I very strongly disagree with that. Are people just using viper as a battery? I don’t see a reason to not extend and maximize damage when given the opportunity…the extension pays for the meter used (nearly). It just seems like at any point during a combo where some1 doesn’t use a bar of meter…I would’ve…and done more damage (while nearly building the bar back) so its basically free damage.
IAD j.MH st.MH xx QCF+M xx QCF+S st.MH xx L.Seismo j.cancel HS xx QCB+S st.MHS super jump j.MMH dj j.MHS land L.seismo QCB+AA
849,900dmg 30 hits…last hit did 90k.
If you ever DHC with some1…you might aswell extend a combo with viper IMO.
Just now did another 861k…somehow…with like 35 hits. using 3 meters and ending with 3/4 of a bar. *I see no reason not to use her meter for extending combos unless you’re using her to battery phoenix or something.
Any1 have any input on this? I mean…861k with just viper…if you started the combo with 1/4 of a meter you could DHC to like…hulk or something for another 100k+ probably and thats a dead character.
Yeah i didnt realise her super cant scale below 60% dmg minimum till i saw wiki last night, but still the rest of her normals are scaling more and by the time you get into the air it could fuck up your air extensions say if you miss after the dj cause of hitstun deterioration etc, like if you can get rid of her launcher xx into something i would try to.
In regards to her use of ex moves, i’m talking about after a clean confirm there is no real reason to use a bar, sure if you get a m or l tk confirm that into ex tk or an air to air confirm it into ex bk by all means, but if you get a clean hit and have a full combo opportunity there is no real point to burning the meter.
For example a combo above you say you got 860k for 3 meters, that may sound good, but a viper bnb of 2 box loops launch otg into her super dhc into magneto tempest is 905k for 2 meters. So the additional hits arent really worth it after a clean confirm, might as well save the meter for a dhc. 2 box loops into super by itself is 745k dmg and leaves you with half a bar or something, so yeh food for thought.
That doesn’t mean you still can’t utilize EX combo extenders, her most basic combo is basically an ABCS > BBC dj BBC S > FDF A xx QCB S > BCS > C > BCS > FDF A xx Burst Time. Its not the most useful combo naturally, but its so easy a caveman can do it.
Now that builds one bar, so its only a one true meter combo, start it prior to getting three and you can always DHC into a combo of your choice with virtually any other character in the game.
Not to mention can’t an ABC xx B Tk > S Tk add a good chunk of damage onto her boxloop, and put ridiculously close to the corner?
-Max damage off a ground throw: m seismo JC uf slight pause IADF mh land mh xx l seismo IADF ms land mhs sj up mmh dj uf lhs OTG dash xx m tk xx super 80 extra dmg for 2nd loop but stricter timing
-Max damage off an air throw: dash f l seismo JC slight pause IADF mh land mh xx l seismo IADF ms land s* (ONLY) sj mmh dj lhs, note air throw causes more hit stun decay then ground throw, need to drop hits before launcher so air sequence doesn?t drop (dj into lh will whiff otherwise). 60 extra dmg for 2nd loop stricter timing.
-Max damage after h tk feint (on hit): h tk feint pause (so they reach apex) jump f mh staggered s land cr l st mhs xx l seismo jc UP iadf ms land mhs etc (one loop of box loop)
*jc up: makes sure iadf doesn?t go underneath if high when seismo?d
H tk feint into box loop/launch will be one of her most dangerous tools i reckon, since you can xx into it from focus with only a 5f startup on the h tk, the h tk will also auto correct or be done even if they go over you on the other side
I’d like to see that 905k but I’m not getting anything over like mid 850s. The 860 wasn’t a legit combo it was more of an “oh wow, EX TK does a ton of damage if you’ve got meter to spew”. I’m doing it your way now and I see your point…but only if you have at least 1 meter. My combo is basically maximizing damage when your STARTING meter is low (but you spew meter during the combo). Sooo I guess if some1 finds themselves low on meter but they need to do 788k rather than 725k + 1/2 a bar…they can use my combo…its basically worthless BUT =P I’m liking that I’m seeing new big #s from my combos…aaand as I’m finishing this comment…890k with Mag DHC…thats fuckin’ dumb…I hate this game again.
