yea, delay the feint and press h asap, its just muscle memory
C.Viper can do a snapback on Zero after L.Seismo > Burst Time (qcb+AA), I’m still testing on other characters.
I don’t know if this is old and I know it’s pointless on Zero since she can kill him in one combo.
this is awesome stuff. i hope this works on more characters.
Here’s a Magneto (disruptor) + Ammy (cold star) combo that does about 950k damage starting from a 5A for 1 bar. I’ve tested it on a lot of characters including Zero and it’s worked on all of them so far. It’s a little hard to get the timing down, but it seems like a really strong BnB. It goes from corner to corner and if you’re in the corner when you launch then super jump up rather than up forward. You can also switch the air BBC double jump BBCS for the standard C double jump BCS in the corner or mid screen, as it’s mainly just used to carry the character further to the corner. Also, take out the air burn kick A after the box loop on sentinel because it doesn’t work on him.
5A, 5B, 5C xx 236B~S (on hit), 2B, 5C xx 623A IADF j.C, j.S xx 214A, land, 5B, 5C + call Magneto xx 236B~S (on hit), 5B, 5C, S, super jump up forward j.B, j.B, j.C dj up forward, j.B, j.B, j.C, S, land, forward dash + call Ammy, delay, 623A ~ jC 2369C~S (on hit), 214C, S, super jump up, S, ADD xx B, land, 623A xx Burst time.
Yeah that’s one of the combos i played around with too. Midscreen i found it sometimes pretty hard to connect the stand m after disruptor m tk feint because of the opponent popping out of range, but in the corner it’s consistent. What i do midscreen is: after boxdash loop, land, st.m + disruptor, st.h xx h bk (disuptor hits between st.h and h bk) mhs, air series, etc.
Does a little less damage and adds a little more hitstun, but the whole ammy relaunch still works.
I guess but the dmg scaling isnt worth the work, if anything DHCing into vergil spiral swords should provide you better results. I run viper/dante/nova my standard bnb is this
s.M , s.H xx M Thunder Knuckle cancel on hit s.M , s.H xx L seismo jc IAD j.H, j.S, s.M, s.H, s.S(1hit) xx L seismo, TK Burn kick M, land, s.M, s.H, s.S, j.MMH dj, j.MHS, Call Jam session, L seismo, j.H, Burn Kick H, burst time does 842.300 and a dhc to million dollars nets me bout 1.056mil(mashed of course) so im better off with that then trying to go DT and work for bad dmg scaling
IAD came naturally to me cause im always box dashing with dante, now i need to learn this stair loop nonsense to look less fraudulent
hey guys, I am new to playing viper. this chick is no joke on execution.lol. my seismo spam is ass right now but besides that. Can any one point me towards her most damaging fullscreen BnB combo with out using meter.? the reason for the non-meter use is because i have spencer second on my team and his up grapple usually finishes characters off.( My team is c.viper,spencer,taskmaster) in that order.
easy: cr.m, h, m tk feint, cr.m + task, h, m tk feint, h xx l seismo, iad air h, air s, /, st.m, st.h, s, sj.h, dj.h, dj.s, dash + call spencer (diagonal grapple thingy), seismo xx tk’ed h bk, s, air series, /, seismo xx tk’ed h tk. no clue how much damage this is, but should probably be around 700k.
harder: same starter, but instead of seismo xx boxdash go into h tk feint on hit, full 3 rep stairkick loop, relaunch, ender. since spencer assist is still available, you can use that at the end of the combo for some really nasty resets.
thanks a lot don_tknow. i will try it out. i got about 646k on my own using both assist during the combo(before your help). i wanted to use only the taskmaster assist that way i build a bar then DHC into spencer. Use the down grapple to pick them up and get 2 up grapples to finish the opponent off. easy 1.1 milli (big smile).lol Question. What does that V mean in the combo?
/ = land
lol. ok. (slaps myself). thanks.
Is a midscreen relaunch with rapid slash possible? Also, what would be the optimal combo for Viper/Vergil/Strider?
