C Viper - Combo Thread

Also I’m pretty sure that 5C does more damage than 2C. So anywhere you can get 5C instead is probably better. I think the difference is tiny but could be worth noting.

im looking for solo combos for viper so i dont need to depend on my assist to do nice damage. this is the best i got so far. might be old.

Box dash j.:h:j.:s: land s.:m:s.:h: :dp::l: IAD j.:h:j.:s: land s.:m:s.:h::s: j.:m:j.:m:j.:h: dj.:m:j.:m:j.:h:j.:s: land:dp::l: j.:h:dj.:h::s::qcb::s:(hold back ) land :s: j.:h: dj.:h::s:land:dp::l: burst time.

Starting with: 0 bar
Bars used: 2 bars
Damage: 871,100

What would be the best assistless combo off of the F+M (overhead) H Thuderknuckle (cancel after hit) set up? You can get a seismo and super jump up afterwards but the timing is somewhat weird to get a good MMH DJ MMHS EX BK. You can just regular jump up after the TK cancel and start it there but you dont get the extra damage from the seismo.

I really like that set up :rock:

Most Viper combos put her opponents in the corner I can’t really think of a time when I haven’t put my opponent in the corner with a combo.

I usually just do overhead, S (1 hit), L Seismo, IADF, etc… The timing of the S after the overhead can be pretty awkward so once I found out the general timing for it I double tap S and I haven’t had issues landing the combo since.

Oh yea, heard viper has an infinite in the corner, can som1 explain it and how to set it up

It works anywhere.
Notation: H. Thunder Knuckle xx cancel xx TK H. Flame Kick

If you’re looking for a h.TK after the overhead you can do superjump after and then 5C 214+A~S 5C 5S This causes you to land without wasting meter and can go into a full combo after.

But Killey’s way probably does more damage over a longer combo because his set-up does less hit stun scaling then the method I state above. Either way those are two setups

This might be useless but whatever I figured this situation might come up a decent amount

When you have 3 meter and 2 characters (Viper on point obv) and are going for an unblockable focus set up (Assist obviously has to be unblockable able…) and it is the last character and you land the focus and just want the EASY kill. Activate level 2 (after focus lands) and M, H, L Seismo, IADF, A.M, A.H., Land, M, H, Level 3 it does 1094.5 so im sure if you throw in a L at the beggining you will get the 1.1 mill characters. Other wise go for one more rep of the box combo to kill the high health fucks. I love lvl 3 it is so stylish lol pretty easy way to make sure you get the final kill too.

hey has anyone else seen this. Sometimes when you use ex tk on arther, you just go right passed him and he doesnt crumble. He can hit you afterwards too while u are recovering

I noticed in the lab today, after any combo ending in an air burn kick (usually Seismo>JamSession>jC>jS>jBK) you can technically link both emergency combination and full throttle. So far the only use I’ve had for it is using the level 3 to kill off an awkward starter or without DHC, and off a throw. Since DHCing off of Burst time is super easy I’ve only had the occasion to use the lvl 3 ender when my other characters are dead.

Emergency combination also does barely more damage than burst time, but it isn’t worth how finicky the link is.

Nice stuff with the level 3 Zaxima! I actually like to use it when I just don’t want to drop anything after a throw since it doesn’t scale and is still easy to hit with.

I haven’t run into that with Arthur though wouldn’t be surprised, he normally doesn’t even warrant having an EX TK in the combo thanks to his health. XD

As for post burn kick stuff you can use EC, BT, infinite, FT, or if your timing is godlike you can get double seismo into a tricky reset.

I prefer Burst Time thanks to easy DHCs and high damage. :smiley:

Yeah I’ve actually used and abused Vipers medium TK on arthur. If he happens to be crouching on block you will go right through him to the other side. On hit or block this will happen. I try and not get him to pushblock by doing like cr.M to set it up then go into the TK. All arthur’s i’ve done this on get destroyed when i go through them/over them/

Viper’s Level 3 is nearly useless too her because she does so much damage with just 2/3 meters and I don’t believe I’ve ever used it in a combo unless i want to do something flashy looking. I only use it as a counter or when I F’ up an emergency combination counter. Its a free 400k damage if you have a hard time getting in on someone.

Edit: I found a glitch between Skrull and Vipers lvl 3 that drops Skrull out of the combo but it still goes into animation. Does no damage to Skrull and skrull can do other hypers during the animation. Weird looking.

I want the video of that Gotnoskill!

And I find the level 3 is a very stable undroppable thing in a lot of situations which is important for when you don’t feel like pressing all those buttons and screwing one up in a tournament. Though honestly, EX TK super cancel does practically the same damage and takes less meter. >.>; More damage if early in a combo I think.

For corners ending in burst time I have been pracicing DHC’ing into Devil Trigger, jump S, OTG guns (can never remember the name), Stingerxxbold cancel into the second ice move (again sorry about names lol), Stingerxxbold cancel reverb shock, fireworks, million dollas

I haven’t landed it yet but I am pretty sure it will do a good 1 mill.

Yeah, but it only does more than DHCing into jackpot if you burn another meter for a jackpot at the end, and then your a meter in the hole (because Dante doesn’t build during DT). Viper BnB into jackpot does just shy of 1.1million already.

have you tried doing 2C, 236C~S 5B, 5C 236Bxx236S after the arrows? I’m sure scaling’s too much by that point but it’s worth a shot…my execution’s not at all reliable for that combo yet…I can do the 214A~S, C,S 2C and 2C 236C~S 5B, 5C, but not both

also, a much easier version (and lower damage I’m sure) version of your combo

A,B,C 236B, 236S, 623A 9(airdash) B, S, land B, C, S, 8 C,9C, S, land 623A, 9C, 9C, S(full meter from 236S to here) 214S, land S 9C, 9C, S, partner, 623A 236C~S, 2147C, land burst time

seemed to have too much scaling to do anything but CCS after the launcher at the end, so it probably doesn’t get enough meter for the super at the end by itself.

I can’t seem to get the timing of the amaterasu assist but so far with just this and a hammer at the end it’s doing 725k…with assist and TK/BK it should also get enough meter for the super with starting at 1 meter

Well i’ve done it this way before and i’ll start out with like (task arrows) 5B 5C 236C~S 5B 5C. If you’re good enough and consistent you wont need the arrows to connect the first B C into the second set of B C. You can also do something like
5B 5C 236C~S 5B+(task assist) 5C 236B 5B 5C 236B 236S And continue the combo from there. I’ve done box dashes before out of this and maximized it to another 30k or so off the top of my BnB but its not worth the hit stun for me atleast to risky for 30k extra damage.

It’s all about risk/reward and unless you want to look fancy you can do it like that but its just better to get the medium thunderknuckle damage because it has very little scaling and works like a charm. I’m starting to try and use the thunderknuckle feint as a frame trap to punish a push blocker who push blocks at the wrong time and instead dashes back.

Where does the hit stun scaling make that part drop? I’ve noticed a wide range of things that add to hit stun scaling still make it drop in very specific places.