C Viper - Combo Thread

**“What about max distance from a cr mh xx seismo?” **
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Good question.

If you’re starting your combo from a crouching position:
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… xx dp.M 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
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If you’re starting your combo from a standing position:

[/COLOR]… 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

If you’re starting your combo in the corner:

… xx dp.L xx sjc, qcb.H, MH xx dp.L xx sjc, qcb.H, MHS xx jc, j.MMH xx dj, MHS, land, dp.L xx qcb.AA

These have all connected on every character I’ve tested them on, wit.

[COLOR=black]"[/COLOR]Im still unsure tho are you doing a ground bk or an air one? Ground one right?"

Yeah, it’s the ground version.

What I extracted from MarlinPie’s match vids in the Video thread.

c.M, c.H, M TK, S TK, neutral sj, air dash down, j.H, land, s.H, L Seismo, IADF, j.H, j.S, land, s.H, S (2 hits), sj.H, dj, j.H, j.S, air dash down, dash, L Seismo, j.H, S BK, land, S, sj.H, dj, j.H, j.S, land, Cold Star assist, OTG L Seismo [SJC H TK feint on hit, H TK feint on hit, H BK, Burst Time] All of this occurs as Cold Star is hitting. Uses 3 levels but he builds 2 bars in the combo and it dealt over a million damage as Captain America died from the combo at like full health.

trijump j.H, c.M, s.H, L Seismo, IADF, j.H, j.S, land, S (1 hit), L Seismo, j.H, j.S, land, S, sj.H, dj, j.H, j.S, dash, S Seismo, trijump j.S, S, sj.H, j.H, j.S, etc…

i used to do this box dash + double jump combo => any ABC (i prefer standing) A seismo, sjc airdash CD, stand BC, A seismo, sjc airdash CD, stand BCD, sj BBC dj BCD. ending this with seismo + super gives you 750k, or around 640k if you do seismo sjc burn kick. i was primarily doing this combo because i felt like i’d be hurting for meter… then i watched what marlinpie was doing…

now most of the time, i skip the 2nd loop of seismo sjc airdash – the 2nd one is hard to land depending on what character you’re hitting, so it’s usually always safe to do 1 loop into stand BCD. also my double jump combo is a simple sj C dj CD. reducing the # of hits here lets you OTG with A seismo into more hits afterwards.

has anyone found any notable differences in OTG A seismo => ex burn kick right away, or OTG A seismo jc (x number of hits here) => ex burn kick? i feel the timing rather strict for the 2nd one, esp in midscreen, i have to wavedash to where they’re falling. i just try my best to make sure my 1st combo into air D knockdown puts them in the corner…

Not to seem like a total idiot, but I am new to fighting games. In the MvC3 guide, under the list of what I assume is her noob combos they have a notation listed as St.

Is that just standing???

Exactly, st. Means standing. :slight_smile:

Thanks a lot! Sorry for such a silly question :stuck_out_tongue:

i found out from playing yesterday that this does not work on zero – ex burn kick will miss some hits, although the last hit will register and they’ll go into hard knockdown – it’s not possible to pick him back up with a ground B or C afterwards. even with amaterasu, i find that viper’s combos work fine due to her airborne hurtboxes being big enough, but zero… i think i need to come up with specific combos for him. :tdown:

@killey

there must be something wrong with this combo, you can not airdash down if you already did a doublejump during the air series. do you remember in which one of the matches marlinpie does this this combo exactly? maybe he did something like st.s, j.M, j.H, j.S, air dash down?

That’s why I couldn’t do it lol.
It’s in the first video link stream0nster posted in the video thread, it happen’s in the first match.

Justin.tv - stream0nster - Cheeseburger (CAPT/HULK/HAGG) vs. MarlinPie (CVIP/MAGS/AMMY) Saturday Night Blackout (4/2/11) Part 1

Edit: He didn’t air dash down he’s close enough to the ground to dash in and otg since the air combo is being down after a seismo, the rest seems to be correct.

is it meant to be the combo at about 3:00? if so, he doesn’t do an air dash down, he just ground dahes after the dj.S. but the opponent is near the corner though, i think it’s hard to do midscreen.

Are you sure because I swear I’m air dashing down after the aerial series and I land much faster then normal. I do this for Doom combos as well.

Yeah I was trying to do it midscreen and I couldn’t get it but I suppose the start of the combo pushes them pretty far towards the corner.

I don’t see hows that possible after a double jump maybe Doom is just special idk but viper can not do this.

like PChrisGI said, it’s definetely not possible. i just tried it again to make sure. doom is a different story, he is the only character with dash cancelable normals air and grounded without using flight mode.

Just rewatched the video and yeah it doesn’t look like he’s air dashing down but it looks like he’s landing faster then usual. Probably just my imagination though.

This also needs some correction. Upon closer inspection it doesn’t look like he’s SJCing the H TK after OTG L Seismo as I’ve tried that method and the opponent flies too high before cold star assist hits. Not sure if there’s some trick to doing it but that H TK also appears to be coming out faster then after the OTG Seismo. Need to play around with that some more. H BK also needs to hit high off the ground (no need for TK) in order for Burst Time to connect. If it hits too low the opponent lands before you can do Burst Time.

The neutral super jump air dash down is a bitch because the height has to be perfect otherwise the j.H crosses up and you lose the ability to do the rest of the combo because they’ll be too far from the corner. You can salvage it by switching the first OTG L Seismo with a dash S Seismo trijump j.s, land, S, etc… but you need an extra bar of meter for the combo.

yeah i definitely just do wavedash => seismo A after air C dj CD

Got a question for the box loop combo. How do you guys do the sj IAD after a siesmo? Is there an input trick i need to know? Like setting the stick to neutral after dp input? or is there some other way to do the IAD, i just cant IAD that fast after siesmo. Most of the time i just normal jump and AD. Can you guys help me out with this?

Yes, i let the stick go to neutral after basically every input, and i recommend that for every game and every combo. ^^ it really helps to get clean inputs.

Therefore my inputs for boxdash loop are:

M, H, dp L, let the stick go to neutral, down, up, let the stick go to neutral, atk+atk (button dash), j.H, j.S, land. Repeat.

Awesome, thnx for the tip, i didnt think of going to neutral after a super jump, no wonder i couldnt dash fast enough.

You dont actually have to sj after the seismo, just hold uf

^I use to just hold up, but I would whiff the st.m. Once I started using SJ after the seismo, it just felt better. It’s all preference, but SJ creates more smoke for extra style points ;]