I just got back into Mahvel after a 4 month hiatus… started getting the hang of using the assist relaunch in her combos with Magneto and Doom. I was having trouble landing S after BK too at first because they weren’t high enough. You have to make sure you’re doing tiger knee BK (light version), if you do BK during the pre-jump frames after the Seismo JC, Viper will do the ground version of BK which has a longer recovery and the S won’t connect. If it helps, try to delay hitting L slightly after doing the 2147 motion to make sure you get the air BK. I never had much luck using the heavy version myself.
Thanks for all the help guys, finally got it.
I was doing the burn kick too fast and getting a JC burn kick instead of a SJC burn kick lol i just delayed my button press and it worked, sigh.
I’m not a fan of Mvc3 but c.viper’s shenanigans are pretty sexy, only reason i really go into training mode for this game lol
this week i’m gonna try rapid seizmo on the left hand side, i can do it on the right to my hearts content, but i get retarded when im on the left, smh.
Also i got into a few games and finally used viper in real matches, is it just me that feels like her normals are like…complete ass =[ landing a hit is so hard against someone who is constantly mashing chaining normals when they’re in your face. I try and time my presses to beat them out but against someone who was mashing L…i always lost to that shit…smh, i only landed hits off of a trijump or an EX seismo into air combo.
Her normals are low priority and are the probably top 5 worst normals in the game.
Her best poke normals are the first hit of launcher and cr.M on the ground
Her best air pokes (which are crap on range.) is j.H and j.L and then j.S The reason I put j.S last is because if someone where to counter poke (which most do online) Viper’s legs are sticking out under the j.S hitbox and can get hit. j.L coming down is like a mini dive kick. j.H shouldn’t be used on the way down. The hit box doesn’t go below vipers knee.
She has no anti-airs. I would say st.H but the active frames on the top of her swipe are very short, even though decent. Her anti-airs are seismo which is really really good.
You will not beat ANYONE in a mash war or close up war. You have to jump, avoid and bait them into a bad position of they’re attacking you, especially with Wesker and Zero. This takes familiarity with a characters normals and tendencies. Which means a lot of trial and error. Which means a lot of dead vipers :(. But once you get use to this it makes you a much smarter player for it. Just remember you will always be at the mercy of a masher with good normals. So block, advance guard and get out to try and reset the situation.
The reason why she has SF4 type hit boxes is because she has so many invincible moves. EX.Seismo blows up any move. So if you get up on a tech roll go ahead and throw it out. Throw it out during frame traps, and do it as they approach on you.
DO NOT USE HER AS PURE RUSHDOWN. Her rush down can be fairly advanced if you want to keep it safe and even then a lot of her opportunities are situational with all the jumping going on. This is a reason a lot of people say she isn’t that good and roll with Wesker/Wolverine for easy mode herp derp attacks. She just doesn’t have the hit boxes for it.
^ thanks, i wasnt using j.L much during trijumps, I’ll try that out next.
After i realized i couldnt out poke ppl i just started to seismo and jump around waiting for them to fuck up…it sucks because she feels like she should be a rushdown character due to her combos and execution curve but her zoning isnt bad though especially with EX seismo there to fuck shit up.
Also quick question, what is the technique you guys use to cancel her focus attack into an EX seismo?
I see alot of ppl do it, and when they do it it seems like viper doesnt even move and EX seismo just comes out.
When i do it i do FA - then input a dash (forward>forward) into EX seismo but my viper always seems to move forward a bit…my only concern is that i can get hit out of my dash before EX seismo comes out. Am i doing this right or is there some kind of shortcut to it? or am i just doing it slower than it should be done?
Check the technical thread, I just wrote a description for it.
^ thanks seems simple enough
So, how do my fellow Viper/Dante’s combo with Viper off of Jam Session? I mainly use JS for pressure and combos, but occasionally when I’m using it for pressure I’ll end up actually landing it. So, my question is, how do I use this as a touch? If they got hit in the air, can I use the BK > relaunch we use in combos, or is that not likely to work? What about if they get hit on the ground? I just don’t want to have to burn a bar and build hitstun deterioration with EX.BK just to combo off the damn thing.
EDIT: Also, uh, what are our midscreen combos? <.<; Because unless a burn a meter on EX.TK at the beginning to get them to the corner, the best I can come up with is:
box loop x2 > j.mmh > dj > j.mhs > M.TK > Burst Time.
