loop for players who don’t have the regular box loop down yet
ABCE(1)->seismic a>IAD j.CE->BCE->j.bbc->bce->seismic a->214AB


does anyone have any idea how to prevent the box loop from dropping on the second j.C->j.E? the j.C hits, but the j.E usually whiffs… i don’t have this problem on some characters (like Tron and Viewtiful Joe, i can do the box loop 90% of the time, but everyone else, j.E always whiffs unless i delay both IAD j.C->j.E sequences)

Box combo is sick. You can follow it up with an Ammy cold assist combined with a low or overhead for the reset --provided that you smack them in the air with a j.s.

I can’t get the combo though because they end up being too high or too low. What’s the key here?

I’m having trouble getting the air combo after the launcher at the end. They end up going too high for me. Anyone got a video of this so that I can get a bit of an understanding?

You can delay the launcher in the end a little slightly after the s.hp

Here’s the combo from SRK’s own tragic. [media=youtube]esxf_PDCKnY[/media]

a quick question, what does those xx between the combos stand for?

OK nevermind I figured out that it means cancel, now one more question, how do you cancel? I do it unknowingly I want to know the specifics though, thanks alot.

Don’t know how practical this is, but it looks like you can combo EX Seismo -> Viper Full Throttle on at least some characters in the corner (worked on Amaterasu, Arthur, X-23, and Storm so far) by catching them during the fall from the EX Seismo. So even by doing something like ground series -> seismo -> IAD jH jS -> M H S -> jM jM jH -> djM djH djS -> EX Seismo -> Viper Full Throttle it does around 850k, enough to kill some of the weaker characters.

Granted it burns 4 meters, so again it might not be that useful. But hey, maybe you just really want to kill one of these guys once in a while? :wonder:

830k-850k dmg, carries to corner from anywhere(dash towards them 3 times after EX TK)

(j.C)>ABC>TK A>feint on hit>BC>EX TK>box loop+super starting from seismo


if you REALLY want to combo into 214AB but you aren’t close enough, do EX seismo->TK medium burning kick xx 214AB


for box loop, after the second seismo, replace j.C with j.B to have a little more consistency. (omit the 5c in the final BCE series if you’re having trouble with height) in general the box loop seems to be a bitch because of the way hit scaling seems to work (IE you start loop off EX TK, it has much different timing compared to starting loop off j.C overhead into magic series)