And that also answers what a JCC is: it’s a jumpcancel-cancel. Basically jumpcanceling a move and cancel the prejump frames into another move.
So in other words, JCC’s are what allow rapid seismo’s to work?
Exactly. A JC would mean that you’re canceling into a jump, as you would with a box loop. A JCC means you’re Jump Canceling, but then you cancel the jump itself (you have 2 frames before you leave the ground in which you can do any special move) into whatever you’re trying to do, as with R.Seismos, and in this case, a H.BK.
If you’ve got got no relaunch in your combo and your extra assist doesn’t allow for extra TKs tacked on to the beginning, then by all means, go ahead and do it. But if your assists makes you relaunch/extra TK capable, then you’re much better off doing those. Double box loop makes followups after a relaunch whiff, and as was said earlier, pegging on those extra TK at the start makes it impossible to do another box loop.
Read page 20! No need to relaunch for big damage using that team with those assists.
It is possible to land two box loops AND a relaunch in the same combo.
IAD j.HS, land, MH qcf.M (feint) (MH dp.L xx IAD j.HS, land) x 2, MHS, j.MMH, dj.MHS, spencer (slant), dp.L xx qcb.H, S, j.H, dj.HS, strider (vajra), dp.L, qcf.H, burst time. Optional: DHC to Spencer bionic maneuvers -> tiger-kneed H grapple for wall bounce -> etc.
This is one combo where you must use seismo -> thunderfist as well as leave off the seismo before burst time. Hits for over 940k only using 1 meter, but the timing is very tight. Adding the spencer dhc and follow-up can kill most of the cast.
Anyone have a Viper/Akuma ender? I’ve been toying around with stuff, but I just can’t find something solid.
Just a theoretical ending but have you tried calling your assist, seismic hammering, getting the opponent caught in tatsu and using emergency combination, which I imagine would dhc well into Akuma’s beam hyper.
This is of course assuming two things:
- You put your opponent in a hard knockdown state at the end of your combo.
- You use tatsu assist.
If you’d like to post your combo and what two assists you have that would probably help us to help you.
Yeah I play Akuma tatsu assist.
I’m just doing this for now.
st/cr. MH xx M tk~S, st. H xx M tk~S, st. MH xx L seismo xx sjc ad f, ad. HS, land, st. M, st. H, S xx sj, sj. H xx dj HS, (insert akuma tatsu ender here)
I play Trish/Viper/Akuma. I know the Trish low voltage ender already, but I’d like one for Akuma too to get good damage after I use Trish low voltage assist for the unblockable for Trish/Viper.
Yeah, the first thing I would try is call tatsu, land, seismo, tatsu connects, wavedash in (Maybe?), qcf.AA of course this might only work if you are in or near the corner, otherwise Akuma might not be close enough to the opponent to catch them when they are otg’d
Someone else would probably be able to help you out a bit more, since I still know relatively little about this game.
Hmmm the only “ender” that I can think of is to do a Seismo, then do j.H, j.H-S xx EX Air Burning Kick, and then launch them while calling tatsu assist. Spike the opponent into the tatsu, and then hit S again on the way down to floor them. I have no idea if this actually works btw, hahaha.
You’ll have to land first before you can call your assists. Doing something like this might work, but you’ll have to FADC the seismo.
Oh? My Viper combo goes something like ground series, TK feint into box loop (still working on getting the seismo SJC down 100%) launch, air series, knock down, and I usually time my assist to just before Viper lands, once her whole body enters the standing/normal jump screen range then seismo into jcc H TK, then vajra connects I seismo again and super. So I’m not sure what they are exactly but I am pretty sure there are variables that allow you to call assists in the air. o_O
Okay guys, so my first Marvel tournament is Saturday and I really want to do well (at least better than the other smash players, since it is a side event at the next smash tournament). I’ve been focusing primarily on Viper this past week and can now do a 675k 1 bar combo consistently (so long as I can push them to the corner), or for another bar I can dhc into Zero’s qcf hyper for 855k.
