C Viper - Combo Thread

So… I couldn’t come up with a good way to break 1 million without burning way to much bar or getting really technical (I got 920, but it wasn’t as efficient as I would have liked). But I did some up with a flashy new combo for the IM team.

jC>5B>5C>L Seismo>(IAD)>jC>jS>-/>5B>5C>L Siesmo>Forward TK BK (NOT JCC BK)>-/>5B+Call Unibeam>5C>S(1hit)+Unibeam Hits>H TK Feint>H TK Feint>jC>jC>EX BK> -/ >S>jC>jC>jS>-/>Call JamSession>L Siesmo> Ender of choice

You can also to a unibeam relaunch version which saves you one bar of EX, but it is more difficult.

jC>5B>5C>L Seismo>(IAD)>jC>jS>-/>5B>5C>L SiesmoForward TK BK (NOT JCC BK)>-/>5B>5C>S>jC>jC>jS>Call Unibeam>L Seismo> FADC>5C>S>jC>jC>jS>Call Jam Session>L Seismo>Ender of Choice.

Note: you might be albe to stick an extra hit or two in the first air series, especially if you opt for ADDF jS>2B>5C>L Siesmo, instead of the box dash version, but I find the box dash more stable.

Note2: I came up with another Idea for breaking 1 million solo (without crazy stuff), but I’ll have to try it tomorrow.

I can’t get the feint cancels combos to work i.e. the second solo combo. The opponent seems to recover too quickly to hit L after the feint. Am I just doing it too slow or is there a trick?

Any combo involving feinting out the L or M TK on hit is really hard. It’s a one frame link, and none of us even use those combo because they are very unreliable.

The two most basic Viper combo variations are something along the lines of:
No assists:
jC>5B>5C>M/L TK>EX TK>L Seismo>IAD>jC>jS>-/>5B>5C>236C (feint on hit)>jBBC>jBCS>EX BK>-/>S>jC>jCS>-/>L Seimso> Burst Time

With the addition of a Jam Session ender that is essentially meter neutral and very simple. You can take this framework and modify it with assist and advanced techniques to get to the more advanced an efficient combos. With some work, you won’t need the EX move any more and your meter gain will go through the roof.

Usually, you see viper players do some variation of an assisted relaunch to save meter. So instead of doing the launch with the H TK feint, you just launch with S and do a normal smackdown. But you call an assist with the OTG Seismo to reluanch. Sometimes you need an FADC, sometimes a Jump Cancel, sometimes a TK BK. That all depends on the assist.

But do the feint combos work midscreen? Because st. seems to push them too far back to land L, regardless of how quickly I cancel the TK.

Thanks for the generous response btw.

Does anybody have a Viper combo using Ammy’s Cold Star to show me? I tried looking up MarlinPie vids, but he always incorporates Disruptah into it. Since I’m not the most familiar with Viper, I don’t know which part of the combo I can cut out to still make it work and what I could add to maximize damage.

Also, I would greatly appreciate it if someone could show me some good combos starting off of Viper’s more common combo starters that aren’t just j.S or st.L.

To combo the ammy assist after a knockdown call ammy and seismo. itll hold them up. then you can start the infinite or if you have shitty execution like me you can do seismo to tk h. bk and another burn kick and then super

please share, im stuck at the 920k mark.

He’s probably using an EX TK early in the combo. You wanna get as many Heavy and Special moves in early in the combo before you bottom out the damage scaling.

yes im using EX TK.

cr.M H meduim Tk EX TK, jump back AD down j.C M H L seismo IAD j.H j.S BK feint j.H j.S, land, H S, j.H jump j.H j.S, land, magneto disruptor L seismo SJ L burking kick, S, j.H jump j.H j.S, land, Jam session, L seismo x3 (quick) j. H burning kick, land, Burst time. 1.000.000-ish, she builds 2 meters during the combo.

This doesn’t really seem to work at all for me. I can’t do anything after the Thunder Knuckle. Also I have no idea how you’re supposed to combo two burn kicks in a row or super after burn kick.

Sorry, my knowledge of Viper is incredibly lacking. >__>

Its cool. um if I had a camera I would record. But here is what you do After the knockdown. I just mash the assist As soon as I see Amaterasu, I seismo and then tk the burn kick. Then while they are in the air just input a normal burn kick

Random training mode findings of the day/weekend:

EX seismo can be hit confirmed into XF kill if you used your only gauge on it and aren’t confident in your ability to use the infinite.
623S xx 28, A+B, C xx 214A~S, C, S -/ C A+B+C+S, C, S /-, B, B, C, B, C, S -/ (summon Dante) 623A xx 62369A xx 62369A xx 2147C xx 214A+B

It kills Wesker and the like and is easy to hit confirm.

