Thanks. Right now my team is She-Hulk, Viper, Ammy so I’m gonna try some stuff with them.
Viper Ammy is amazing for sure! What she-hulk assist are you using? I don’t know enough about her non point things to see which benefits Viper and Ammy the most.
I’ve always used her OTG Assist (Torpedo), not sure what her other assists even are lol.
Just seems like for that team clothesline or flip kick may supplement them more!
Thanks I’ll try them out.
Chrisis
i wish i could read your combo. looks exhausting just to try and read it.
Does taskmaster assist cause a knockdown or does it just keep them in place? Just trying to figure out how to incorporate those combos with my own team.
task assist keeps them in place but pushes them back a bit.
Taskmaster has a relatively long block stun, hit stun, and high damage. It does not knock down soft or hard.
I wish I could try my team against a human opponent. Every time I try use this team online I get booted from XBL lol.
can some post Chrisis combo in different notions i really wanna learn this one. im getting bored with my viper combos.
like:
:qcb:+:l:feint with:s:into j.:h:j.:s: land c.+:a1:c.:h:cancel into :qcf:+:m:assist hit c.c.:h:cancel into:qcf:+:m:cancel into:qcf:+:s::qcb:+:l:feint with:s:j.:h:j.:s:land c.c.:h::qcf:+:h:feint with:s: jump forward j.j.j.:h:double jump forward j.j.:h:j.:s:cancel:qcb:+:s:land s.:s:sj j.j.j.:h:j.:s:land:dp:+:l:cancel with:qcb::atk::atk:
I think that’s about it
thanks iinara.
Desk C.Viper Combo - [media=youtube]dhd3to0Q1WQ[/media]
Got bored and was testing some of the seismo xx seismo SJ jH jH jS sBK (land) S (SJ) jS (tri-dash as soon as possible) land Burst Time. and realized the properties on the 2nd seismo allow for longer hit stun since the seismo hits them in the air. So I went ahead and started testing to see how i could add this into a combo and maximize damage and this is what I got. This is basically my BnB added the combo stated above. ^^^^
Starting with: 1 bar
Bars used: 2 bars
Ending with: 1.5 bars
Damage: 1,001,000
Fun fact: Viper does 700k+ before the use of one bar of hyper meter. Thought that was insane.
So no matter what if you start with 1 bar, or even half a bar you’ll have enough to DHC and kill ‘most’ characters. I just happen to be doing it with dante and did his jackpot for 1,177,000
DHC into Task arrows somwhere around 1,125,000
You can start this off of any normal but i started with tri-dash jS
And if you do this combo as is no matter where you are you will end up in corner for the remaining part of the combo that requires it.
Tri-Dash S (land) 5B~Task Horizontal Arrows 5C 236+A 623+A IADF 5B 5C (land) 5B 5C 623A IADF 5B 5C (land) 5B 5C S 8 5B 5B 5C (Double Jump) 5B 5C 5S (land) 623+A 62369+A 28 5H (Double Jump) 5H 5S 214+S (land) 5S 8 5S (Tri-Dash forward) (land) Burst Time.
Something that takes strict timing is near the end of it combo but its not too bad. I was catching this combo 75% of the time in training mode and I just started doing it.
So basically Chrisis’ task assist combo starter into good ol’ box dash combination, launch into universal air BnB then add the double seismo combo stated at the top and you got it!
Nice stuff! I think using this information we can optimize further, I think off of 1 starting bar we should be able to kill the whole cast if we combine the double seismo set ups and the EX TK set ups! >:} Single character doing more damage than a DHC glitch is priceless.
Also I have an idea that needs testing if nobody can beforehand I’ll have it tested tomorrow night. When doing seismo xx seismo in the corner is it possible to get seismo XX fierce TK feint for more damage and equivalent ease of comboing? It seems like that would net a tiny bit more but more importantly it means any time we get to corner and a knock down that it can go straight into Viper infinite instead of Burst Time and that would be great for gauge building kills!
I’ve tried the seismo xx fierce tk feint before and unfortunately it wont setup into the infinite. The opponent is too high up to get hit by the SJ BK. Or atleast it is really hard too. The only way I’ve figured out to do it from seismo into TK is burn a hyper meter on it so you can roll off the top of the TK and hit them with the BK
I tried a couple more of the combos with EX TK and unfortunately you have limited options on what you can do if you want to add the double seismo combo part. Anything with an EX BK added into it makes the first seismo of the last part of the combo not connect into the other seismo. Although you can do a single box dash after EX TK marlinpie style or something similar to it and everything will connect for 29k more damage than the combo posted.
Hmmm, more ideas that need testing, thanks for taking the time to look into that! Instead of comboing into EX BK after a C TK feint air combo I found a way to control their height that currently has an execution barrier for me but I think will lead into gaugeless follow up if it’s early enough in the combo.
Normally after 236C~S people go either into 9 5C, 8, 5C, 5S, 214S but I think there’s a more efficient follow up to lower them back to the ground without needing to use gauge to follow up. Last night at Starbase once the tourney was over I got to try some stuff and found after EX TK into C TK you can hit 9 5C xx 214A~S~C 5S. I think you can alter that with S xx214A~S CS to get them back toward the ground if you do the first hit very early in your jump arc so you have the chance to land. I know it’s possible to hit the link, I’m just unsure if it’s possible to get the time to land, or if you need to cancel into a C Burn Kick at the low altitude to hit them at the same height as the infinite.
Since there is no hit stun scaling on the initial fierce TK (which i think will change with the patch for the infinite when it comes out. Atleast thats what im thinking they’ll do to stop the infinite.) you can do this easy enough if you know where to start the jump after the feint. The key is the higher the opponent is the better. you want to do instant C off the ground and do the rest as fast as possible. Which if done right seems like you’re just pressing a series of buttons and you need no thought of timing here. It does come out that fast.
You can only start this little combo off of like 3 4 hits because if you try it with the task assist the hit stun scaling will let the opponent recover before you can connecting the moves after you get the bk feint C CS. You just dont hit the ground fast enough.
So something like BC 236+B 236+S will work fine with this combo.
I remember fooling around with this technique quite a bit trying to do heavy TK feint and land on the ground to continue the combo before you launch them. You can also do, if timed right, a B C S and land on the ground to continue the combo its much simpler than what you placed for testing and the only weird thing is you land later than it actually seems. So you have to time the standing medium just a little later and you’ll be surprised how far away the opponent is from the ground once you connect.
I had seen a very early viper video a long time ago where someone knew how to incorporate a DJ into the heavy TK feint and was able to hit the ground in time to continue the combo. Never could figure that one out. something like B C (DJ) B C S or something.
Found out though that there is a fancy way of doing a little seismo combo from what you wanted me to test. Basically trading out seismo with the heavy TK. You can get 3 hits in the air compared to 2 hits with the box dash. I don’t trust it though since it takes way way more execution than just adding bits of damage before the box dash like B C heavy TK cancel B C into Box dash.
I’ve known this for a while but I love how this game every set of moves sets a bar for hit stun scaling. It’s really noticeable when you’re testing the same techniques in different ways with viper. Especially if you fool around with the BK feint for continuing combos. With heavy TK you have to do it so fast its discouraging. When you do it with a seismo you can do around a 10 hit combo (400k) before you do a C Bk Feint C with relative ease (pre-launcher). And you cant do it at all if you do a 3 hit combo (187k) to ground the opponent and OTG seismo to jumping C into BK feint A.