C Viper - Combo Thread

Is there a point to me using L instead of cr.M outside of punishes or after a j.L jump in? Sometimes I feel like cr.M is just way to punishable, but I could always get into the habit of canceling it on whiff, and there have been far too many times where I’ve overestimated the range of L and lost out on a perfectly good punish opportunity.

Sheesh I really have to learn my stair stepping :). Also I really liked the burn kick loops. The solo combo on wesker was really good. I generally throw bk on second seismo loop but the feint series to heavy feint bk, b > c > S cancel BK > M launch looks like a pretty good combo to run, and with an assist extension like plasma beam right after M, then H to S air series and strider or strange finisher at the end, that’s looking like close to 780 k in my head right now, gotta practice that later :), pretty cool video. And the optic blast combos off seismo to heavy tk + stair stepping, way more swaggy then the crap video I posted a while ago lol :slight_smile:

I know what you mean. My current combo with vajra assist + one bar does about 850K, ~885K if I optimize it. That Wesker one did 875K without an assist even… Amazing.

Question: What is stair stepping and how is it done?

A few combos I’ve been doing. All of these are done with initial match start of one bar. No assist. Just Viper. God only knows if these are even practical. I’m amazed I’ve been able to pull them off online.

Combo 1

METER BUILT: 1 1/3 bars
METER USED: 2 bars
POSITION: Can be done anywhere on screen; pushes opponent to edge of screen

Damage: 818,000

:l::m::h::s: (One Hit) xx :qcf::l: xx :s:, :m::h::s: (One Hit) xx :qcf::l: xx :s: xx :qcf::s:, (Opponent Crumple State), :m::h::s:, j.:m::m::h:, j.:m::m::h::s:, land, :dp::l: xx :qcb::atk::atk:

Combo 2

METER BUILT: 1 1/3 bars
METER USED: 2 bars
POSITION: Can be done from as wide as 3/4 screen; pushes opponent to edge of screen

Damage: 823,100

:l::m::h::s: (One Hit) xx :qcf::l: xx :s:, :m::h::s: (One Hit) xx :dp::l: xx(super jump cancel)xx :qcb::h:, land, :m::h::s:, j.:m::m::h:, j.:m::m::h::s:, land, :dp::l: xx :qcb::s:, back dash, :s:, j.:h::s:, land, :dp::l: xx :qcb::atk::atk:

Combo 3

METER BUILT: 1 1/2 bars
METER USED: 2 bars
POSITION: Can be done from as wide as 3/4 screen; pushes opponent to edge of screen

Damage: 866,400

:l::m::h::s: (One Hit) xx :qcf::l: xx :s:, :m::h::s: (One Hit) xx :dp::l: xx(super jump cancel)xx :qcb::m:, land, :m::h::s: (One Hit) xx :dp::l: xx(super jump cancel)xx :qcb::m:, land, :m::h::s:, j.:m::m::h:, j. :m::m::h::s:, land, :dp::l: xx :qcb::s:, back dash, :s:, j.:s:, MASH DOWNWARD DASH UNTIL YOU LAND, :qcb::atk::atk:

Combo 4

METER BUILT: 1 1/4 bars
METER USED: 2 bars
POSITION: Can be done from mid-screen to edge; pushes opponent to edge of screen

Damage: 591,400

Throw, :dp::l: xx(super jump cancel)xx :qcb::h:, land, dash (if not in corner), :m::h::s:, j.:m::m:h:, j.:m::m::h::s:, land, :dp::l: xx :qcb::s:, back dash, :s:, j.:h::s:, land, :dp::l: xx :qcb::atk::atk:

ALTERNATIVELY

If you want to save a bit more meter by not doing EX moves

Combo 1

See Alternative for Combo 3

Combo 2

See alternative for Combo 3

Combo 3

Remove the EX Burning Kick and replace it with Seismo Hyper

Damage: 790,400

Combo 4

Remove the EX Burning Kick and replace with Seismo Hyper

Damage: 476,800

I couldn’t get a clear view of what all he was doing, but it looked ridiculous whatever it was. I really need to step up my Viper game. -

After watching the combo video in my last post again, I couldn’t help but notice the use of optic blast. Now, playing on pad, I don’t have use of all of my fingers to hold down a button for optic blast. So I decided to try out some of the things done in the combo above, just to see what I could do and came up with this. As before this is solo Viper, no assists, initial meter.

:m::h: xx :qcf::m: xx :s:, :h: xx :qcf::m: xx :s:, :m::h::s: xx :dp::l: xx(super jump cancel)xx :qcb::m:, land, :m::h::s: xx :dp::l: xx(super jump cancel)xx :qcb::m:, land, :m::h::s:, j.:m::m::h:, j.:m::m::h::s:, land, :dp::l: xx :qcb::s:, back dash, :s:, j.:s:, MASH DOWNWARD DASH UNTIL YOU LAND, :qcb::atk::atk:

Damage: 945, 600

Replacing the EX Burning Kick with Seismo Hyper

Damage: 869, 600

Challenger, you should be mapping an extra :l: to a shoulder button at all times. That’s what I do anyway. My button config basically changes :a1: to L2/LT, and :l: to L1/LB.

