C Viper - Combo Thread

How bad is 763.300 off 2 bars?

Struggle with seismo IAD stuff so have been doing

j.s, l, m, h, m tk xx m, h, s, j.m, j.m, j.h, dj, j.h, j.s, l seismo, j. m, j.m, j.h, ex bk, s, j.h, j.s, l seismo, hyper

It’s ok considering you’re not using assists. Would I be correct in my assumption that you’re playing an anchor viper?

I’ve gotten M.seismo, SJ BK(H) to crouching L twice now but it’s super fucking hard. I’m not TKing the BK just doing the super jump and then BK motion. I was getting super frustrated for a long while because I kept doing the SJ too soon >_<. P.S. it might have to be dash cr.L…not sure…kinda heat of the moment shit :slight_smile:

also, is anyone playing around with L.TK juggles?so far I have something like this
tri j.S, M, H, 236MS, M, H, 623L, IAD H, S, land M, H, 236LS, M, H, S, j.H, S, land 623L, j.S, 214S land, S , j.H, S, land 623L, 214AA
871K not sure on meter gain. Started with 5 and ended with about 3.4 bars. can probably make it about 9.5k and possibly meter neutral with an assist at the end
I couldn’t seem to put any more attacks in there or they end up teching in between an H and S somewhere

Did some testing with that method too, sorry I didn’t post it, your video is a lot better than any type of written explanation I could come up with. I really need a capture card.

Anyway as to your EX.Seismo problem, you can X-factor after the BK and do a light seismo into IADF J.HS, S.MHS, J.MHS, Burstime however my execution is also balls as well as my lack of motivation to actually try as I have no interest in this what so ever, so I was able to connect this about 50% of the time.

Honestly I’d rather burn the extra meter for the EX. Seismo rather than X-factor. But I guess thats just an extra option you have in situation you don’t have meter.

for those with vajra assist (god it’s so fucking good)
tri j.S, M, H, 236MS, M, H, 623L IAD j.H, S, land, M, H, 236LS, M, H, S, j.H, j.H, S, land vajra 623L, 236HS (vajra hits) S, jH, j.H, S, land 623L 214AA
867K, net 50% meter gain.

MvC3 - Crimson Viper Damage Combo - 1,180,000 Damage - 50 Hits - 6 Hyper Combo Gague Stock

Air H
Air S
Standing M
Standing H
Thunder Knuckle (L or M)
EX Thunder Knuckle
Thunder Knuckle H
(Cancel Thunder Knuckle H)
Air M
Air H
Air S
Standing M
Standing H
Thunder Knuckle H
EX Burning Kick
S
Air M
Air M
Air H
(Double Jump)
Air M
Air M
Air H
Air S
Seismic Hammer L
EX Thunder Knuckle
Viper Full Throttle

THEORETICALLY (aka not tested) you can use another EX Burning Kick instead of the second EX Thunder Knuckle and get the same damage output; if that is correct, doing so will result in an easier combo (to me). I based that theory off of an EX Burning Kick performed during the following combo: http://www.youtube.com/watch?v=MBO0a0M3QOQ

Sorry, but…

LOL Vanilla…:slight_smile:

Is it really worth extending combos by using ex special moves? I don’t play her much but I feel she’s very meter inefficient. What if she was used in a phoenix team? What are good assists to use with her besides Dante or Ammy for keeping pressure? Also letting you guys know that st. S on grounded RR does not work. Just figured that out today. freaking annoying raccoon.

In many cases, yes. Because then you wind up killing the character or rebuilding some of the spent meter in the process, or converting a combo at the top of the screen when you couldn’t normally, or pushing someone all the way to the corner for more combos, etc. However if you already have them in a corner combo, usually there are other ways to relaunch that don’t require EX’s.

Only if you want her to be. She builds a lot of meter with her combos, especially if you use assists that let her relaunch and continue combos.

