C Viper - Combo Thread

For those asking for vids of the death combo, I did the scrubbier version of it in tournament against Dacidbro’s Taskmaster killing him without the need to DHC. :smiley: when the vids are posted I’ll link them here.

In the beginning I forgo the BKFs since I’m not stable with them for the normal opener.

Can’t wait to see the new footage. I need to somehow get some of my play up here. I’m garbage but it will show a different style of play.

Is there a reason why I never see anybody going into the second rep of the box dash combo?

If you replace that second box loop with a Fierce TK jump combo into burn kick it does more damage. Box loop is fine but it’s best for leading into things that do more damage than box loop.

Ahhh, thanks… Can’t wait to see your Viper/Dante in action together, I’m trying to find ways to use jam session to relaunch when the opponent lands mid screen after an air combo , timing seems extremely tight.

In general most combos you do should push people to the corner, mid screen you need to be really clean with your dashing to hit a good seismo XX Burst Time follow up. I’ll post when it gets to youtube, though it’s probably already on the IPW stream Archive.

Okay, this is the scrubbier version of the combo off of one of the worst starters and it still kills Taskmaster. :smiley:

Hype Viper combo to kill Task at part 2 7:27 it is immediately followed by epic fail but that just happens when you’re learning a new team and not thinking right with viper. X_X

Once I get my Dante to an acceptable level I can work on the whole team and getting everything clean. :smiley:

Damn i’ve been doing the scrub friendly version that has one less double jump and changes the qcf+H cancel into S. I might as well just learn it normal cuz that cancel looks so awesome. FUCKING EXECUTION FAIL!!

What’s the notation on that combo Chrisis? It looked like this to me.

Task Arrows (optional), c.M, c.H, M TK, S TK, L Seismo, IADF/Trijump, j.H, j.S, land, c.H, H TK feint on hit, j.M, j.M, j.H, dj.H, j.S, S BK, land, S, sj.M, j.M, j.H, dj.M, j.H, j.S, land, call Dante Jam Session, L Seismo SJC H TK feint on hit, TK H BK, Burst Time

Also, I got inspired from Yipes from Guard Crush and I figured out an interesting aerial exchange into Viper combo.

On point characters combos into a downwards aerial exchange, Viper comes in with the first hit, Air Dash Down or Down Forward, land, S, j.H, dj.H, j.S, land, call Cold Star Assist, L Seismo, H TK feint on hit, TK H BK, Burst Time.

Indeed, though the more optimized less scrubby version that actually does 1,100K (There was a gap after arrows in the combo >.<) is posted earlier, the
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)

how much meter does this build?

for the last part when you summon dante, a more consistant and more meter building finisher to do while jam session is hitting (for me anyways) is to do your siesmo like you normally would to otg, than while jam session is keeping you opponent in the air, cancel seismo to a regular jump followed by C~S~214L/ land and do your hyper.

This replaces the thunder knuckle cancel to tiger knee burning kick, which for me has alot of chances for error to an easy seismo jump c~s~burning kick combo… builds a tad bit more meter too… hope this helps

With Burst time it’s 1.1 million and meter neutral, against characters like Dante it builds one gauge.

Drew I’ll check out the C~S xx214A and see how it works out for me, if that’s the case I may be able to even append that between the fierce TK feint and super to get the 2 more hits in.

Check the damage output you get cause I want to see how much scaling occurs with additional hits in Jam Session.

Also, aerial exchanging into Viper is hilarious there’s so many ways to abuse that and get an easy 3 meters. Since I use Magneto I can do fly combos into aerial exchanges or mask it with an unfly, relaunch, aerial exchange or even start the beginning of a regular bnb but then do aerial exchange. I can actually aerial exchange into viper do a combo, aerial exchange back into Magneto. lol

I do something like this for killing 1.1million health characters.

Magneto:
trijump j.S, c.L, c.M, c.H, S, sj.H, air dash forward, j.M, j.H, Down+S - Viper
Viper:
She comes in with the first hit, air dash down forward, S, sj.H, dj.H, j.S, land, call Magneto Disruptor Assist, OTG L Seismo, FADC, S, sj.H, j.H, j.S, land, call Amaterasu Cold Star Assist, H TK feint on hit, TK H BK, Level 3.

That combo looks pretty scary remind me not to get hit by it! I’ve found that I normally like using meter on other things than her level 3, but to each their own, Burst time with scaling still does over half the damage of level 3 and being able to squeeze in that extra damage you may actually get the same results by EX TK xx EX BK Burst Time for a little more damage though unsure.

I don’t usually use her level 3 unless I want someone dead at higher health or if I need to counter a random super. The above combo was me testing what was possible with aerial exchanges. The 3 bars was pretty much free anyways because of the aerial exchange and the subsequent combo though you can easily insert Burst Time and a DHC as per usual. If Viper could DHC glitch or capitalize off of the DHC glitch catalyst she’d be so godly.

Between Magneto and Viper you can really mask your aerial exchange attempts and start playing mind games with tech traps and resets.

The “623L (Jam session hits) jc H~S~214A” follow-up does only 400 less damage I have found, and tends to be way easier. Definitely more consistent. I have been mucking around a wee bit however trying to learn the infinite, so that I can score more damage from throws, and the original ender (H TK feint on hit etc etc) lets you start the infinite without having to use bar.

I have been using this combo lately with a fair amount of success:

addf j.H, c.M, H, L TK xx EX TK, L seismo, sjc adf HS, land, H, Launch, j.H jc, j.HS, land, L seismo chain into another L seismo, sjc j.H jc j.HS EX Burnkick, land, S, sjc j.H, jc j.HS, land, call Dante, L seismo (Dante Hits), jc HS xx L Burn Kick, Burst Time

Need to have 3/4 bar to start the combo, does 1,010,400 damage without a DHC on the end. Without the addf j.H at the start it is still roughly 998,400 damage.

That’s good stuff! I really need to get those double seismos down then I guess, it seems more efficient than fierce TK set ups.

Unrelated note: Did they ninja increase hit stun scaling on one of Viper’s moves? on the
"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)"
Combo I was dropping it at the last bit before summoning Dante and never had trouble there before. I found an alternative where the double jump just goes straight into C, S, as opposed to B, C, S but it’s like 2,000 damage short of killing Wesker and builds less gauge which annoys me. =/ Has anyone else been noticing not being able to hit the end section?

Actually I had the same problem, and I came up with the same solution. Figured it was just my execution being sloppy. It seemed like you had to be faster with the jC-jS-j214C-/214AB at the end too.

I just didn’t drop that part the first time I was doing the combo, now I’m dropping it every time though even though I’m hitting the harder burn kick feint part. I wish they would list all the ninja nerfs patches bring it’s obnoxious sometimes. >.<