EDIT orr…if you can’t do 2 box loops for w/e reason…spew meter during your combos so you can atleast break 700k
I started playing C. Viper this morning, and this is the combo I was working on:
LMH(+Ironman Unibeam Assist)S, qcf+A, (Ironman hits), qcf+A, qcf+S, LMHS, j.MMH, jc.MHS, otg
It takes 1 metter and it deals 520 dmg with Seismo in the end. And it is easy to do!
As posted on the first page starting with 1 gauge Viper can hit over 920K, now I’ve upped it a bit to around 1.05 million pre DHCs, which you should almost always have the meter for. Any time you’re going to EX burn kick in a combo make sure you get them into the air with fierce thunder knuckle instead of launch so you do slightly more damage for less scaling.
Making sure to remember and optimize EX thunder knuckle combos is good, it allows you to punish Mags, Sent, Task etc full screen for being greedy, and the first 2 of those you can kill off that punish.
When doing a box loop variant remember that even post throw you can still summon assists, I only box loop after a throw or if I have Phoenix on my team but when hitting with it I make sure on the pre-launch rep I use: 623L 28 ADF 5C, 5S, / 5B+ Task, 5C xx 236B (Task hits), 236 C ( continue combo from here as normal) This means if you throw someone and have 3 starting gauges it’s completely reasonable to kill a mid health character off of a throw getting around 500k-700k out of Viper then barely scaled DHCs into another and Task.
Also if you can append the beginning of a combo with 214A~S~5C, 5S before starting it builds more meter and does more damage with only a minimal difference in hit stun scaling.
Sorry just nit picking here but if the 28 indicates a SJ after your seismo it is not necessary, you will get to the same height for your air dash after a seismo by just holding up or uf cause she pops up so quickly.
SJing gives me a better speed to input the dash 5C at, the timing off of it is no harder with no negative ramifications. Also if a seismo is rolled/blocked I feel SJing puts me in a more positive situation than a normal jump.
So took a small break from mvc3 and came back to realize C. Viper still ceases to amaze me. Love coming back to a game and having a fresh mind to think of new stuff.
Figured out a different loop with her that excludes box dashing and does somewhere around 5k-30k more damage depending on the combo. Did some testing today but want to see what others can figure out. So basically take your C. Viper box dash combo and where “l.seismo IADF j.H j.S” comes in replace that with “l.seismo SJC h.burnKick”. Do the ground burning kick though. If you do the air one you’ll drop the combo due to the horrible frame advantage it has. It surprises me that with the l.seismo sjc h.burnkick you can actually use her slow s.H into another seismo and not drop the combo. There isn’t as much timing as there is with the box dash combo and it does more damage.
two notes though on this loop.
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The loop part of this can only be done in the corner. If you do this out of the corner you can only do one l.seismo sjc h.burnkick, but you can do one box-dash on the next seismo to keep the combo going.
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This should be a no brainer, you do more damage thus if you already maximize damage on your combos you’ll have to rework them around this loop. Hit deterioration is a bit faster.
Nice stuff! What damage output do you get out of it? How much gauge does it build in relation to the box loop? How close do you need to be to the corner to start it?
Well damage output seems to be around 5-30k more. Not too much more but is definately A LOT easier to combo off of than the box dash one and might be an alternative to use online for the button lag since you don’t have to worry about the timing as much.
I compared gauge meter for this and what I found off of my box dash loop combo was that it gave you 1.5 meters. With the same combo sans the box dash loop and inserting l.seismo SJC h.BK you get 1.3 or 1.4 meter somewhere in between there. So really if you see at the start of your combo that you already have .6-.7 already stashed in you’ll just hit around 2 bars for a DHC at the end of it.
Now i’ve tested it a bit more and there is a variation of this you can do out of the corner and connect it like the box dash loop but I’m not sure it will work on all characters. its basically [s.H l.seismo SJC h.BK] x2. After the 2nd time you do the SJC loop do cr.M s.H, S. This will connect and hit them up to finish the combo out. The cool thing about this one and I dont know if its worth the meter but you can almost do this loop 3 times in the corner. I wish you could but you can’t :(. but on the 3rd SJC loop right after the 3rd seismo do ex.BK it will connect and you can hit them up in the air for extra damage. Not sure if this would do more damage than other BnB but its worth testing out a little more.
