C Viper - Combo Thread

just built onto it one part at a time - practice seismo xx IAD H a few times and just fall. then add on the BK feint a few times, then when you have that add on the HS > whatever.

what exactly is going wrong, though? i’d suggest turning on button inputs and verifying what you do looks correct. i had to slow myself down when learning it, i believe i was hitting H too fast after the BK feint.

@affliction

pretty much what harleywastaken said. for the version after h tk feint it’s also important to do a superjump instead of a regular jump, because superjump normals cause more hitstun and let the opponent float to the ground slower.

Wow, thank you so much for the incredibly detailed description! I’ll definitely be trying that out!

I assume the staircase combo thing would add too much HSD to be viable in that combo?

what you can basically do is something like - stuff xx m tk feint on hit, cr.h xx m tk feint on hit, h tk feint on hit, sj.h, dj.h, [l bk feint, h, s,] x3 (stairkick loop), and from there you can do launcher, air series, assist relaunch, etc… that would be vipers most damaging combo starter, but it is the most difficult one too. the h tk after the second m tk feint on hit is a somewhat tight link and the full stairkick loop after that is finicky on some characters. i think in most cases you’ll be better off doing somthing like one rep of tk feint loop, one rep of box dash loop, launch into air series and go on with an assist relaunch from there, for the sake of consistency. ^^

Alright so I thought I’d help out the people running Viper/Ammy (cold star) with these combos. They’re just my day one combos that I’ve been using but I haven’t seen anyone do them yet, and I feel that they’re the best combination of damage/reliability/ease of use and are the least character specific. It’s a standard starter with different enders depending on the 3rd character in the team. I opted not to go with the 2 M thunder knuckles on the ground because they’re usually character specific and use the other assist, which can make it difficult when comboing off of a stray/EX seismo. Since these combos usually only add 30k - 40k on an already 700k pre-super combo, it’s not really worth it. Also in the starter you can add an air L BK after the S in the box loop and take out the 5B after the tri jump S to add more damage, but it doesn’t work on Sentinel and and a few others, and only adds about 15K more. The starter corner carries, but at max distance it doesn’t put Viper touching the corner/wall, but she’s just a little off. The enders that I’ve got all work even when Viper isn’t exactly in the corner, except for Vergil’s (it could probably be slightly changed to make it work).

Starter: Tri jump S, 5A, 5B, 5C xx 236B~S (on hit), 2B, 5C xx 623A IADF j.C, j.S, 5B, 5C + call Ammy xx 236B~S (on hit), 236C~S (on hit), IADDF j.S, 5B, 5C, S, super jump forward j.C, dj, j.B, j.C, S, land.

A few notes:

After the box loop, it’s ideal if the 5B hits near the lowest point of the character falling. It’s lenient, but it can mess up if the 5B connects when the character is too high.

Depending on how high the character is after the M thunder knuckle, the H thunder knuckle should be delayed if they’re too high (or else the character can fall out) or should be done right after to prevent the character from falling to the floor.

After this, if the character is midscreen the tri jump S should done immediately after the super jump, but if they’re in the corner the super jump should be a little higher before going down with the S to make sure that the character isn’t much higher than Viper.

I’ve tried these assists as enders and they all work well.
Enders:
(jC = jump cancel, j.C = jumping C)
Trish (Low Voltage): Dash + call Trish, slight delay, 623A ~ jC 2147C, S xx 623A (xx Burst time). Does 690k before super.

Dante (Jam Session): Dash + call Dante, long delay, 623A, delay, jC 2147C, S xx 623A (xx Burst time). Does 694k before super.

Vergil (Rapid Slash): Dash + call Vergil, long delay, 623A, IADF j.B xx 214C, S xx 623A (xx Burst time). Does 733k before super. (The instant airdash C xx 214C should be done really fast.)

Strider (Vajra): Dash + call Strider, 623A ~ jC 2369C, Dash, 623A (xx Burst time). Does 689K before super.

Firebrand (Demon missile charge): Dash + call Firebrand, long delay, 623A ~ jC 2369C~S (whiff), S, super jump up, j.C, dj, j.C, S, land, 623A (xx Burst time). Does about 711K before super, but the 5B after the tri jump S in the starter needs to be taken out.