Hello everyone I’m crying inside at my frustration right now! I can’t figure out how to seismo into burning kick on my controller. I play on a “hitbox” style fightstick I made out of a madcatz TE… I can seismo spam pretty well on it… And in last game whenever I played with viper I would tigerknee DP forward and then go all the way back into qtr C for burning kick to do it… this game I do what I’d do to seismo spam, then i input qtrcircle back and the burning kick never comes out… anyone with any advice for me I’d appreciate it a ton! <3

Are you remember to input the Diagonal up-back direction when Tiger Kneeing?

We really to get a new combo thread. This one hasn’t been updated in forever.

The way I’m doing it ( from player 1 side ) is 62369 (attack) 214 ( attack )

that doesn’t work, you need to jumpcancel the seismo in order to burning kick out of it. so the motion is 6236(9) (attack) 2147 (attack).

Sections I’d like to do/see done in order:

  • Basic move set
  • Beginner combos for things such as stair stepping, box loops, super jump cancel burning kicks, thunder knuckle cancels, etc.
  • Combo section without assist (meterless and metered in order by amount consumed/built)
  • Combo section with assist (meterless and metered in order by amount consumed/built)
    -Video section/annotations if possible

There is something that is annoying me a bit… after a relativelly long combo, Marlin Pie does a lot dp.L xx tk burning kick, relaunch and blabla…

My question is what kind of burning kick is that? is it sj. tk backwards, tk with no sj, tk forward… or… well… wich one is it? XD… and witch strengh too… did not figure that out so I can’t pull out all the time… and the one with ammy

(…) call ammy, dp.L, sj.S , faint bk, add. S, burning kick, blabla

is there a trick to this? doesnt seen to be reliable, but marlin pie pulls all the time…

It’s either a tk’ed superjumpcancel L BK or a jumpcancel to grounded H BK. Do the one you’re more comfortable with, both of them work fine.

As for the ammy relaunch. I found it to be very finicky too, but then again i didn’t try it for too long cause i don’t play the dog anymore. Marlinpie has sick execution, but i think with a little practice everyone can make it work consistently.

I figured out after watching many of marlin pie’s matches. He usually do the ammy followup only in shorter combos, in those situations it is really easy, he ryed only once “that I saw” in a little longer combo but he missed so yeah… I think I got that one XD

and thx bout the bk stuff, I will try at home =), but watching more closelly some marlin pie footage I figured out he spend more bars then it looks like, doing the stuff he does is more easy then it looks XD… except Rapid Seismo… having trouble with this shit =/…

for rapid seismo make sure to not let the stick go to neutral. the motion is like 623, 632369, 632369, 632369, and so on. don’t do it too fast, do it in an exact and fluent way. it took me quite some time to get the hang of it, especially on the 2P side. just keep practicing it.

mmm I see… since I doo light loop with zero and on 2P I do like… 27421 5 27421 motion, its kinda hard to do that rapid seismo motion like CVS2 PTF or shosho… I think have more trouble with the punch button and sometimes come out the lightining punch stuff… don’t know if I am doing too slow in those situations or too fast… dont know… and in 1P still having trouble after the 3rd one… but it is a relief seeing that the marlin pie combos are easier then what looks… from streaming guys who dont actually know and if u don’t pay attention to the bars, it looks like marlin is Making lots of impossible stuff XD

So, I’ve been experimenting with an interesting crazy combo starter, but I can’t quite get it to work. In theory, it should work, and in theory, it should do a lot more damage, but either my execution or hitstun decay (combo = fail) is preventing me from completing it.

(starter)(TK stuff)* > R.Sei[LL] xx.SJC.xx j.H xx L.BK > -/ > H.TK~S > j.H xx H.BK~S > j.H j.S > -/ > MHS

*might not be a good idea, since it may make HSD even worse.

I keep dropping it at the Step-kick part at the end. Can my superior execution friends give this a shot for me?

Some interesting notes: When done outside of the corner, it carries a massive distance. However, if you don’t make it to the corner by the time you hit them with the j.H after the 2 rapid seismos, your L.BK ends up crossing them up when you meet them at the ground, and the game will auto-correct your H.TK feint to the other side. I believe that in theory you could correct this by doing some fancy BK feint stuff to turn you around, but first we have to get this combo to work at all. =P

if thunder knuckle comes out, that’s usually because you hit neutral anywhere during the input. you basically can’t do it too fast or slow, you can just do it at almost every speed. just make sure you kinda grind out the edge of the stick gate and don’t let the stick go, and it should work fine with a little practice.