Its the relaunch thats the issue, I feel though it might be me rushing it some
I mean, are you having trouble getting the OTG into Rapid Slash to work, or the Burn Kick after the OTG into rapid slash?
the sequence where they drop is ~~~~call vergil seismo
I can’t get the timing down for having vergil hit along with the seismo to go into the tk burn kick… I see it in my mind working well but never have the timing off it.
If anything I think I seismo too early
Acekilla is running the same team let me get his video of that combo
[media=youtube]R2w6vyTS_vs[/media]
Weasel shot is pretty good for relaunches in the corner. Call assist, L seismo xx tk L bk, relaunch.
[media=youtube]EqU-4oSky6E[/media]
you can probably get more dmg if u H dj H S ex burnkick after the seismo? might have too much HSD idk good shit.
does this only work on sentinel and other big characters or can it work on smaller characters
See, I haven’t tried, and I’m sure it would work, but I’d be worried that all of those hits would scale the damage…
Does anyone have a video of Viper’s relaunch with Strider?
Nope. Since no one seems to want to acknowledge it’s existence since I found it. =P I would record, but unfortunately, I don’t have the equipment.
If you have any questions about it though, I’d be cool to answer them.
Starting to play this again and did a combo with Trish Low Voltage that gives Viper another s.M, s.H, M Thunder Knuckle loop. I imagine it works with Task too and some other beam assists, but with Vergil Rapid Slash it’s:
j.S, s.M, s.H, qcf+M~S, s.M + A1 (Trish Low Voltage), s.H, qcf+M~S, (Low Voltage hits), s.M, s.H, L Seismo, SJ, air dash, j.C, j.qcb+A~S, j.C, j.S, s.M + A2 (Vergil Rapid Slash), s.H, qcf+M, (Rapid Slash hits), qcb+H, S, j.MMH, dj.MMHS, L Seismo, Burst Time
Did just over 900k. I like having either of Trish’s other two assists for general help, but I might use this more where I want to start Viper on point, plus Low Voltage gives Vergil some horizontal help. I’ll have to see if I can grind more out of this - maybe another Seismo loop?
The actual timing for that relaunch is alot tighter than it looks because of how slow rapid slash starts up.
The best advice I can give is.
- Same thing I said about launching with a beam. Try and do your flying Screen jS as late as possible to give youself more OTG time.
2)Call Vergil as early as humanly possible. I’ll usually mash on the assist 3 or 4 times in an effort to get it on the earliest possible frame.
3)Seismo as late as possible. You’ll get a feel for how late you can Siesmo and still OTG after practice.
All those are designed to give your self as much time as possible for the rapid slash to be over the opponent by the time the Seismo OTG’s them. Rapid Slash is one of the harder assists to do the relaunch with. However, because of how rapid slash works, the timing for the SJC BK afterwards is actually very lax.
If you cancel the seismo into sjc L bk very fast it hits only 2 or 3 times and doesn’t scale that bad. With strider ender and dhc into million dollars this is a very easy over 1.05 million dmg combo for 2 meters, with over 1 meter built during the combo.
Thanks a Ton Man!
Viper has a minimum damage scaling of 20%/30%/60% which around the 10th hit is already maxed out. So your 10th hit will have the same amout of scaling as your 30th hit… No need to worry about damage scaling with Viper, also by the time Viper needs to do her relaunch she’s already at minimum damage scaling.
^^^^^ Yup. My advice is just do work on getting medium and heavy hits along with special moves throughout the combo. I do a lot of Medium and heavy filler damage with no relaunches and can work up to more or less the same amount of damage with people who do relaunches.
Relaunches aren’t bad. Viper just can do whatever the fuck she wants for big damage.
Actually, in theory, wouldn’t it be smarter to do the strider relaunch, and then use Weasel Shot > BK > Burst Time? The strider relaunch is going to add some more damage to the combo, since it involves 2 seismos and a burn kick.
Fair enough, but I also get worried about those 3 extra hits effecting HSD, which can make a difference in viper combos. It won’t be enough to mess up the combo entirely of course, but it can be the difference between being able to add one or two j.M’s into your first launch, which can add some extra damage in.
In the end, it comes down to that extra damage which could make the difference of finishing your opponents character and saving meter so you don’t have to do that DHC.
Land, or come out at all? The timing is fairly tight, but you also have to be careful not to do it too soon. Remember, seismo isn’t JCable until the hitbox comes out, so if you try it too soon, you’ll end up pressing H before you can JC, and then you just end up jumping backwards. If it’s coming out and you’re having trouble getting it to land, then it’s most likely a problem with your seismo timing. Just remember that you should be doing the seismos immediately after you call vajra. You should also be trying to do the R.Seismos as fast as possible. Basically, you’re just trying to get to the BK as soon as possible after calling vajra.
I’m mad. I was messing around with a Viper, Strider, Phoenix team earlier. I found a meterless 760k combo off of c.M and got pretty pumped, than got immediately discouraged when I found out it only works in the corner. I need help solidifying her midscreen damage.
I think Strider ender adds more damage to the combo than strider relaunch. Like already said, damage scaling is already at maximum before the relaunch.