Argh, bad notation on my part. Yes, I do the H dj H at the end. My bad. I will try adding that 1 hit of S to the beginning.
Not necessarily looking to keep using that combo exactly, I just have really poor execution skills and wherever possible I need to keep it within what I can do, which is why no BK/TK feints for now until I practice more. But that combo illustrates what I can and cannot do. If there’s a section that would need to be changed drastically, I’m all for it if I can get that DHC meter.
how do you include hidden missiles in combos? can’t seem to get it to work at all since it conflicts with disruptah assist’s cooldown during relaunches.
Destroyer, please write out the word “tiger knee” when talking about the stick motion on the viper boards. Poor Danimals has been trying fruitlessly to insert Thunder Knuckle into her combos. <.<
So, recently, while practicing my combos, I started accidentally using s.M too early after landing a box loop, and instead I’d end up hitting with only the s.H that comes afterward. Seeing as this is better for both damage and hit stun, I’ve started making a habit of it. It’s actually not all that hard at all. You just have to make sure you don’t let yourself get to high with the sj, and it lands pretty easily.
After the first hard knockdown, you might be able to do deadpool assist 623L jc 214H H S to get an extra relaunch in, but you’ll probably have to drop the j.M earlier in the combo to account for the hitstun deterioration so you can finish the combo as you normally would. This is basically the exact same combo us Viper/dante/mag users do, except with mags beam.
Highlighted/underlined are possible issues. In order:
Those j.MM’s are most likely going to throw off the hitsun and make the combo drop later on. It might be different with this combo, but it’s doubtful, since mags disruptuh is only one hit and doesn’t deteriorate much at all.
You’re not supposed to do jumping BK, you’re supposed to be jump canceling seismo into grounded BK. So just do the seismo, and then input 2147H and you should be fine. Remember, you shouldn’t be leaving the ground before you start the BK.
Same issue as 1, except this time it might actually cause you to drop the combo right there. Hitsun deterioration is pretty heavy by this point, so if it’s as similar to the mags variant many of us use as it looks, the j.H won’t combo.
4 and 5. Hitstun deterioration is way to strong at this point for any of this to work. After they get hit with Jam Session, H may not even combo into S, let alone S into BK. You’re better off doing whatever during Jam Session, but making sure to time grounded BK so that it hits them on the way out. It works with the mags combo, but the timing is a little tight, and there’s hardly any visual references for timing since Jam sessions is pretty homogenous as far as animation is concerned. If that proves too hard, you could just drop Jam Session and BK, and go for Seismo>Burst time, or you could go for the meterless combo and just end it with Jam Session and a seismo string (just to rack extra damage). For the latter, hit stun deterioration will be so bad coming out you might even be able to catch them in an airgrab for a reset.
Other than that, my only warning is that you should probably not use deadpool’s gun assist for this combo. It has too many hits, and will probably cause it to drop. If any, katanarama is probably your best bet.
alright man, cool. I’ve been trying to incorporate seismo chains with missiles assist like when KBeast uses Jam Session assist after an OTG seismo, then cancels into super. (or does he do BK first?)
So I’m having trouble at the deadpool part.
Deadpool doesn’t OTG them in time for the combo to continue unless I do 623L right before he hits, but I find that the combo doesn’t allow me to combo the 5h after the TKed BK if I wait for deadpool to strike.
I modified the combo, I’m trying to see if it not only works but would be my optimal BnB:
Granted this is all on paper atm since I’m stuck at the deadpool phase but assuming this combo worked or could be improved what SHOULD the timing be for comboing with deadpool?
I’m hellbent on having him in my execution heavy team even though I don’t play run away ;_;
Most stable assist relaunch I’ve found is starting at the first time the enemy is knocked off their feet which is what really matters for hit stun scaling:
623A, 28, A+B, C xx 214A~S, C, S -/, C, S /-, C, 9, B, C, S -/ (summon relaunch assist) 623A, (assist hits) xx 2147A, -/, S, /-, B, C, 9, C, S, -/, (Summon ender assist) ender combo that ignores hit stun scaling.
That’s stable combo that can come after anything whether it be tri-jump, erratic seismo hit, low, etc. There are other situations where you can add more things but normally an opener into that gets excellent results. The first 10 hits are all really high damage when damage scaling is low, the rest build decent meter and also are just fine on damage.
With my viper/Dante/magneto team I usually do:
[starter], M,H,623L,IAD j.H,j.S (land), M,H,S,623L, IAD j.H,j.S (land), H, call mags, S,236M, (disruptor hits), H,S,j.M,j.H,dj.M, dj.H, dj.S, (land), call Dante, 623L, 623L, j.214H, 214L+M… This builds 2 meters and and does like 1.15million damage with DHCs. This same combo also works with my viper/Dante/doom team, but you have to do H+call doom after 2nd box dash loop. I thinks it’s a nice combo but the box dash loops can be inconsistent. Can anyone suggest how I can replace that 2nd box loop while still keeping the same meter gain and damage? BTW can you get a relaunch with doom(plasma beam) similar to the disruptor assisted, OTG seismo, BK relaunch with magneto?
After the first dash loop you should launch into basic combo if it ends and your in the corner or you were already in the corner this is the basic combo.
mags assist,623L,2147H, S, jump,H, double jump, H,S,Dante assist,double seismo,2147H,214L+M
Someone correct me if I made any mistakes.
I’m working on a video to try and help new players learn how Vipers combo’s go together. Hopefully should be finished in a week or so.
Also, I’ve been playing around and I’ve been noticing when Seismo relaunching with a multi-hitting type assist (Plasma Beam, Unibeam, etc…) the FADC relaunch is much more stable then the TK Light BK version. Slight variations in timing will make the beam screw with the L BK and prevent you from landing the launcher afterwards.