Huh? Please explain… TK or did you mean Seismo?
amazing find! Finally i can super my mid screen combos! you use mtk as a aprouch metod and you cancel that into super
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Found a Combo using 2 bars at 876k yesterday I wanted to post. Beautiful thing about this is it carries the enemy farther so you have a better chance to corner them and get maximum damage.
TriDash jS M H S (1st hit), hTK/feint, M H, hTK/feint, M H l.seismo iafd jM jS, M H l.seismo iafd jH jS M H S (SJ) jM jM jH (DJ) jM jM jH exBK (land) S (SJ) jH (DJ) jH jS (Land) l.seismo xx Burst Time.
So basically this involves TK/feint Loop and Box dash loop with EX Burning kick and Burst time. Just my variation of the box dash combo.
Really good damage. I found all this out trying to recreate a combo that did 900k the other day that I cannot remember now. But this is very close.
This does work, but sometimes (or against some characters, not sure) only the big blast hits and the following fire kicks miss. Reminds me of SSFIV…
You cancel thunder knuckles and seismos by pressing the special button (S) right after you input the move. When the animation begins you must press S and you cancel either seismo or Thunder Knuckle. If Viper still does the move that means you´re doing it too late. You have to be fast. You can cancel thunder knuckles on hit too. H thunder knuckle is easy. Right after you hit them you cancel it with S and you can jump to continue the combo. However the L and M thunder knuckles are REALLY hard to cancel. Its a 1 frame link so its THAT hard to cancel. Having just a window of one frame to cancel it means you shouldn´t try it unless you have great execution skills while playing offline since online would be almost impossible.
To do an 8 way air dash you just jump and press any 2 attack button combinations(L and M, M and H, L and H) while holding any direction and you´ll dash that way. You can dash to any angle that´s why its called an 8 way air dash.
This is an example of your pad or stick directions.
7 8 9
4 5 6
1 2 3
You just hold your pad or stick to any direction except 5(cause the stick or pad would be on neutral state) and there is your 8 way air dash. Note that if you don´t hold a direction Viper will dash forward automatically if you press 2 attack buttons in air or ground. Now get to work and don´t give up on Viper even if it feels hard learning her.
Great topic.
I’m trying to learn Viper’s box loop. I can do it okay in training mode, but when I get online, I CANNOT perform it for the life of me, no matter how hard I try. Do I just need more practice, maybe? =/
I don’t understand this…
All goes well until the 2nd iad j.HS, then the j.S tends to whiff.
The biggest issue with the box dash loop is that it’s character weight/height specific. Large/Heavy characters you do the combo as fast as possible, medium and small sized characters you need to add delays within the loop to make it work. You will also need to recognize when you’ve messed up the height specifications of the 2nd rep and just scrap the seismo and go for a launcher or do launch cancel first hit into Seismo to continue the rest. Even the last part I posted with M, H, H TK, Feint needs to be low to the ground and if you hit them too high you need to see that and go into launch or some other alternative to continue the combo. It makes the combo somewhat impractical but also versatile if you can visual see your screw ups and learn to go to plan B or C instead.
Well for the moment I found that if I don’t go for the 2nd seismo and instead go for the regular launch but add more normals in between (which I couldn’t before cuz of scaling) I get a nice, easy combo that’s only 55k less damage and fills one bar. I can live with that.
Its a good call cutting dash loop early, if you can do more then go for it, but my hands aren’t there yet matchwise. I always practice it twice but only do it once just to make sure I get the max possible damage without the risk of fucking it up…
Use air ms for the second loop, it wont whiff then
Crap this is my exact issue
do you have any specific timing tips for when my main issue is inconsistency (like 30%) in landing M, H xx seismo after the first box loop
even in the ~3/10 times i do hit it i cant identify anything different that i did to make it work it just happened to work
When you say H TK, you mean heavy thunder knuckle? I never knew it was easy enough to hit a s. m or s. h off of a HTK feint, but perhaps I’m doing something wrong. Everytime I do it I just kind of pop them up into the air when I’m stuck standing and can only do a combo if I jump into them, so is it just being canceled fast as lightning or is it possible to hit off of the slight feint pop up?
Basically the hTK/feint is starting up heavy thunder knuckle and immediately canceling before the hit. Basically looks like a flash comes from her knuckles if done right and nothing happens after.
When you do a hTK/feint if you ever plink in SSF4 (if you play it) then its just like that. You want to do it fast. basically QCF H S
When you press H press S right after. Immediately. Almost as if you meant to press both buttons together but didn’t. It’s really simple to do and when you get the hang of it you have a big tool at your disposal getting another 75-150k on a combo. I recently shortened that above combo for online play does less damage but only by like 25k.
Its really easy to do hTK/feint online. I’d practice just doing M H hTK/feint into M H again. The link is surprisingly super easy once you understand the timing. If you feint the first hit on Vipers launcher the hit stun/block is much more than viper’s standing H. So if you have trouble linking the above practice combo try doing M H S (first hit) hTK/feint into M H.
The biggest problem i had was learning the timing on when to do your hTK/feint on specific normals, but with focus its really easy to get timing down on all normals into her feint. On hit if you do it to soon you will go straight into EX ThunderKnuckle. Waste of meter and puts you in a bad situation if they blocked initial hits.
another thing to try and practice this feint trick is do her tick-throw. I do this with TriDash jS, st.L xx hTK/feint, Throw. You’ll be surprised how FAST it is. You can actually make it a frame faster with her cr.L into the feint but the push-away on hit/blockstun might put you just out of range for the grab range.