And considering how unreliable double box loop can be, I tend to only do one rep when in a serious situation. I figured I just didn’t know what it was, but then I just saw Chrisis doing it, and now I’m worried… Is viper only really combo + meter effective in the corner?
I only use one box loop because of hit stun deterioration on my gaugeless relaunch. Box loop isn’t what gets you the most damage in general and that’s why it’s less useful than other stuff a lot of the time. I burn meter on EX burn kick after jam session hits because it’s easy and stable, though stair kicks is way better if you have it consistent!
For future reference don’t look at me for combos, I write down some good stuff, but I have a low level of execution. If you have any execution whatsoever read Gottnoskill before me 9 times out of 10.
Most of the time, off a random Jam Session hit, you can just wavedash 5S or 236C~S into standard step kick. Doing the feint helps because it puts the opponent in a position where the height for the step kick loop will be standardized.
It’s easy to confirm off Jam Session so usually you can just start the 5S up wile they’re in the electricity. Then you don’t have to worry about the wavedash.
Lol. You’ve improved significantly since you got an XBOX! I put too much time into learning FADC shenanigans now. Atleast 30 minutes a day.
I rarely get to do 30 minutes a day of training mode unfortunately. >.<
Hey guys, I’m trying to pick up Viper here, and I was wondering if I could get a few questions answered.
I’ve got the box dash loop fairly consistent in the corner, but I still have trouble whiffing a j.S or the opponent being too far to juggle with st.M after the second box dash when I’m doing it midscreen. Also, I can never get j.M to connect midscreen after the launch. Any tips on this? Also, if there are combos preferred to the box dash loop, I’m all ears.
Suggested combos off of throws? Even in the corner and using Jam Session, I still only do about 500k off of a throw. Also, I seem to have troubling with comboing after throws because the j.H after the OTG Seismo only seems to work well in the corner.
After EX Seismo, what combo should I be doing? I go for box dash, but the opponent always falls out.
Suggested combos using more EX’s if I need that extra bit of damage?
What combos should I do off of anti-air hits? Seismo doesn’t connect so I can’t do box dash.
Thanks for all the help guys. Really appreciate it.
ONly do one box dash, after that it’s much more stable to do an assist relaunch or just burn the meter for EX BK. I’m gonna try to make a “comboing with Viper” video soon. I’m gonna wait till Ultimate so that I can cover anything new or different.
I try to do only one box dash and then after the EX BK relaunch, I try to do S, sj.H, double jump, sj.H, S, OTG into hyper or assist. But the opponent always drops out after the double jump. Also, EX BK relaunch doesn’t work outside of the corner right?
The basic EX BK relaunch looks like so (for reference):
jC, 5A, 5B, 5Cxx623A, IAD, jC, jS, -/, 5B, 5Cxx236C~S, jB, jB, jC, djC, jSxxj214S, -/, 5S, jC, djC, jS, -/, 623Axx214AA
Yes yes yes, but unless I’m dead wrong here, meterless relaunch only works **in the corner. **I’m asking about midscreen combos! I mean, do we have any other than what I put in my last post?
Meterless relaunch works outside the corner you just need to FADC the seismo and time it slightly later, but still works just fine. Also it’s rare that you can’t get someone to the corner if you make sure to use EX TK.
So what do you guys do when you hit someone out of the air and doing L Seismo or EX TK early in the combo doesn’t work?
Heavy TK feint into step kick loop usually. If I caught them with a seismo, it really depends on the angle and range. I pack Iron Man Assist precisely because it makes Seismo confirms really nasty.
I agree with this. If I hit them out of the air my ground hit confirm is st.M st.H. From here you should be able to tell how high the character is and decide if you can do a seismo or heavy TK/feint stair kick loop. You can also just launch them and do something like SJ jM jM jH M.BK/feint jM jH M.BK/feint jM jH Double jump jM jH jS. For extending damage. Really it all comes down to learning a couple different ways to combo. Box loop is great and all but situational. Especially if you hit someone from the air.
Also when you hit them out of the air if you’re feeling lucky and it looks like your st.M st.H ground hit-confirm is still too low into a box dash loop then you can add first hit of launcher which gains some ‘pop’ on air born characters and then go into a box dash loop.