C Viper - Combo Thread

But they’re the same thing, except the relaunch has a BK in it as well. How would the ender add more damage?

Strider relaunch: (Seismo+ seismo+(assist hits)+ burn kick)80+80+90= 250 unscaled

Strider Ender: (Seismo+ H TK+ (assit hits)+ Seismo) 80+90+80= 250 unscaled

My problem with strider relaunch is that timing is very strict and also its one of a few assists that give her a nice combo ender while much more assists can give her a relaunch and if need be, she can solo relaunch and save that assist for the ender.

Yeah i also tested it yesterday and it’s the same. Besides that, dante weasel shot doesn’t work properly at at the end of a combo, since you can’t delay the final j.s enough with having the opp popping out…

Ah. For some reason I thought it would be different, my bad.

The relaunch isn’t tight at all, it’s just a lot different than the timing of her typical relaunches. And I agree that if you have another relaunch assist that you should save strider for the ender, but in teams like the one being described (Viper/Dante(JamSession)/Strider(Vajra), it’s your best option.

Also, I was just thinking, if you used weasel shot, wouldn’t you be better off using it to add more TKs into the beginning of the combo rather than using it for a relaunch? If so, then you’d still be wanting to do the relaunch with Vajra, as otherwise you’d just be doing the ender without a relaunch and it would result in less damage.

But if you use Weasel shot to add more TKs and Vajra for the relaunch than Viper is left without an ender :frowning:

just end with siesmo into super

Does it matter? It will do more damage that way. =P

I’d assume that you’d probably break even, but if you add too much before the relaunch than your flirting with HSD

It’s kind of become a general rule now that the more TKs you add in to the beginning of the combo, the better off you are. It’s actually just general combo rules in general that the more heavy/special moves you add to the beginning of a combo, the more damage it does. They just do so much damage when done at the beginning that it’s worth any HSD. Usually dropping j.Ms takes care of HSD problems. In the rare situations that they don’t, dropping s.M’s and S(1)s will almost certainly take care of it.

With weasel shot and vajra assists, both combos start with a c.m, and everything else constant except one is with relaunch and the other add an extra TK

With Weasl shot to add an extra TK and Vajra for relaunch , no ender 902k

With Weasel shot for the relaunch and Vajra for combo ender 876k

Slight difference but one thing worth noting is that there is a third way, after Viper does her first seismo in a combo, after the first box loop you can do a M,H, L TK~S, M, H, S… Damage using that method with Weasel shot relaunch and vajra ender is 914k

Thanks for the lab work, it’s always nice to have people go proactive and actually do the stuff out instead of just theorizing (me, derp). But did you test that last one with the extra TK using weasel shot? Or is the HSD too much for that to work anymore?

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Guys is this combo good enough, or can it be improved?

Hey guys. I just recently picked up Viper in Ultimate after only having played her a bit in Vanilla (I should never have left her XD).

Anyway I was wondering if you guys could critic my Viper combo. It isn’t anything fancy:
j:s:, s:l::m::h: :qcf::m:~:s:, :m::h: :dp::l: jc IADF :h::s: (land) :m::h::s: sjc :m::m::h: dj :m::h::s: (land) (Call Nova assist) :dp::l: (Nova hits; groundbounce) :s: sjc :h: dj :h::s: (land) :dp::l: :qcb::atk::atk:

The combo does just over 800k, and I can break 1 million with a DHC until Task Up Legion Arrow.
It also usually carries to the corner. If it doesn’t I can get over 700k instead.

So does that look pretty good or do you guys see anything I can improve?

You can get another medium TK cancel in there with horizontal arrows if you have them. (which im sure you do.) So basically you would add

This should net you atleast another 100k on your combo. You might have to get rid of the Light attack at the beginning of the combo or remove a medium attack when you dash forward to do Heavy + seismo into box dash. At this point you’ve pretty much exhausted all hit stun that you will get on the ground and the seismo will sometimes miss if you don’t exclude an attack from the ground string.

This combo uses 3 meters to kill wesker. Ideally you want to be killing characters that aren’t thor/hulk/etc with no more than 2 meters. Not sure what your third character is, but you may be able to get a relaunch in instead of using ex burn kick. Also, ex thunder knuckle is generally considered not worth the meter mid combo.

After the first thunder knuckle do MH xx dp.L into box loop. The box loop can be done twice after a thunder knuckle, but the timing is a bit tight. With practice it’s not too hard.

If you need a second meter to kill you want to use a dhc. A good one will net more damage than the ex. moves used mid combo.

I still believe you can kill any character with 1mil or less with 1 meter. Definitely look for not using meter in your combos sans the ender. Find the most damage you can get out of your assists. For Viper she needs all the meter she can get to have that wildness factor about her.

GNS were you at CTB yesterday? Anyways I’m gonna practice learning Viper’s Burn Kick faint combo’s any tips?

Yesss I was… And when the tournament started I did so bad. I think personally I was much better than a lot of people there but I had not one convincing win. I scrubbed it up

In casuals I was doing great, but the tournament started and my overall execution outside of combos was rough with all three of my characters.

And for BK feint combos just get use to the freeze frames between your hits and how they effect your burning kick cancels. There is a specific time when you hit someone or put them in blockstun the game freezes. Just figure out how that plays into the cancel so you don’t get an EX.BK out.

And as for heavy TK cancel into the stair kick loop it works a little different in this game. Since Capcom made hurtboxes smaller and non existent on characters legs its easier to flip under your opponent and lose the characters. So what I do is SJ in the air after heavy TK cancel on hit and do jH Double Jump forward jH into stair kick loop. It slows you down to a point where you’re still going forward but you arent going fast enough that you fall under them.

Yeah I know how that is. I felt the same way and the venue being cold as hell didn’t really help any :bluu:. I knew that team seemed familiar when I saw one of your matches. If your the same gottnoskill on XBL (which I assume you are… :confused:) I’m AceKillahx I was the kinda short black dude with the white headphones running my scrubby team.

Alright thanks. I really want to learn it so I can turn my grabs into TOD’s from anywhere on the screen with swords DHC, so I’m gonna have to get on that. Is there a notation for the stair kick loop anywhere I’m too lazy to look. :sweat:

Pinche man you should have come and talk to me. I wasn’t really looking at name tags but I remember your face. I didn’t see you play but one of the guys that goes to UFO said he got beat by you in the tourney. If I knew you were in Texas then I’m sure we could have talked a little.

I only remember seeing one other Viper using Kyo-Hei’s team, but I kept hearing there were about 4 vipers there.

And notations for stair kick (i recommend getting use to it with a character SJing in a corner)

(SJ) jH [L.BK/feint jH jS]x3

Then try doing it off a H.TK cancel the notation is slightly different but the same.

H.TK (SJF) jH (DJ) jH [L.BK/feint jH jS]x3

Delay the jH to jS and keep them not too high or too low. I got a video on my youtube page that lets you see me fooling around with it a lot on SJ characters. Definitely check it out to see how I manage. Keep in mind on the heavy TK combo you need to double jump after the jH into another jH before the loop is started. Otherwise you will drop the combo unless you do one rep and just hit the ground to continue the combo. I believe if you just do one rep sans the double jump you will land on the other side of them and launch them back the other way. Its one way of managing screens to keep them in a corner.