You could do either.
I suppose so. So is there an easier one or not? <.<
TK light burn kick is the one you want. If you accidentally do a JCC burn kick instead of a TK burn kick you won’t be able to relaunch. TK is easier anyways.
But I relaunch with JCC all the time. =|
Looking for some help beefing up damage for my B&B - (excluding any tk or bk fients - gotta keep it consistent for my execution, lol)
I run Viper/MODOK/Doom
Current b&b is: (starter), L siesmo, IAD, jH, jS, M, H, S, call missles right before jumping, jM, jH, (jc), jM, jH, jS, (land), missles OTG, H, H burn kick, S, jump, jC, (jc), jC, jS, L siesmo xx qcb+AA. Then I do a late DHC into MODOK’s hyper battering ram, this does like 900+K or something and adding an EX thunder knuckle in the starter makes the whole thing do barely over 1 million but at the cost of using 3 hyper bars total.
I’m trying to incorporate MODOK’s assists into this combo to extend my damage and save at least one hyper meter if possible, while still breaking the 1 million mark. Balloon bomb or psionic blaster seem too slow to use anywhere in the combo though. Any ideas?
Hey fellow viper players, I’ve been in the lab lately coming up with some situational combos, and new tech etc. In my latest combo I can push around 560k ~ 600k meter less w/o assist relaunch (no super, no ex) is that a good amount of damage for no meter or relaunch? W/ 1 meter I can get around 850 ~ 900k at my current execution before the dhc w/ no assist relaunch. How much solo damage are other people getting before a dhc?
@ragingkeela- try adding 1 box loop rep for more damage if you can’t feint right now. L siesmo, sj iadf, m, s, land, m, h, l siesmo, sj iadf, m, s, land, s, m, m, h, dj, m, h, s. You’ll have to play around with your assist timing for the missile relaunch. From my experience MODOK ballon bomb has slow start up so you might have to try calling it post launch during the combo and use an exmeter for l siesmo relaunch after the hard knock down, which means doom will be your last assist call after the relaunch. Hope this helps some.
You should get about 1 million before the DHC, but if your doing the combos well, you can just replace an early EX with a DHC and it comes out the same. You should be meter positive at the end of the ToD combo though, if your meter negative your doing something wrong.
Are you referring to viper w/ assist relaunch or solo? W/ assist relaunch I can hit 1 mil + easy w/ only 1 assist and 1 bar. I’m having trouble breaking past 1.2 mil w/o spending 3 meters solo (1 ex, 1 hyper combo, and 1 dch). Currently my combo builds 1.75 bars ~ a little over 2 (there are some character specifics that let you extend the combo more) but I’m not worried about the meter gain so much as the damage. I want to find an optimal combo that puts me in a good position (corner), and gives me the most damage possible before the launcher series hard knockdown (solo) relaunch.
I had mentioned something like this to chrisis a while back, and just got lazy and never made a video. Not sure if this is practical, but i thought i’d get some true viper players opinions. This is a little loop i created, and it could be possible with other assists, such as dante’s jam session and hidden missiles.
-If they block they get Focus Attacked into combo
-If they get hit, cancel Focus Attack with a seismo or EX seismo for smaller characters and do box loops or whatever
I know characters like sentinel and phoenix could use meter to get out of it, and characters with dashes may get out if you time it wrong, but for a lot of characters this could be a problem, like She hulk/Task Master/Spencer for example. And i know I mess up timing sometimes, this is more of a roughdraft.
Let me know if you guys find a serious flaw with this, cause i for some reason can’t, but don’t believe something this easy should work. Also if you set the CPU to push block, they will push block the assist, which will make them not fall, causing them to stay well above viper, but you could just delay the Focus attack. Haven’t tested whether a human could push block the same way as the computer.
[media=youtube]oFkwmkYD9DM[/media]
Escapable via advance guard but a good entry set up, it’s really useful in a lot of situations, against certain characters who don’t have air mobility you can wait and focus late where it’ll beat advance guard and still work on lowering block since Skrull’s attack is so long.
This team is a little weird, but has a really cool DHC glitch but uses quite a bit of meter. At the end of whatever combo you want you just seismo OTG into spencers assist xx EX TK --> Hard tag spencer - armor piercer - bionic manuevers into skrull torch for DHC glitch.
Found some close-to-corner only ways to get MODOK’s assists working:
filler, S, after second hit of launcher call balloon bomb assist, jC,(jc), jC, jS, that will spike down into balloon bomb, (land), H, S, blah blah blah
filler, box loops, then on the last box loop press the jS and psionic blaster at the same time, (land), M, HxxH burn kick as quickly as possible, burn kick hits just before blaster, then H, S, blah blah blah
Missles work pretty well after the second relaunch with these, too - but damage isn’t anything extraordinary. Just a cool way to use both assists. Using a double box loop and ballon bomb then missles brings damage up over a million with using only two bars, which is better than what I was getting before using three bars.
IAD jC, L, M, H, [L siesmo, IAD, jC, jS] x2, M, H, S, call balloon bomb, jump, jC, (jc), jC, jS, (balloon bomb hits), H, S, call missiles, jump, jC, (jc), jC, jS, L siesmo, jump straight up and wait a little bit while missles hit, jH burn kick, qcb+AA, qcb+AA. Does just over a million for two meters and builds more than you use.
Check This out this is one of my most damaging 1 super bar combo’s…
[media=youtube]r-RG64o-5N4[/media]
940,600 damage no Xfactor 1 super
Combo steps are in the youtube description!
Nice stuff with the combo!
Along with my question from the other thread, why use just gunshot there instead of Seismo + samurai edge 2147A, S?
After the first seismo and gunshot the character will flip from hit stun plus the timing is really tight… Have new combo which does about 960k same concept… will upload soon.
Do you have some trick for hitting the seismo fient?
Combo’s like that are usually just for show as the feint is a one frame link that often depends on the hitbox in question so they are considered impractical.
wut
Yup its a matter of know how long it takes the move to come out… I get the cancel all the time offline… online that wont happen lol.
You do this by learning when to put in the input for the thunderknuckle… the feint becomes easier when the thunderknuckle comes out when your expecting it.
In other words if you hit M, H, S, x.x thunderknuckle instantly after the S without the first kick contacting if will be delayed without you knowing its timing but… If you “wait” until the first kick connects then input the motion… it will come out instantly keeping to combo flowing in “your” favor. As for the feint itself cancel the knuckle once you see lightning and hear her yell. Of course practice “IS” needed to understand the framebox.
Meant Thunder Knuckle… my bad.
Right, but that timing varies depending on the character, and in some cases their hit reel and spacing. I can do it in training mode, I just wanted to know if there was a trick to making it practical.
Not beside knowing the timing - i dont have any issues with any character’s hitbox, you just have to know when it will hit… cant really explain it. - and if there was one beside that im sure we’d all know by now… lol It wouldve saved me days in the training room trying to figure out the proper timing.