It seems that after adding my 3 j.M to the first launch, removing the s.S(1)'s did not save enough HS to allow for any during the relaunch. And I’m right to say that they are going to add more to the damage by being earlier in the combo, yes?
Nonetheless, I did find that the s.S(1)'s weren’t even worth their damage scaling. By removing them, I increased by the total damage of the combo by 14,000K exactly.
Maybe you can only stick one or two jB’s in there. The general rule of increasing damage is to frontload the combo with as many heavies and specials as possible. Viper is very good at doing this.
Oh, and for the record, removing the s.S(1)'s:
[LIST]
[]Causes 14,000 more damage
[]Could allow for more additions in the future due to lower HSD
[/LIST]
However, it also:
[LIST]
[]Produces 50K~ less meter
[]Forces you to use L.TK on smaller characters (and unless you have gdlyk muscle memory abilities, everyone else just to be safe), meaning they won’t be carried as far, meaning you’re less likely to make it to the corner.
[/LIST]
Is it worth it?
Hello guys,
How Marlin pie do this?
M, H, Seismo L, IAD, j.HS, HS, j.H, j. u H, S, double dash , seismo L, SJC addf S?
my problem is here double dash , seismo L, SJC addf S?
is it realistic to viper ball consistently in an average match? my success rate is pretty terrible atm, but damn when i pull one off it feels good. i don’t go for them in matches yet but i’d like to. just from experience, do they get any more reliable or can i always expect her to either do her little pump fake or SJF?
Viper ball has a very high difficulty rating, and not a very high practicality/usefulness rating. It’s probably the least useful/practical Viper tech. I don’t even bother learning it, and most of the people on here who have seldom if ever use it.
Basically, if it’s proving too hard to get right now, don’t bother.
thanks. part of the joy in playing games for me though is watching my abilities grow, so i’ll keep working on it either way. i was already prioritizing things like omni-directional airdashes -> bk feint mixups but i wasn’t sure if i should be prioritizing the ball. im still learning new characters so i haven’t started working on ultimate combos yet but my nova is good to go for a ground bounce assist.
ex burn kick get changed or something? i keep cancelling it a little too early and its messin up my flow. no bradygames guide yet but soon
hmm the only time i ever try the viper ball is if i’m zoning with seismos and they’re just crouch blocking i’ll fadc a seismo and do it out of the dash because they’re crouching but other then that i don’t use it