Doom (Plasma Beam): Dash + call Doom, long delay, 623A ~ jC 2147C, S xx 623A (xx Burst time). Does about 705K before super.

All of these combos build more or less 1 bar and 3/4, and Burst time adds about 186K to each.

Air throw combo with Ammy:
Dash, 623A, IADF j.C, j.S xx j214A, 5B, 5C + call Ammy xx 236B~S (on hit), 236C~S (on hit)…

Corner: …214C, 5C, S, super jump up, j.C, dj, j.B, j.C, S, land, 623A (xx Burst time). Does about 412K before super.

Midscreen: …IADDF j.S, 5C, S, super jump forward j.C, dj, j.B, j.C, S, land, 623A (xx Burst time). Does about 392K before super. (Depending on where you land you might have to do a M thunder knuckle to super on the floor instead of the L seismo to super)

Builds a bar and a little more, and with characters like Strider it can be extended even more. Again the air L BK is a little character specific but it helps get characters off of ground throws midscreen and it helps carry them further to the corner, but it can be taken out.

Hopefully this helps.

Edit:

I’ve found out that with my new Firebrand combo (same starter but with an air L BK after the S in the box loop, 5B after the trijump S is taken out, and the ender is dash + call Firebrand, L seismo xx jC H BK, S xx L seismo xx Burst time) that you can get more bar and damage from the combo by launching instead of cancelling the launch into a seismo into Burst time in the ender, and immediately hitting the character back down with an S, dashing down-forward, and finishing off with Burst time like that. It’s also a lot easier and more consistent (especially with Firebrand). Also, using an L BK in the box loop isn’t as character specific as I thought, it only doesn’t work on Sentinel and it’s pretty unreliable on Dormammu, but it works on everyone else as far as I know. It’s a pretty good way to maximize the hitstun and damage before a lot of the enders that are unaffected by hitstun scaling, but I know it doesn’t work well with Trish. And I’ve got a combo with Amaterasu and Firebrand that does just under 1m (997k) while using one bar, but it’s corner only and not really that useful in a match. It’s:

2B, 2C xx 236B~S (on hit), 2C xx 236B~S (on hit), 2C + Call Ammy xx 236B~S (on hit), xx 236C~S (on hit), xx 236B~C (on hit), dash forward, 5C xx 623A IADF j.C, j.S, 5B, 5C, S, super jump up j.C, dj, j.B, j.C, S, land, dash + call Firebrand (Demon missle charge), 623A ~ jC 2147C, S, superjump up j.C, dj, j.C, S, land, 623A xx Burst time.

Edit 2:

Ender for Firebrand (Demon missile swoop - using the adjustments above with the air L BK added and the 5B taken out):

Dash + call Firebrand, 623A xx IADF, 214C, S, super jump up, j.S, ADDF, land, Burst time.

Hi guys, someone please, could tell me the inputs of the Viper/Ammy combo at 03:05 in this video?
Thanks…

[media=youtube]LzGzDmGKYXQ[/media]

2 reps of staircase makes more sense most of the time, otherwise hitstun will have deteriorated to a point where normals on a second relaunch won’t connect properly anymore. Also don’t forget that raw h tk feint whiffs on a lot of crouching characters, making 2B, h tk feint necessary; and since 2b isn’t as fast as h tk you’ll have to cut out one m tk feint-loop before that, depending on what your first hit was.

yeah that’s right. that combo has to be adjusted heavily depending on the situation and the opposing character.

Hey guys I’m kind of a scrub at this game and was having some trouble with a combo I’m building

The combo goes: c.M, s.H, m.TK feint, s.M, H, S, j.M,M,H, double jump, M,H,S, land, (***) dp L, qcb AA

I’m having trouble completing the combo if I don’t make it into the corner, because I’m not fast enough to get to my enemy and do the otg hyper. Now my question is, at (***) could I call vajra assist, seismo M or H then rush to them after strider puts them into hard knockdown and do another seismo or just super? Idk if vajra will connect with HSD because I am a noob and I am bad at this game. So at (***) the combo could potentially change to: land, call vajra, dp M or H, wavedash forward, dp L, qcb AA.