My combo is pretty simple it’s LMH > M TK feint > MH***S > MMH dj MHS > Call Vajra > Seismo xx sjc H TK > vajra connects > seismo xx burst time
I’m trying to add one rep of the box loop where it says ***, but I’m having a lot of trouble getting the box loop consistently. If my air HS doesn’t whiff, my ground follow up does. I’m fairly certain it’s supposed to be less damaging but more consistent to follow up air HS with s.MHS as opposed to s.HS. I also believe I read somewhere that you need to SJC your seismo into an IAD because of special falling properties your opponent gains on hit while you’re in a super jump, and the air dash is basically just to cancel the height of the jump, provided you’re in the corner. Is that true, or can you just JC your seismo and still get the box loop consistently?
My major problem with Viper is not being able to follow up after dj.S because I didn’t quite make it to the corner, that’s why I want to add the rep of box loop, to make my combo more consistent. I’ll kind of be relying on Viper, since I know only a very, very basic Zero combo (but he makes up for that by being very easy to hit confirm with) and just counting on oiyourrowboats and XF3 to just derp with Strider anchor.
Also, if you see a place in my combo that could benefit from Zero’s ryuejin assist don’t hesitate to let me know.
you should be sjc’ing the seismo, true.
You have two options if you didn’t make it to the corner if you want to hit them with a super:
- (land) Dash, qcf.M xx burst time.
- Slow your air combo down as much as you can.
- Arguably the easier of the two.
- Less Damage.
- (land) vajra, seismo * 2 (may need MH or HH depending on spacing IIRC), SJC the last seismo into AD down-forward, seismo xx burst time.
You also can do, call Vajra>Delay>Seismo>(ADDF/FADC/MTK~S + Dash)>Seismo>Burst time.
It’s obviously worse than Seismo x2, but it’s nice and easy, and you don’t lose much.
Oh yeah I saw that one. It gave me some ideas thanks. But If I don’t start the combo with seismo and just go to launch, doom beam, relaunch, then what can I do with dorm assists at the end?? If I’m in the corner what can I do?
Also, doesn’t anyone know the timing for the BK feint combo? I keep getting Ex bk when trying to cancel after H,S. its weird. I guess I need to do it slower? I see the inputs and there right.
Yeah, slow it down a bit. air s has a pretty long hitstop, so the game might not register it if you do it too early and instead gives you qcb+s for the intended feint.
If you don’t start the combo with seismo, just go into thunder knuckle loops using dark hole first, then on the last knuckle rep use beam and then do your launch. Do not try relaunches, it is not needed (at least I don’t feel they are necessary). If you’re in the corner you might need to omit usage of dark hole because it might show up too far off screen (but I think I remember doing corner combos with it somehow, something about doing it really early or when viper is hitting the opponent from max range with the M or cr.M or something) - but that’s fine if you still have beam you can still get a juicy combo using just the beam (and/or burn kick feint loops).
Either way, it is definitely easy to find some sort of a 1+million damage combo using only 2 meters with Viper and Dormammu, and one of those bars is gained from the combo itself, right? You don’t even have to use dark hole in combos which is a good thing because dark hole might be what locked the opponent down in the first place to get them opened up.
Ok, the idea behind SJCing the Seismo is that so you can get to a proper height more quickly for IAD j.H. So, you can replace *** with S (1 hit) xx L Seismo SJC, airdash, j.H-S, s.M-H and then you can tack on the launcher. Actually, since it looks like you don’t plan on going for a relaunch, you can actually make your combo look like this:
s.L-M-H xx M Thunder Knuckle hit-cancel, c.M-s.H-S (1 hit) xx L Seismo SJC, airdash, j.H-S, s.M-H xx L Thunder Knuckle hit-cancel, s.M-H-S (launch), j.M-M-H DJC, j.M-H-S, call Vajra, L Seismo JC H Thunder Knuckle (or, just M Seismo if you’re still midscreen), Vajra hits, wavedash, L Seismo xx Burst Time
Note that after the first TK, I’m using c.M instead of s.M; on certain characters at about poke range (cough Zero cough), s.M will whiff after a hit-canceled M Thunder Knuckle. Also, whenever you drop a box dash, it’s often because you’re too low relative to your opponent for the j.S to connect, so they will air recover above you and this sets up a nice air throw for Viper.
Yeah that’s a good combo if you only have vajra for an extension. Though i’d recommend skipping st.s (one hit) completely for every viper combo, since it doesn’t do more damage but tacks onto HSD.