A fun feint i like to try sometimes which really throws your opponent off and looks really wonky is TriDash jS, S (first hit) xx hTK/feint, st.L xx hTK/feint Throw. just looks weird and you dont even know the S and light hit link for a 2 hit combo until you start the throw animation.
One thing you should recognize though and try and expirement with is her hTK/feint cancel positions on all her normals. Some normals feinted can place you closer to the opponent than others. This is where you can continue pressure without having to walk up again. Her best normal feint for better position and to continue a combo is her first hit on her launcher. The positioning on that launcher attack feint is so good that it beats out the push-away of all normals for her. If there was no hit-stun scaling you could infinite a ground combo with that normal feint all day. Pointless to do but you can do the M H S (first hit) hTK/feint up to 3 times before hit stun scaling resets.
Feint Loop!
Her normal position feints from largest space covered to smallest are:
- Launcher (first hit)
- cM
- sH
- sM
The other normals dont cover any space on feints. They just simply have more push-away than others.
Ironically enough her first hit on her launcher is her longest poke too. This is probably why her second hit for her launcher is so much garbage (any Viper player knows this to be fact) and wiffs all the time.
When you get really good at hTK/feint you can try and see if you can place yourself just in range with her S first hit poke and try this combo.
S hTK/feint cM, S (first hit) hTK/feint cM, sH, S
If you do it right then you should be just in range for a regular launcher to hit on the second hit. I don’t know if this will ever be a plausible technique in high-level play but its definately something to fool around with. Try it sometime.
It happens so fast and their are so many different things that could be happening.
- Your initial box dash is timed slightly later which would place the character lower.
- Your timing for the 2 air hits is later than could be.
- Hitting the ground and starting the medium hit to connect is early/late.
- second box dash timing off
Unfortunately with the box dash there is no set timing for it. So many variables. One thing you might try is when you do the first box dash is try jM jS. This places them slightly lower than jH jS and might just get you the right timing. for the next box dash.
Remeber when you box-dash to jump foward after the seismo then dash foward so you stay as close as possible to the character for all your hits to link.
In some cases depending on the character you can also triDash jS the first seismo jump into M H l.seismo and that seems to put you in a perfect position (for me atleast) to get the following box-dash off into a launcher.
I think i figured this kombo out
midscreen its easy for me to do as listed in this topic, with M H xx seismo
but in corner on every char its much easier (basically 100%) for me to do L H xx seismo for the first box loop
It does like 10000 dmg less im not gonna lose sleep over it
Been working on this combo for the last hour or so trying to sqeeze out as much single character dmg with her as possible without using a ton of meter. This combo builds most of the meter you use for it…you can start with simply 1/4 of a bar and do the entire combo (which uses 2 meters)
Hits: 32 (approximately…depends on how many hits of burn kick you get)
Damage: ~787,900
Meter Required to start the combo and finish it completely: 1/4 of a bar. (LMHxxTK gives a sliver over 1/4)
Meter used: 2 bars
IAD, j.HS, Land, s.MH xx L.Seismo xx IAD, j.HS, Land, s.MHS (only the first hit of special) xx Light Seismo xx Ex-Burning kick, s.MHS, sj.MMH, dj.MHS, land, L.Seismo xx QCB+AA
I hope my notation is correct.
Now…ofcourse some of this is just for pure damage and isn’t SUPER DUPER practical (though its not very hard either) you can take some stuff out and make it your own…easier versions still do around 730,000. Also, if you start from mid screen (depending on the burning kick/box jump timing) you may end up right back where you started OR you could push all the way to the corner…but its sketchy. All that said, even WITHOUT hyper combo you still get 594k dmg for all the shit that preceeds it for only 1 bar of meter.
*EDIT There’s a very similar combo already listed…but if you like, leave this post up I guess…
That combo is inefficient unfortunately. No point to cancelling first hit of s in a combo since first hit only does 30 dmg and adds to the scaling. More efficient is to do 2 loops of box loop into launch ex bk relaunch or to push them to corner land dash xx m tk xx ex seismo then relaunch that way. But really unless you rly want to keep viper on point or shes your last char no real point to extending combos with ex moves imo.
Heres a way to edge out 60-75 more dmg in the air so for an air to air combos or launches where you cant get any box loops (no point to doing it after any box loops tho):
-m(m)*h xx h bk feint lmh xx h bk feint h xx h bk feint lmh dj mhs OTG. Adds a few more hits in the air but for the added difficulty still might not rly be worth it
*if they are very high up drop a starting m,
Mmmm, I’m seeing her hyper combo do 42k/18k/18k/18k/90k no matter how many times I hit the person (I assume past a certain point it just normalizes) you should check it out…Viper being used as a DHC I think does possibly the most dmg possible unless other characters get the same treatment. Doing the clakey D combo + Viper = 990k dmg…and thats def. more than 32 hits. Try it out. Taking out the st.S lowered the damage to 780k with less hits. Did 533k dmg with Tron just now…DHC’d…719k dmg with 57 hits. Scaling isn’t affecting her hyper, its doing 186k no matter what.
EDIT Did the same with Hulk’s QCB+AA hyper combo…did 30k for the final hit with a small combo ahead of it…did 30k final hit with a large combo ahead of it…so those 2 characters atleast get to keep a lot of their hyper combo damage when used as a DHC to another character’s long combo.