C Viper - Combo Thread

Guys…I just did Viper’s stair case combo for the 1st time. ;_; Took me about 2 weeks,but man the satisfaction of practicing and practicing until you can finally do it just…I just cannot put it into words.

Yeah I saw a video this morning about the extra TK feint and I was going to try to add that on after I got my box loops consecutive, I’ve never thought about the first hit of S though. This also explains why I couldn’t get a single combo off when I was playing my friend’s Zero, I’m very happy you pointed that out to me.

Thanks, everyone for your help, still working on the box loop. I guess I’ll just work on watching my height, work on timing my H kick to cancel the dash.

wuttup FlyingVe its Ian,

I was messing around in the lab and so far i came up with

SJF, ADD j.:h:, -/, :m:, :h:, 236:m:~:s:, :m:, :h:, 236:l:~:s:, :m:, :h:, 623:l:, SJCIADF, j.:h:, j.:s: -/, :h:. :s: SJC j.:h:, DJC, (slight delays)dj.:m:, dj.:h:, dj.:s: -/, OTG assist. :s:, SJC, j.:h:, DJC, dj.:h:, dj.:s: -/, 623:l: xx 214 :atk:+:atk:

its pretty damn strict and your super jump dash down H has to be at the earliest possible moment otherwise you eat HSD and will end up dropping the box dash

So how does Jam session extension/ender work?

Well I do it because it has more hitstun than s.H and makes combos easier to confirm. Also, I feel like it’s an extra hit without adding on too much hitstun deterioration. The only real concern is the damage scaling that comes with it; sometimes it makes combos do less damage than without it, and sometimes it does more damage. (In my BnB that I posted earlier, you need that S before the first Seismo to push the damage over 900k.)

Hmm well I assume you’re landing your unblockable in the corner, since that’s the most common place to hit it. I do…

Lv. 3 Focus Attack, superjump, airdash down-forward, j.S, s.M xx s.H xx Thunder Knuckle M hit-cancel, s.M xx s.H xx Seismic Hammer L SJC, airdash forward, j.H xx j.S xx Air Burning Kick L, s.M xx s.H xx S (launch) SJC, j.M xx j.M xx j.H DJC forward, j.M xx j.H xx j.S (flying screen)

This was totally copypasta’d by my WiP guide lol. If you have two meters, you can do Seismo JC, j.S xx EX Air Burning Kick, S (launch), j.H-S, airdash downforward, Burst Time for more damage.

As an extension, you can reliably fit it in with TK feints midscreen;

:m:+ Call Jam Session,:h:, 236 :m:~:s: Jam Session hits, SJ.UF, AD.DF :s:, [insert rest of combo] You can also try Burnkicks after the feint, but I find it to be too unreliable.

As a combo ender;

Land, Call Jam Session, 623 :l: [x1, or x2 if you can] Jam Session hits, TK :h: BK, Burst Time

I was curious if it could be used to lead into a standing :s: after a full air combo, similar to how MarlinPie uses Doom’s Beam.

For instance, full air combo, land, Seismo + Assist insert magic here (land), standing S into j.H dj.HS.

If you minimize your first air-combo (to the point of just doing hhs), I believe dash, assist, seismo, fadc, sj, (delayed)ad j.h,j.s,bk feint,j.h.j.s, land, s still leaves you with enough hitstun on your normals to connect another sj.hhs. Don’t quote me on this though, this is from memory; and I don’t use Dante. This is midscreen obviously, in the corner you can just do double seismo into tk bk.

but even the double seismo into tk bk is pretty damn strict. i messed around for too long with jam session once ultimate dropped to figure out what it does for vipers combos, and there are many things working, but at least for me it wasn’t reliable. if you want to relaunch with (double) seismo tk hk bk, the bk must hit RIGHT at the moment jam session ends, otherwise the opponent will pop out immediatly (after lmh seismo, box dash x1, h, s, sj.h, dj.h, dj.s that is). if you do it to early, jam session is still hitting after the bk hits and the same thing will happen, they pop out. i really don’t like how jam session doesn’t really work anymore for viper combowise, it’s such an awesome assist…