New normal combos of the moment are:

Opener is any mix up that leaves them standing/crouching in hit stun as opposed to air or OTG status; Burn kick feint, stand A, etc.

(Opener), C, 623A xx 28 A+B, C xx 214A~S, C, S -/, C, S /-, C 9, B, C, S -/ (summon Magneto) 623A (Mag hits), 2147A, S, /-\ B, C, 9, C, S -/ (Summon Dante) 623A xx 62369A xx 62369A xx 2147C xx 214A+B DHC on characters with greater than 905K health.

Builds enough meter that if you started with 1 you can double DHC and kill She-Hulk, or Single DHC + reverb shock chip Wesker. Builds just over 2 meters before using any.

(Opener), C xx 236B xx 236S, 623A xx 28 A+B, C xx 214A~S, C, S -/, C, S /-, C 9, B, C, S -/ (summon Magneto) 623A (Mag hits), 2147A, S, /-\ C, 9, C, S -/ (Summon Dante) 623A xx 62369A xx 62369A xx 2147C xx 214A+B DHC on characters with greater than 1M health.

The other combo is for the hit confirm that also leads into a pressure string, the second combo here is for if you’re dedicated enough to go into EX thunderknuckle, prevents the need to DHC on a lot of characters and often ends you with more gauge than you started with. If the Thunder knuckle connects you’ll always have enough gauge to kill any character.

When doing seismo strings an erratic EX in there blows things up if people are trying to get in and Viper builds back the gauge easily.

EX thunder knuckle combos leave the corpse cornered even if you started in the opposite corner, very useful for setting up unblockables and the like on the victim falling in.

If you DHC glitch into Dante from a certain height you can dry tag Viper for the combo so it builds gauge while you kill someone.

Ok Im back to Marvel after my 3 month hiatus and Ive forgotten most of my tech and fundamentals, and Im trying to relearn some things so maybe you guys can help me out

1.) when Im doing Vipers box dash loop my st.M whifs 30% of the time, why is this and how do i fix it, also sometimes my opponent is to high after the launcher for me to follow up with an air series, why?

2.) Getting in with Viper, I only remember using tridash H to get in, i tried using TK’s to get in but it felt they were unsafe on block and no followups on hit. Is this true? How do you guys get in with viper in order to get a combo going.

3.) Picked up Ironman yesterday, any combos you guys have that incorporate him as an assist with Viper?

4.) Midscreen combos for Viper that dont necessarily have to end in the corner for Viper to follow up with Burst Time. What I mean is when I do a ground series to air series with viper the air S will cause them to fly too far away to follow up with burst time unless im in the corner.

1)Sometimes you need to wait just a sec before you go into jB after launcher o give Viper time to catch up.

2)Siesmo, Assists, Focus, BK feints.

3)http://www.youtube.com/watch?v=zMohqAq7Kw0&feature=channel_video_title

4)Dash Burst time, or wiff M MT > Burst Time

Thanx Ve, also your videos are very helpful! Guess I wont be using TK as much anymore outside of combos.

By the way any general tips for Ironman? I really love the way he feels this time around, the first time i tried him out I thought he was clunky and horrible all together. His combos are even harder for me than Vipers were though.

IM is a spacing whore so try to learn the range on his normals and his confirms.

I’m toiling away on an IM video at the moment, kinda like my jill one, but probably less flashy because IM is more about space control then crazy go nuts.

You can also call magneto/ironman as assist and do M TK to get close.

This works much better with IM because of the nature of his assist and the old Chrisis TaxMaster hiconfirm works too.

Viper combo question - The super easy combo I do is:

c.M, c.H, QCF+M xx QCF+S, DP+L scj.AD/F j.H, j.S, land,
s.M s.H s.S, j.M j.M j.H, DJ, j.M j.H j.S, land, mag+seismo SJC L BK, land,
S, j.H dj j.H, j.S, seismo xxx super

It just barely doesn’t build the 2 meters I need to DHC. I would like to find a way to add a couple of hits that doesn’t involve BK/TK feints, because I’m horrible at them. What can I do (outside of using a multi-hit starter like double overhead that doesn’t always get to happen) to get those couple of hits in to build the 2nd bar so I can DHC? The other assist is Doom Missiles, if that helps.

Edited to add the double jump at the end. Forgot that wasn’t in there.

if you want to continue using that one you could try:

c.M, c.H, c.S (1hit) xx QCF+M … land, S, j.H, DJ, j.H, j.S …

they may flip out though; i’m not sure how much scaling you’re up against with that.