Also any basic tips on how to improve this combo would be much appreciated. At current it does 800k if I dhc into doom’s sphere flame hyper at the right time.
My team is Viper (Burn Kick)/Doom (Plasma Beam)/Strider (Vajra)

Thanks so much for your help :slight_smile:

It would work, but you’d need to do 2 rapid seismos, because as you pointed out there is not enough hit stun in a single seismo to allow vajra to combo in time. You could also just p.link dash up and seismo, but it’s a little difficult for someone at your level. Your last, easiest, and least damaging option is to kara the hyper with a M.TK. That means that after you land, you quickly dash once, throw out a M TK. That should get you into range to cancel out of the TK into Burst Time (the hyper), but of course you do a little less damage because you’re not doing the seismo right before the hyper.

You might also want to consider adding a box loop into your combo. It will add more damage and increase the distance you travel, increasing the likelihood that you’ll get to the corner.

Does anyone have any bnb cornerless or midscreen combos with viper, dorm-dark hole, doom-beam? Also, to relaunch with viper + doom, do you guys call the assists first then wave dash L seismo sj. fadc S or do you guys dash+doom, down, dash L seismo sj. fadc S? I do the dash+doom but it seems like it pops them up to high or I’m doing it too fast. Just wondering what are your preferences?

So I’ve currently got this part down pretty consistently. I’m stealing Chrisis’ ender and going with Call Vajra, 2x Seismo, Vajra hits, L. Seismo, Burst Time. This is currently getting me about 750k damage.

I was wondering what my next logical step would be to tack more damage onto this? Should I try for another rep of the box loop? I have a zero Ryujin assist that I’m currently not using.

Next would be trying to get a relaunch in there. I don’t know if it will work for Ryujin, but the typical Viper assist relaunch is:

call assist > L.Seismo xx.JCC.xx (Assist hits) H.BK > S

Noob question but what is JCC?

When taking viper combos to their max damage I’ve noticed that ender causes them to fall out if the combo is long enough. Use seismo xx heavy thunder fist (cancel not needed), seismo xx burst time instead…the damage is identical.

Yeah, double seismo doesn’t work if you did a relaunch. Also depending on te number of hits and the combo starter you may have to skip the seismo after varja hits too and go straight into burst time.

I was wondering this too. I’m going to guess he meant jump cancel C, and just forgot a “.” between the two Cs.

Thanks for the help. I’m not sure if that relaunch will work with Zero or not…but could try for sure. Trying to steal more Chrisis tech by watching his match vids, but I don’t really see a zero extension in there.

Is going for two reps of the box loop reliable? I don’t mind tight timings, as long as it’'s consistent…i.e…works on most of the cast.

I can’t seem to get heavy thunder fist to come out consistently after a seismo. Any pointers?

Depends on whether you started your combo with a ground chain into Thunder Knuckle M. If you do, then it’s more consistent to do one box loop. If you do ground chain into Seismo as your starter, you can tack on a second if your sense of spacing is good.

Thought I’d contribute my solo BnB.

j.:s:, c.:m:-s.:h: xx Thunder Knuckle :m: hit-cancel, c.:m:-s.:h:-:s: (1 hit) xx Seismic Hammer :l: SJC, airdash forward, j.:h:-:s:, s.:m:-:h:-:s: (launch) SJC forward, j.:m:-:m:-:h: DJC forward, j.:m:-:h:-:s: (flying screen), wavedash, Seismic Hammer :l: JC forward, j.:h: DJC forward, j.:h:-:s: xx EX Air Burning Kick, s.:s: (launch) SJC, j.:h: DJC forward, j.:h:-:s: (flying screen), Seismic Hammer :l: xx Burst Time

This one eats up about 40% of a meter overall, deals just a tad over 900K damage. Can go coast-to-coast, but you have to time a lot of the hits in a specific way to carry your opponent to the other side of the field.

You want to use a tiger knee motion for the Thunder Knuckle. ( :qcf::uf:+:h: ) The up-forward input causes a jump cancel, and then hitting :h: cancels the pre-jump frames into a Thunder Knuckle.