C Viper - Combo Thread

I dunno if this has been mentioned in this thread, but C. Viper can end an air series with a Burning Kick H and land on the ground and then do Burst Time (or Emergency Combination if you have really strict timing) to catch the falling opponent. The niche this kind of combo fills is that the corner is not required. To catch the falling opponent, you have to time the activation of Burst Time just before he hits the ground.

box jump, j.:h:, j.:s:, land, c.:m:, s.:h:xx:dp:+:l:, forward jump, ADF, j.:m:, j.:s:, land, s.:m:, s.:h:, s.:s:, SJ:u:, j.:m:, j.:m:, j.:h:, JC:u:, j.:m:, j.:m:, j.:h:xx:qcb:+:h:, land, :qcb:+:atk::atk:

Starting with: 1 bar
Bars used: 1 bars
Ending with: 1.2~ bars
Damage: 671,100

The combo builds its own meter and is relatively not too execution heavy.

Im a noob with viper been seen videos of her n whant to know her sow wanna ask how to do de seismo spam that shit look insaine

Copy pasta from the main thread but since it’s a combo thought it should be posted here, kills every character in the game.

I came up with a new (Still unstable but soon to be) B&B that with 1 DHC to Taskmaster kills the whole cast, and with Dante it kills everyone except Thor. :smiley: I can only execute the corner one right now, but the mid-screen one pushes around ¾ of the screen so you can be almost cornered and still get solid endings out of it! :smiley:

Requires:
Viper on point
1.5 gauges :frowning: (Without the DHC at the end you can start the combo with slightly under half a gauge)
Taskmaster assist! :smiley:
Execution! D8

Output:
1.2xx (Variable depending on DHC timing) million
1.040 million pre-DHC

Corner version: 214A~S~C~S -/ 2C + (Summon Taskmaster) xx 236B, (Taskmaster hits) 214A~S~C~S -/ 2B, 2C xx 236B xx 236S, 623A, 28 ADF, C, S -/, 2C, 236C~S, 9B, B, C, 9, B, C, S xx 214S -/ 5S, /-, B, B, C, 9, B, C, S -/ 623A xx 214AB (DHC)

Mid-screen version: 214A~S~C~S (Summon Taskmaster) -/ 2C xx 236B, (Taskmaster hits) 2149 (Small wait) A~S~C~S -/ 2B, 2C xx 236B xx 236S, 623A, 28 ADF, C, S -/, 2C, 236C~S, 9B, B, C, 9, B, C, S xx 214S -/ 5S, /-, B, B, C, 9, B, C, S -/ 623A xx 214AB (DHC)

So without the infinite Viper can now officially kill every character from practically the start of the match without blowing X-factor or needing (much) gauge! The only really hard part is the new BKF link, everything else hit stun scaling doesn’t actually make too difficult

  1. Video plz? Anyone?

  2. Can i do this with akuma somehow?

This week if Thaguy comes over bringing both a camera and set up I can record the new combo, it’s pretty crazy and cool looking to watch. Akuma unfortunately makes them leave the ground, preventing you from getting an EX thunder knuckle combo unless you set up a Spencer assist to bring them back down.

I heard c.viper is a combo maniac, since i know most people say ps3 controllers aren’t as good as a fightstick, will i still be able to produce good combos with c.viper?

Why not try the C.Viper forums?

sorry please ignore this from now on

Did you guys know you can easily fry an egg in newspaper if you don’t have access to a frying pan?

[media=youtube]cWUWE-RH7cs"[/media]

Watch this with the 1911 filter on and it becomes avant garde cooking.

That was an awesome video.

I did the box-dash loop on the PS3 controller just fine. She’s more lenient b/c she doesn’t rely on assists for her combos. I had a harder time with Magneto on a PS3 controller than I did with Viper.

Update to the previous combo now more optimized for my new team (Viper/Dante/Taskmaster)

Requires:
Viper on point
1.05 gauges :frowning: (Without the DHC at the end the combo can be started with just next to zero gauge)
Taskmaster assist! :smiley:
Dante assist O_o
Execution! D8

Output:
1.2xx-1.3xx (Variable depending on DHC timing) million
1.108 million pre-DHC

Corner version: 214A~S~C~S -/ 2C + (Summon Taskmaster) xx 236B, (Taskmaster hits) 214A~S~C~S -/ 2B, 2C xx 236B xx 236S, 623A, 28 ADF, C, S -/, 2C, 236C~S, 9B, B, C, 9, B, C, S xx 214S -/ 5S, /-, B, B, C, 9, B, C, S -/ (Summon Dante) 623A (Jam session hits) 236C~S, 2147 C -/ 214AB (DHC)

Mid-screen version: 214A~S~C~S (Summon Taskmaster) -/ 2C xx 236B, (Taskmaster hits) 2149 (Small wait) A~S~C~S -/ 2B, 2C xx 236B xx 236S, 623A, 28 ADF, C, S -/, 2C, 236C~S, 9B, B, C, 9, B, C, S xx 214S -/ 5S, /-, B, B, C, 9, B, C, S -/ (Summon Dante) 623A (Jam session hits) 236C~S, 2147 C -/ 214AB (DHC)

Adding in the Dante assist built a lot of gauge and added enough damage to kill Wesker without DHCing which is very important. I think it’s possible to fit another TK feint in there, if possible then this can be started at the beginning of the match and kill every character in the game.

Anyone 1,100,000 health or lower is gauge neutral to this combo where you don’t lose any meter and anyone 930K or lower actually builds an extra meter for you while you kill them.