It’s still in testing but I’m also trying “s.H, S (one hit), l.seismo SJC h.BK” out of the corner it keeps you close enough to do the loops and does about 5k more damage than the regular box dash loop w/o ultra. Probably not the best way to do it but it works. Still experimenting fellow vipers! I hope we unlock a new piece of technology for her.
I’ve also figured out with this SJC loop there is another way to connect this out of the corner and be right up in their face for the next part of the loop but the execution is a little more difficult than the box dash loop. I’ll post it once test it out a little more and figure out what’s up with it because it looks like an awesome technique. Plus I don’t feel like typing it out and explaining it at the moment.
Really nice find dude, makes playing under pressure alot nicer. I was going to lump it with the delayed J. M… J.H… J. S , LMHS in case you mess up the box dash and still need the damage, but this is much more practical, even though its a committed choice.
I can really see this getting some utility in the corner, because the only way to block a close proximity H. BK is with forward, and you can still use two L’s to confirm into MHS damage and the beauty of that one is Lp. Seismo in conjunction with EX BK still continues the combo and nets a ton of damage.
I was scanning through this thread, and I haven’t seen any of these combos posted (apologies if they have).
I’m not sure if they work on everyone. But, I’ve tested these on Amaterasu, Arthur, Dr. Doom, Ryu and Sentinel, and they work against all of them with no serious timing adjustments required. They also work anywhere on the screen.
First off, all of these combos revolve around this basic loop: dp.L xx sjc, qcb.H, S xx dp.L xx sjc, qcb.H. Which, can easily be implemented into other combos.
I’ll try to stick to the format you guys already have going.
Combo 1
LMH xx dp.L xx sjc, qcb.H, S xx dp.L xx sjc, qcb.H, S xx jc, j.MMH xx dj, MHS, land, dp.L xx qcb.AA
– Damage: 687,400
– Requires 1 bar(s)
– Builds 1 bar(s)
Combo 2
LMH xx qcf.M xx qcf.S, dp.L xx sjc, qcb.H, S xx dp.L xx sjc, qcb.H, S xx jc, j.MMH xx dj, MHS, land, dp.L xx qcb.AA
– Damage: 803,200
– Requires 2 bar(s)
– Builds approx. 0.4 bar(s)
Note: you only need 1 bar to start this combo. You’ll gain the second before you Hyper.
Personal preference, but I feel the basic SH/BK loop is significantly easier and more consistent than the Box Loop.
Edit: I forgot to mention that during Combo 2, “qfc.S” will pass through Amaterasu after it hits and leave you at a short distance from her. But, you can easily dash up and finish the combo before she recovers – just be prepared for it.
What ive never liked about using seismo jc h bk is the seismo needs to be done as close as possible to get a proper follow up after the h bk i found.
LMH xx dp.L xx sjc, qcb.H, MH xx dp.L xx sjc, qcb.H, S xx jc, j.MMH xx dj, MHS, land, dp.L xx qcb.AA
– Damage: 706,700
– Requires 1 bar(s)
– Builds 1 bar(s)
I’ve tried this combo on all character weight and sizes, so I’m assuming this combo works on any characters from anywhere on the screen. You can start with 0 bars and finish the combo with enough to Hyper at the end.
With the necessary meter requirements, you can adjust areas of this combo to easily break 1m damage.
Are you jump canceling Seismic Hammer into an air or ground Burning Kick? I’ve tried several times and found that you can easily follow up “LMH xx dp.L xx sjc, qcb.H” with at least “S xx dp.L xx sjc, qcb.H, etc.” from literally the max distance you’re able connect the initial LMH.
I only have a “meh” quality cell phone camera, at the moment. But, if you want I can try to upload a quick video.
What about max distance from a cr mh xx seismo? Im still unsure tho are you doing a ground bk or an air one? Ground one right?
A nice combo i’ve found with viper recently:
Mid screen snap back/reset combo (2 bars for snap back finish): box loop launch into otg land m tk xx ex seismo juggle snap back, this is a good almost full damage combo (minus the bit of damage you’re giving up not ending in super) that allows a snap back on the end, you could also set up a bunch of resets off ex seismo finisher pretty easily.
So, what are people’s thoughts on the Viper infinite? After trying it a bit it seems useful to me and can be set up off of most things. I assume once it gets practiced it really should be the default combo she goes to unless trying to build gauge and kill a character.
It’s a practical infinite and every Viper needs to learn it regardless of whether situational. It still guarantees a dead character and that’s really imporant.