I’d really like Viper to be my point for xxx Doom Strider (Plasma or missiles is fine, really, plasma if I had the choice). Anyone know where instructions on extension w/ Vajra or Plasma Beam might lie? if someone wants to just type out a combo, im not stopping you, but figure it might be nicer to just ask where I might be able to find it as opposed to just asking for it lol
My execution’s pretty, weak, but I can do the whole ground series L seizmo, sjc adf HS, land MHS sj MMH dj MMHS, land super blah blah. I just figure I should be able to eek a little more off a combo w/ either assist <shrug>
I know of a midscreen combo with rapid slash but not relaunch just combo with it
Mind sharing it?
Where land super is in what you wrote, replace with a delayed SeismoxxH Burn Kick after calling Doom assist for a relaunch. After relaunch, land, call Strider assist, then do Seismo xx Thunder Knuckle H. You can then do Seismo xx Super or just do the super if you can’t cancel quickly enough to make it hit with the Seismo.
Essentially, watch MarlinPie for the Doom part. And I think there’s a player on these forums somewhere that plays Viper/Doom/Strider (I suppose that includes me, but I’m just far too lazy for transcribing combos right now -.-)
I run this team. You should pratice your execution to get more damage and learn Viper’s BS. Stair Kick Loop is hard, but doable.
My BnBs:
Corner:
c.M, c.H, Thunder Knuckle M (cancel on hit), c.H, Thunder Knuckle M (cancel on hit), Thunder Knuckle H (cancel on hit), super jump, sj.H, Burning Kick L (feint), sj.H, sj.S, Burning Kick L (feint), sj.H, sj.S, land, s.H, s.S, super jump, sj.H, double jump, dj.M, dj.H, dj.S, land, call Doom’s Plasma Beam, Seismo L, (Plasma Beam hits), super jump cancel Burning Kick H, s.S, super jump, sj.H, double jump, dj.H, dj.S, land, call Strider’s Vajra, Seismo L, super jump cancel Thunder Knuckle H, (Vajra hits), then…
- Another Seismo L super jumping cancel Thunder Knuckle H: almost 800k damage. Fills up 1.7 meters.
- Burst Time: 920k damage (You cannot Seismo xx Burst Time). DHCing to Sphere Flame goes up to +1.1k damage.
Mid-screen:
c.M, c.H, Thunder Knuckle M (cancel on hit), c.H, Seismo L, super jump, air dash forward, sj.H, sj.S, Burning Kick L (feint), sj.H, sj.S, land, s.H, s.S, super jump, sj.H, double jump, dj.M, dj.H, dj.S, land, then…
if enemy is cornered at this point:
- call Doom’s Plasma Beam, Seismo L, (Plasma Beam hits), super jump cancel Burning Kick H, s.S… (corner combo).
else, three options: - wavedash, call Doom’s Plasma Beam, Seismo L, (Plasma Beam hits) super jump cancel Focus Attack, dash, s.S… (doable)
- wavedash, call Doom’s Plasma Beam, Seismo L, super jump, air dash forward, (Plasma Beam hits), sj.H, sj.S, land, s.S… (a bit hard)
- wavedash, Thunder Knuckle M (whiff), EX Seismo, super jump, air dash down-forward, sj.S, land, s.S… (easy, but costs 1 bar)
… super jump, sj.H, double jump, dj.H, dj.S, land, call Strider’s Vajra, Seismo L, super jump cancel Thunder Knuckle H, (Vajra hits), then the same as above.
im having trouble connection dooms plasma beam after seismo , and after do i let the burn kick hit or do i feint it straight into launcher? thanks
Any and all Doom beam-related relaunch problems are typically solved by learning the timing. It’s not as simple as calling Doom then doing seismo xx burn kick. You need to delay the seismo after calling him. It’s a pretty slight delay, but you need to get a feel for it on your own.
Are you sure of the damage on that corner combo? I’m only asking because my staircasing is terrible right now so I can’t check, but if it indeed does 920k, you’d only be getting about 5k more than what I was getting without staircase strings off a cr. M starter, which I found to be a bit odd since staircase combos tend to be a decent bit higher than the numbers I had when I was running with Doom.