I dunno if you’d have to TK the Burn Kick in that situation. Since they’re stuck in Jam Session, you can get away with superjumping up-forward, doing an Air H Burn Kick, and then canceling the ground recovery into super. Alternatively, you can do something goofy like Seismo, j.H DJC j.H-S xx EX Air Burning Kick, S+Jam Session, j.S, j.S, Burst Time =P

yeah there are a few ways to do it. i tried it with sj’ing towards the opponent, tk’ing, tk’ed sj up, etc… but the problem of tight timing applies to all. the last one is stylish, but the idea of relaunching without meter usage goes over the river. ^^ i’ll still try it though, sounds funny. ^^

Disagree. Jam Session is still suited for high damage/meterless Viper combo’s. I’ve used it plenty in BnB/ToD combo’s with Viper a while ago when I still played Dante. Next to the midscreen example I gave above, you can also get a higher damage relaunch with it in the corner (MarlinPie BnB style, as KJunk mentioned) The key is to delay the jcc.H BK as long as possible. Which is hardly a problem, since the jump cancel window for Seismic Hammer is humongous. Once you get the timing down, and recognize Vipers/JS’ animations, you will get it every time. So as an example, you get:

[insert opening] 236:m:~:s:,:m::h:, 623:l:, IAD:h: 214:l:~:s::h::s:,:m::h::s:[launch-superjump] :m::m::h:dj.:m::h::s:[land] Call Jam Session, 623:l:[Seismo and JS should hit at about the same time] [long delay: you want to time your jcc. BK so it hits when JS is about to end] JCC. :h: BK, :s:[launch-superjump] :h:dj.:h::s:[land] 623:l:, Burst Time.

Builds ~1.5 bar. Good for at least 800k+ if I remember correctly, DHC Million Dollars for 1 mill+.

like i said, at least for me it wasn’t reliable, so it may just be me.

Alright As of late people have been telling me that Viper/Zero/Strider is the second coming of MSS
So I was wondering if you guys had any Viper Combos that use the Shippuga Assist

I hate SHippuga in Ultimate, it pushes them so far away.

Also, it’s not just VZS, it’s all the Viper, Dante, Zero, Strider combos. There other really strong ones:
VZS
VZD
VDS
ZDS
ZVS

Just wondering: why would you omit the first j.:s: after seismo, iad (as in: why iad,j.:h:,bk feint instead of j.:h:,j:s:,bk feint)? Too much hitstun deterioration in that particular combo? For me just doing iad j.:h:,214:l:~:s:,j.:h:,j.:s: at that point almost always pushes characters too far away midscreen (especially smaller hitbox ones) for a 5:m: to connect afterwards.
I turns out not to be a problem HSD-wise in the bnbs I use with my team, but it still would be good to know how to do this.

Yes, HSD. It’s not a big deal, I usually omit some hits if I want to make sure that HSD won’t mess up my combo. Like when starting this combo off 2:l:'s (like ADD :l: into st.:l:) will cause opponents to drop out in the end after the second st.:s: into j.:h:. So you can drop the BK feint part all together, and just do regular j.:h:j.:s: in that situation and still make this combo work. Doesn’t matter that much damage/meter wise.

So I’m re-evaluating my Viper team and decided that I wanted Doom missiles to keep people out of the air/in block stun for lock down.
But I’m having trouble using the Missiles for a relaunch.
Right now I’m trying:

(Opener) :qcf::m:~:s: :m::h: :dp::l: IAD :h::s: :m::h::s: (call Doom) j.:h: dj.:m::h::s: (missile OTG) :qcb::h: :s: sj.:h:dj:h::s: ~ (ender)

They flip out during the missiles or they hit the ground after the burn kick before I’m able to relaunch.
Any thoughts?

Try doing sj.m, h, dj.m, h, s after u call doom. Also, maybe the your inputting the combo slow. I usually can get a seismo before missles hit and cancel into burn kick than relaunch. Hope this helps.

Last time I tried doing Siesmo > jc.Burn Kick weird stuff happened, but I’ll try it again.