C Viper - Combo Thread

And another little update.

The first post has been updated to include a video section, with stuff from various sources inc. Demarcus, Bakuhakubasugasu.

Good shit Demarcus. Those are definently some staple combo’s for Viper, learning these is a must for anyone who thinks of picking her up. Shows again how strong she can be even without much meter.

I don’t think this is really true, DHC’s are nice options for that extra damage at the end of a combo, but say the character you’d be DHC-ing into has ~30% health, do you REALLY want to put them out on point? Viper’s EX moves allow her to make combos that reach DHC level damage on her own. It really makes her a terrifying point character imo… If you want to DHC Viper out, then just set up a non-EX combo to save meter, her combos build sufficient meter for it on their own anyways.

And beyond that, her EX moves DO have individual purposes (albeit somewhat limited), EX BK is a combo extender, EX TK is a stfu button for projectile spammers (lol, scrub-neto), and EX Seismo has invincibility frames (although I’ll admit I don’t use EX Seismo much at all outside of her box loop).

All I’m saying is you can’t be afraid to spend lots of meter with Viper, it’s how she does work, lol. If you’re finding yourself without enough meter to spend, well then you need a battery character (which is Dr.Doom for me, his meterless damage is redonkulous).

I was in training mode just now and found this combo, which doesn’t require high execution but does ridiculous damage. It looks like this:

:l:, :m:, :h:, :s:, :u:, j:m:, j:m:, j:h:, :u:, j:m:, j:m:, j:h:, j:s:, [land] :dp:+:l:, :qcb::u:+:h:, :s:, :u:, j:m:, j:m:, j:h:, :u:, j:m:, j:h:, j:s:, [land] :dp:+:l:, :qcb:+:atk::atk: (666,600) ONE METER! LOL!!!

The list of combos is a little bit unorganized imo… needs more info if possible… the list is kind of all over the place. Will timing be an issue on smaller characters? Are certain hits very timing strict? How much damage does each combo do? How hard is the execution? Etc?

I’m trying to find out what the best variation of the box loop is to do. Also, what things should I be watching out for? Does anything prorate too much to be practical during it? Does anything cause more hitstun deterioration? etc?

I’m not sure what her best option for it is, but so far the video Demarcus posted doing 700k seems best.

I’ve been practicing her box loop and got it down pretty consistently but sometimes after I JC the launcher after the 2nd loop the opponent is way to high for me to do an air combo I even tried SJC after the launcher but I sometimes still can’t really reach them or I just fly past them, how to I prevent this from happening?

I suspect it has to do with the height at which the 2nd loop is done (after the iad, j.m, j.s) but I just want to make sure it’s not something else.

Is it even possible to do these combos with a pad?

Ive been trying like crazy to get the box dash but I always fudge up the siesmos

I’m gonna have to sell my soul for an arcade stick if I wanna play viper right?

I do all these combos on a pad. Its all about practice (been a pad warrior since SF2 and not proud of the fact)

Still, Im buying a stick and it definitely makes it easier to do more complex motions. Doing single DPs shouldnt trouble you too much though.

more box loop starters:
chun li legs assist, IAD j.H, j.S |> st.M, st.H -> box loop
(on crouching opponent) cross up j.H, cr.M, st.H xx L.seismo -> box loop
f+M, st.S xx L.seismo -> box loop

In the corner viper can tag a snap back on after a full combo instead of a super. After OTG seismo JC into snapback

A note about viper bnbs: in order to combo her qcb burst time super you need to do your air combo and finish with a dj UP (not UF) xx h bk, this keeps the opponent in front of you where if you dj uf you fly over the top with your bk. If you find your h bk is not comboing make sure it is xx’d after jump h or if it still isnt combo’ing skim a few hits on the beginning of a combo to reduce the hit stun scaling.

Eg her box loop bnb is as follows: lmhe l seismo iadf me (land) me lp seismo iadf me (land) me (launch) h dj up h xx h bk, e=s=exchange, after double seismos into launch you only get enough hit stun for sj h dj up h xx h bk. So to minimise meter use and maximise her dmg output end your combo with a dj up xx h bk land qcb super juggle.

This also applies also to any non launch combo. Eg off a ground throw, m seismo IADF mh jump uf mmh jump up h xx h bk. So yeh the double jump UP straightens you and lines you up for the qcb super juggle properly. Of course in the corner you get a little more dmg going OTG seismo xx qcb super.

For smaller chars like wolverine, morrigan, x-23 and ryu etc in the air mmh dj mmh the mm after the dj will whiff, in this screnario you can either go straight into a h alone or dj into a llh xx h bk. Hope this helps (this is prob all in the guide i havent gotten mine yet ><)

did you not look at the rest of the thread at all?

Did you? There’s nothing explicitly in here referring to what i just made a point about, geez…

you posted a less optimal/universal bnb that does less damage and also requires some special jump cancel nonsense :frowning:
this combo is can even be easier if you do jMS instead of jHS

EDIT: are you sure you can combo off H burning kick mid combo?

I didn’t say that was the bnb you has to use, but anyways ill address it. Look theres no real point to doing 2 loops of the box loop first off, doing two loops means you just have to skim easy hits off your combo after the launch if you want your h bk to combo allowing you to link qcb super. It kinda just adds unnecessary difficulty for the same dmg. You should end with OTG in the corner, but not midcreen unless you’re looking for a reset type deal and don’t want to link your super.

Dont take my advice man i dont care, the ‘jump cancel nonsense’ is what lets you link your super anywhere mid screen after ANY confirm, but whatever man, dont use it, keep adding those ex bks on the end of your combos for sick scaled dmg

did you not read the combo…

there is nooo burning kick :frowning:
and i assumed everybody knew you are supposed to jump cancel forward if you want midscreen combo.

The point is the jump cancelling nonsense lets you link a super off confirm anywhere. You are nitpicking slight variations on the combo listed. I used to try to maximise my dmg with all the max dmg normals with multiple loops, but i found using those other normals left the opponent closer and always hit where as some of the heavies on double loop attempts would often whiff and the opponent would fall out. Id rather be doing one loop and hitting the combo every time into super and sacrificing 30 or 40 dmg rather than dropping a combo. The way damage scaling works in this game you generally want to tac on a super at the end of your combos, since supers have much lower scaling (unless you’re saving for a lvl 3 etc). Also you’re not gonna get a perfect box loop setup every time you combo, what if they are in the air at the start etc, being able to link super midscreen is pretty important to viper.

Also online the box loop is hard ><

stay stuff like "online the box loop is hard"
we all understand.

lets lower the salt levels in here okay? lol

Four Crimson Viper damage combo videos! :smiley:

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Just a note, i hate using the emoticons for the combos…i feel it takes up too much space and looks a mess.

I’m in the process of tidying up the combo thread, including splitting combos with and without assists.

Eventually, i’ll provide access to a pdf (probably just a google doc i’ll create) with these combos posted in a tidy way without emoticon notation.

Cheers, Sobek.

I’m new to using Viper. I’ve been playing around with her for about 2 days now.

Here’s a little corner combo I came up with:

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