Can anyone help me in my devious plot to be able to go from absolute 0 gauge to enough to EX TK with Taskmaster assist alone? The 214A~S~C~S -/ 2C + (Summon Taskmaster) xx 236B, (Taskmaster hits) 214A~S~C~S -/ 2B, 2C xx 236B is almost there, but not quite enough to build a whole gauge and thus let this be even scarier. I know Viper is practically never at absolute 0, but it would be nice especially with being able to build gauge killing lower health characters.

Also, taking into account that some characters have really low health and are relatively common such as Zero which EX move can potentially be removed and still keep 800K + so this builds 2 meters? I’m thinking that taking out the EX TK section and going straight into seismic hammer may be enough if hit stun scaling allows 2C xx 623A to combo there, if not it may be worth it to lose the 2B before the 2C and go straight into fierce TK. Note that with this combo if you have the execution at any point you can transfer it into the infinite. The most intelligent time of course being after the seismic hammer first launch since that allows the most gauge to be built by the infinite.

I don’t know if anyone else is playing my team, but if so you should now kill every character you touch on the ground. :smiley:

Anyone care to help me optimize what can be hit off these 3 very important situations? They’re next on my list for vital combos now that I have for the most part my target ‘I landed a clean-ish hit combo’

Combos starting from corner Jam session: The unblockable set up means I need something scary to keep them from just taking the hit, I can kill Phoenix already which is good, but I need to get better at killing characters that are quite a few bars above that.

Air to air C: There are times when I get to punish things with air to air C which should lead into decent damage, depending on the situation. Currently I’ve just been doing S, EX burn kick, normal follow up but I’m sure since there’s not a lot of hit stun scaling yet in a combo just starting air to air there are likely better things to do.

EX seismic hammer: I use Emergency Combination too much, Hammer gets more damage and is safer, I need some good follow ups to naked EX hammer.

I gave it a go to see if I could get 1 meter with viper on the ground and unfortunately I couldn’t do it without leaving the ground. I don’t think you should ever have to worry about it but that sliver of meter you don’t have can just be turned into my BnB for 1mil pre DHC. If you start with .5 meter or more ToD. The only difficulty part is the double seismo part but I got that down pretty well. If you cant you just do somewhere around 880k and still get to DHC for up to 980 or around there. My combos generally are anything from 800k and up, sometimes if I’m forced to stay in the middle of the screen I’ll go for an occasional 650k combo, but that is not often.

The easiest thing to do from naked EX seismo depending on range is just Tri-dash S. It keeps most characters in range to start a box dash into TK feint or whatever you desire. I’m thinking about doing immediately after EX seismo jC 214A~S jC jS (land into whatever) timed right you can do box dash. If not you can do TK combo or launcher.

Air to Air C on box dash is easy into jS land and into box dash for around but if you are using a long tri-dash you’re better off with jS because in most cases you will hit the ground before them and you can do something like L M H S (one hit) into box dash. Or M H into box dash or launcher after. IF you don’t have an option sometimes and have to use launcher to send them up in the air before you really wanted to. In those cases you can BK feint in there air and do like 214B~S B C 214B~S B C (DJ) B C S. Gives you more damage.

Reason I say 214B~S is because the regular, even though is faster you will fall under the opponent sometimes. the medium BK feint keeps you usually in front of them.

Air to air C I intended to mean at above normal jump height as otherwise following up isn’t too bad. It’s mainly for being able to punish people who did something that left them up high, I go into S into EX BK currently, just unsure after that how little/much hit stun decay there is for what I should throw afterward since the damage is mostly unscaled. That’s nice information on the BKFs and double jump higher damage air combo!

also if you want another thing in your arsenal since Emergency combination is pretty much almost too good and want to kill a character if you catch them on the ground on the second hit X-factor into 5B+task 5C 236B 5B 5C into whatever. Not too hard to hit a million with that little trick

Very true, if I’m willing to burn X-factor no matter what Viper was hitting with a character dies, normally for no gauge, she does way too much damage. Though Emergency combination DHC into Devil trigger/Sougenmu/etc is really stupid, it barely has any scaling so you get a full combo for massive invincible start up and huge damage before.

oh well for some reason the Ex.BK does do a significantly more amount of hit stun scaling than other things. Reason for it is probably because any BK cannot be teched or recoverable. I can only see myself getting like a bit over 600k on the air to air C in my testing. now I did figure out something interesting. Next time you go up in the air and doyour jC jS EXBK. Feint before the kick comes out but as you roll into them. Dash down and press jS immediately. You will get them into a box dash position but idk if it will be worth the meter but give it a try. I also figured out a way to make it work without any meter, jC 214A~S jC (delay) jS (delay) 214A~S jH jS (land) and go. Really REALLY awesome looking because you’re in box-dash/TK position. It looks very similar to Magneto’s stairway combo thing. It is very very situational though and you can do it mid screen but it takes a bit of luck and the right character. Much easier to do in a corner. I guess I should say the closer they are to the ground the easier it is. If they’re coming down from an SJ and you do from a decent distant up (half way and slightly above) you can do one loop of jH 214A~S jH jS and then land into box dash or jump B C S EX.TK or whatever.

I managed to do a combo up to 820k with Viper alone catching them from Air to Air C

That sounds godlike! O_o I will definitely work on that! :smiley:

I take back what I said about their being luck on the high loop. after you strike them and hit them with a jH 214A~S jHyou have to understand when to use the jSand bk feint that follows so you can get just the position so when you do the next jH 214A~S jH jS.

So basically after the H bk feint H you can gauge how high you are to the opponent. Then that is where you pick when to use jS. if you are too high and use S your next BK feint will go right over them. If you use it too low you will go under them if you dont retime the next BK feint a little later. There is a very decent sweet spot where you can hit the S and then do a quick BK feint into another jH to jS then land on the ground to continue the combo…