She gets good work out of traditional projectile assists like Taskmaster Arrows and Iron-Man Unibeam. I’m guessing Hawkeye’s Greyhound assist now qualifies there, too. An assist like Doom Hidden Missiles can be used for pressure as well.

Gotta cancel :h: into a seismo then, should help you get the combo started :slight_smile:

I was messing around last week with this and found that if you use L TKnuckle (feint on hit) from a s.H instead of S or M TKnuckle (feint on hit), you can then do c.M c.H L Seismo and then box loop into whatever as usual.

I’m guessing s.H L TKnuckle (feint on hit) c.H L TKnuckle (feint on hit) to the crouching normals also works but haven’t personally tried that out.

Need some vids or notations of new viper stuffs, umvc3 and vanilla have diff properties and while I can get some stuff to work, it feels sketchy.
aka I need combos that work in umvc3 without me spending hours testing random crap, halp <3

Pretty much everything that worked in Vanilla works in Ultimate now, except our solo damage went up thanks to practical TK cancels.

Is there a good Viper tutorial anywhere, or at least, a comprehensive combo list?

Not a tutorial, but Gottnoskills channel as alot of guides to some of the more advanced stuff.

Making a new one soon on some new combos and such. Oh yeah. And people will enjoy my BK tech I’ve been getting acclimated to.

The only reason I haven’t gotten into Viper is due to the inconsistency of Siesmo Chains. There’s moments I can do these things 15 times in a row and moments I can’t even get passed 2. Is there anyone that can do them indefinitely like Marlinpie? Cut the BS, please. I don’t want to hear any nebulous throwaways like “Just practice until you get the rhythm/feel for it” or “Make sure you don’t touch neutral” which is more concrete advice but just feels sloppy.

Why is performing 2 so much easier than anything outside that? If I’m super jumping, does that mean I pressed ATK too late? If I get thunder knuckle, what does that mean?

I hate to say it, but there is no trick involved. Chaining Seismo’s is purely an executional/rhythmic thing and only Training Mode will help you on that. You know the motion, and if what comes out isn’t a Seismo, you either pressed your button at the wrong moment and/or messed up your TK motion. That’s all there is to it.

I don’t think players should put so much emphasis on chaining Seismo’s though. I think someone on these boards mentioned it before; when and where you place that one Seismo that will give you the edge in a match, is far more important. I feel chaining Seismo’s is amongst the least important aspect to playing Viper. If you can throw 2-3 reliably, great, that’s more than enough to work with.

It looks cool though, I’ll give you that. But Seismo’s can still be pushblocked. I’d say, if you really want to make your Seismo game not only look awesome but extremely effective as well, learn how to FADC.

I get that it’s not intrinsic, but it’s important for the playstyle for Viper I have in mind. If I can’t play her in that fashion, I won’t play her.

^your muscles tense up after 2 seismos/during play so your inputs get sloppy.

this is what i noticed a while ago mabe it’ll help you? ./shrug

Combo Theorist, right here: been crunching numbers in MS Excel based on Vanilla damage scaling and Viper damage, and I wanted to know if the following box-loop variations actually worked or not after factoring in hitstun decay?

c.M s.H s.623A IAD j.H j.S land s.M s.H s.623A IAD j.H j.S land s.M s.H s.S j.M j.M j.H dj.M dj.M dj.H dj.S -> TAC (523k + TAC)
j.S s.H s.623A IAD j.H j.S land s.M s.H s.623A IAD j.H j.S land s.M s.H s.S j.M j.M j.H dj.M dj.M dj.H dj.S -> TAC (538k + TAC)
s.236S s.H s.623A IAD j.H j.S land s.M s.H s.623A IAD j.H j.S land s.M s.H s.S j.M j.M j.H dj.M dj.M dj.H dj.S -> TAC (613k + TAC)
s.SA^3 s.H s.623A IAD j.H j.S land s.M s.H s.623A IAD j.H j.S land s.M s.H s.S j.M j.M j.H dj.M dj.M dj.H dj.S -> TAC (553k + TAC)