If you sj H then light burn kick feint, H should connect.
This is an incredibly moronic question, but does anyone have tips on how to get the timing for the box loop down? (To dispel miscommunication, I mean L seismo > IAD > jHS.)
I want my BNB to be this one (without the assist), but the timing on the second box loop seems incredibly tight. I can always get the first one, but not the second one.
How can I make it easier? Should I SJC instead of JC, jump forwards instead of up, delay something, or are there visual cues to look for, etc.?
I don’t go for the Loop since it tends to drop alot. I just get one rep then go into a relaunch. You should SJC Seismo instead of JC.
Challenger here,
After all the time that MVC3/UMVC3 has been out, I’m still having trouble finding a team, but while messing around with some combinations, I found this neat little combo.
Team: C. Viper(Burning Kick)/Doctor Doom(Hidden Missiles)/Iron Man(Unibeam)
Meter Built: 2 Bars
Meter Spent: 2 or 3 Bars
Damage: [3 Bars] - 1,174,300, [2 Bars] - 989,300
Make sure to read the notes after the combo!
~ = Happens at same time
3 Bar Version
:l::h::s:(1 Hit) xx Thunder Knuckle:m: Cancel :s:, :d::h:(Call Unibeam):s:(1 Hit) xx Thunder Knuckle:m: Cancel:s:, Unibeam Connects, Seismic Hammer:m: xxSJCxx Burning Kick:h:, LAND, :h::s:(1 Hit) xx Seismic Hammer:l: xxSJCxx Burning Kick:m:, LAND, :h::s:, j.:h:, j.:h::s:, LAND, (Call Hidden Missles), Seismic Hammer:l: xx EX Burning Kick, LAND, BACK DASH, :s:, (Hidden Missiles Connects)~DELAYED :h::s:, LAND Burst Time, DHC Sphere Flame (MASH)
2 Bar Version
Omit the DHC
NOTES:
-
After you cancel the second Thunder Knuckle AS UNIBEAM IS HITTING, DO NOT DO ANYTHING. It might look like you have an opportunity to hit the opponent a bit more, but you don’t. Just stand there and wait for Unibeam to finish.
-
While you’re waiting for Unibeam to finish, buffer the Seismic Hammer so that it hits AS SOON AS UNIBEAM ENDS. The combo should flow nicely off of Unibeam. Nothing too slow. Nothing too fast.
[INDENT=1] [/INDENT] -
There’s a catch when connecting with Hidden Missiles at the end of the combo. You’re going to be connecting with it in the air and if you don’t do it just right, you’ll drop the combo and you’re opponent will reset either in a blocking or neutral stance. I haven’t tried it out yet, but it seems like a good chance to throw if you do end up dropping it. The best part is, you’ll know you you’ve dropped it when one of two things happen
[INDENT=1]-1- You throw out the :s: but the opponent doesn’t fall to the ground like they should.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]-2- You land the :s: but the opponent doesn’t fall like they should because the last missile hit AFTER you did.[/INDENT]
[INDENT=1] [/INDENT]
I’m not sure what you or your opponent can do if either of those things happen. I assume you’d be able to go for a throw reset, but like I said, I haven’t tried it so I can’t be sure.
- Watch for small characters and adjust the combo accordingly. Using Thunder Knuckle :l: instead of , etc.
5)If you don’t want to use the missiles at all, you can omit them all together and continue the combo this way:
LAND, Seismic Hammer :l: xx EX Burning Kick, LAND, :s:, j.:s:, AIR DASH DOWN LIKE YOUR LIFE DEPENDS ON IT, LAND, Burst Time
Meter Built: 1 4/5 Bars
Meter Used: 2 Bars
Damge: 926,700
hey guys i know this is a dumb question but wat is the most damaging combo to do off of an ex. seismo or thunderknuckle? im assuming box dash loop but not sure if i can extend it more or not?
When doing seismos should they be sjc? Thats done with tk motion at the end of the input
Edit: Thats done with tk motion at the end of the input right?
depends on what ur trying to do i dont tk mine i just input a sj i dont usually tk them unless i need rapids
c.M c.H Thunder Knuckle M S on hit s.M s.H Seismo L as an example
yeah man im pretty sure u can just impute a sj i dont think u have to tk it but then again i play on pad so might be different
Thanks for the advice ya’ll, im a try out the different tips. back to training i go. I WILL NOT GIVE UP ON YOU VIPER lol
I was wondering if someone could make a new combo thread or update this one. I can finally do the stairkick loop, but im not sure what combos I should be doing for damage. It seems like some of my combos without using the stairkick loop does the same damage if not a little more.
What exactly do people normally do to relaunch with Viper? My BnB is just the box loop (2 reps, no TK feints). The best I’ve figured out so far is doing Seismo L, EX BK, S, sj.H, sj.H, sj.S after knockdown, but it seems fairly inconsistent and it really isn’t worth the meter. If it matters, the team I’m trying out now is Viper(b)/Ammy(b)/Sentinel(a).
doesn’t marlinepie have an ammy relaunch?
edit: ~7:15?
Spoiler
[media=youtube]UEaAzTWXLZc[/media]
hey guys question on a bnb of mine want to know if it is optimal or not
c/s l/m/h - M. thunderknuckle {feint} - m/h - l. seismo - iad - j.h - j.s - s.m - s.h - s{one hit} l. sesimo {jc} j.m - j.h {dj} j.m - j.h - j.s {ex bk} s. s j.m - j.h {dj} j.m -j.h -j.s - l. seismo - burst time
i think it does like 830k builds the meter for the ex bk or the burst time if i dont want to do do ex and then dhc into stalking flare meteor stuffs
creative critisim is appreciated
Take out the whole part involving ex.bk. A viper bnb should only require meter at the end of the combo, generally speaking. For reference, my corner combo using only strider assist hits near 900k and that’s only using meter for super.
As viper in typically played on point, it’s best to use a strong dhc to get your damage in. If however you find yourself with only viper left, then yes, feel free to use meter as necessary to get the kill.
I just do:
l, cr.m, h, l/m thunder knuckle, mh, l/m thunder knuckle, h thunder knuckle, feint, jh, jh, l bk, feint, jh, js, l bk, feint, jh, js, l bk, feint, jh, js, land, h, s, jh, jm, jh, js, land, call strider, l seismo, h thunder knuckle, l seismo, burst time
does around 840k if you do the l at the beginning
against small characters like raccoon and probably joe you can’t do the 2nd l/m thunder knuckle, against ammy just do m thunder knuckles
I have trouble ending combos with viper midscreen after the 2nd box dash I launch then what direction should I sj? What combo should i do in the air to land and be able to get close enough for super ? thanks.
If you’re starting mid-screen you can
LMH, m.TK, MH,L.Sei,IAD,HS,MH,L.Sei,H.Bk (TK’d),S,sj,MMH,dj,MHS,land,Call Strider, L.Sei, h.Tk, L. Sei, Bursttime
If you dont have strider end it w/ a L.Seismo then Burstime instead of the Seismo>h.Tk>Seismo>Hyper
Seems like a good combo, but I can get about the same damage without using the stairkick loop and its easier to do. So I guess my next question is, is the use of the stairkick loop situational?
Yeah the box jump combo is easier and does around the same. It’s best to bk feint off stuff like raw H Thunder knuckle, EX Thunder Knuckle, Focus setups, etc.