C Viper - Combo Thread

Well, u dont have to do the seismo. So basically when missle start to otg, pause just lil than do burn kick. Just work on the timing because if u do burn kick to early, the last 1 or 2 missles that hit will hit the character out of its fall from the burn kick.

I use missiles, here’s my current bnb:
(hit) 2:m:,2:h:,236:m:~:s:, 2:m:,5:h:,623:l:, sj,ad, j.:h:,j.:s:,214:l:~:s:, j.:h:,j.:s:, land, 5:h:~P1/2 (aka call doom), 5:s:, sj, j.:h:,(delay),dj, j.:h:(delay),j.:s:, land, wavedash x2 (midscreen, not necessary in corner), 623:l:,(delay; missiles hit) 2149:l: (make sure it’s a sj.bk;), land, 5:s:, sj, j.:h:,dj, j.:h:,j.:s:, land, 623:l:, 214:l::m:

Gets you ~824k (or ~870 with another tk feint loop at the beginning), full corner carry from anywhere on the screen and is about 30% meter positive. In the corner you’ll get better damage without a relaunch by just maximizing tk loops first, then doing three reps of staircase loop after a :h: tk feint. Then land and only call doom a few frames before actually superjumping your s, do the normal full hits on the launcher combo, then just the same old otg seismo at about the same time as the missiles hit (just to get that extra hit in) into tk sj :l: bk, then cancel into super. Depending on the other assist you use to maximize tk-loops in the beginning this is about 1 million and builds close to two meters (sans the super).

Does Viper have a full corner to corner carry off a grab? I’m trying to do L Seismo, Box Dash j.H, j.S (one hit) H TK, into the stair kick loop but they tech out before I can do the 3rd rep of it.

gottnoskill does on me all the time or does he do the side switch?

Sometimes, it’s better to do the side switch with addf j.H after the SJCed Seismo. You have to dash up for this to work though, so you can’t do it off of a ground throw. I’m not sure about a coast-to-coast combo off of a throw though.

Hey, I just picked up Doom and here’s my corner-to-corner/midscreen combo with him:

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), j.M-M-H DJC, j.-M-H-S (flying screen), Seismc Hammer L OTG JC, j.H DJC, j.H+A1/A2-S xx EX Air Burning Kick, S (launch), j.S, missiles hit, j.S (flying screen), Seismic Hammer L OTG xx Burst Time

That one does around 920k damage (924k, I think?) and is only about 40% meter-negative, but you should be sitting on spare meter anyway because you’re C.-friggin’-Viper. The sequence up to the EX Air Burning Kick is a corner carry, as long as you space your hits out properly.

You don’t really need that EX burn kick there at all. A simple Doom combo:

jS,5B,5C,236M~S(hit),5B,5C,623A,IAD,jC,jS,-/,5B,5C,623A,IAD,jC,jS,-/,5B,5C,S,jBBC,jBC:S,Call Plasma Beam,623A,(plasma beam hits), j2147C (JCC), -/,S,jC,jCS,-/,623A,214AA.

Should do just shy of 1 million and leave you with close to a full bar left over.

any good ways of extending combos using cold star?

Watch Marlin Pie. I don’t know all the inputs for his relauch, but I’m pretty sure its optimized.

got any links showing it? cuz the only marlinpie combos i remember used doom’s assist and cold star was just there for lockdown.

Watch the most recent GF of the break #147 on jaxelrod’s channel, he uses it few times once he switches to his main team (sry no link, at the office atm).

I’m pretty sure it’s stuff - knockdown, call ammy, L seismo, j.s, L bk feint, aurdash down S, land, H bk, relaunch. He also has an extension pre launch with optic blast, which you can see in that match too (if i remember correctly, if not watch the LF and WF too, he definitely uses it in one of these matches).

Is it possible to do a relaunch with vergil after s.LMH m.TK~S MH dp.L j.HS s.MH l.TK~S MHS sj. MMH dj.MHS (call vergil, burn kick, S) At least I think that’s how the vergil relaunch works. I’m having a lot of trouble getting it, idk if it’s due to HSD or just because I’m bad. If I take out my air M’s would that fix the problem?

That relaunch works, though you can just skip the BK and just do S. At what point do they tech out of it?

Either the second TK feint or the BK whiffs.

The timing for the L tk feint follow up is a bit tight, but practice should solve that. Why exactly does the bk not connect? Are they too high? Do they tech out before it connects?

Yeah they’re just too high I think. Rapid Slash sends them up too high and they tech out before I can get S to connect. I’ll keep working on it until I get it, I guess. ~

Anyone has some tech for Dormammu Dark Hole Assist?

[media=youtube]MBIZvkWz9uI[/media]

It’s possible but doesn’t really make a lot of sense this way, the maximum you’ll get out of a relaunch at that point is just s,sj,s. If you just do h,dj,h,s on your first launch you’ll land earlier (if you delay the hits appropriately), which makes both the timing of the assist + seismo and the subsequent bk easier (with all the m’s in there they tech way early out of the rapid slash). You also get another s,sj,h,dj,h,s on your relaunch.
As far as the light tk feint is concerned, that’s just a matter of height; make sure you don’t catch them too low with the m, that’s all there is to it. Also, after rapid slash hits, it’s way easier to catch them with a tk’d sj light bk (if you don’t do that already) since the hitbox goes up higher and it has way less ground recovery; the damage is the same.

The bk is necessary, they tech out of the rapid slash way up in the air otherwise.

I cant seem to get this relaunch with Spencer to work regardless of the amount of hit-stun decay. Spencer’s slant shot assist leaves the opponent standing, although to get a relaunch off qcb.H you need to hit the opponed midair before the assist grounds they opponent. I am able to JCC the dp.L xx qcb.H but i cannot hit the S into launcher. Could anyone explain the timing or positioning to make this relaunch work?