C Viper - Combo Thread

I don’t think there’s a weasel shot relaunch, and Dante’s DHC is the same either way. Not sure what you mean by “more dhc damage”.

There’s a weasel shot relaunch. The one I use is just land > call Dante > L seismo > TK L BK > S. IMO the timing for it is easier than the jam session relaunch. But then again, I just started using jam session instead of weasel shot like 2 days ago. I usually just use jam session as an ender after using Vajra as a mid-combo extension.

May I ask for the notation? Thing looks sick from what I can tell. Corner only I’m guessing?

No problem man. I think it’s it corner specific. You can actually implement the main loop into your BnB, but it’s not superior to other BnBs I think. Notation:

(normal jumping opponent needed to get an extra optic blast)

Optic Blast > cr.:m: > s.:h: > :s: (1st Hit) xx :l: Seismo xx JC Optic Blast > cr.:m: > s.:h: > :s: (1st Hit) xx :l: Seismo xx JC Optic Blast > :s: (character specific) xx SJC > j.:m: xx Double Jump > j.:m: > j.:h: > j.:s: > land > back dash > EX Seismo xx JC Optic Blast xx EX Burn Kick > land > :s: (1st hit) xx EX Seismo xx JC Optic Blast xx (late cancel) EX Burn Kick > land > :s: (1st Hit) xx EX Seismo xx JC Optic Blast

Will get a better vid for you guys because I know people are having a hard time seeing it.

because I use to get like 1mil after the DHC using weasel shot to extend her combos… jam session scales the damage

Call Dante, L Seismo, L Seismo, TK L Burn Kick, Burst Time.

Are there any notations available for the combos Marlinpie does?

Just wondering out of curiosity’s sake, but does Viper have anything interesting TAC wise? I like Viper to DT’d Dante currently, but I’m wondering if there’s anything interesting from herself with either staircase feints or burn kicks to ground relaunches and the like.

You can’t staircase into a relaunch because you can’t do j.S’s after the TAC. (I hope I’m wrong lol)
As for TAC combos you should check Gotnoskill’s matches, I don’t remember one in particular to show you though.
I did a video that was posted in the video section sometime ago with a TAC combo. I’m waiting until I get proper capture equipment to start uploading more stuff cause this is just too painful XD.
You can check the video on my channel.
j.:m: j.:m: j.:h: >> Double Jump >> j.:m: j.:m: j.:h: >> :m:.BK Feint >> j.:m: j.:h: >> :m:.BK Feint >> j.:m: j.:h: >> :m:.BK Feint >> j.:h: j.:s:

Well, this is unnecessary.

[media=youtube]ZLh5mPCWGcc[/media]

Is the timing easier with the L Burn Kick? I’ve been using the H version and been able to get it.

It should be, L Burn Kick comes out the fastest.

Since he’s doing tiger knee, actually H.BK is faster. The standing L.BK is faster then the H.BK though.
Air L.BK = 21f | Air H.BK = 17f
Standing L.BK = 23f | Standing H.BK = 27f

Ok so I got it pretty consistently now. After the second seismo, I sj and just do a H BK.

Also, I managed to get 961,200 for 1 meter. Is there anyway to break 1mil?

[media=youtube]TargpBDehdA[/media]

Well with my team I can break 1k with 1 meter but it only works on certain characters, luckily most of the character with or above 1k it works haha.
961 damage is legit imo, you can kill most the cast in one combo and if you need just DHC and finish the job.

Yeah true, I guess it can work with select assists. DHC is fine.

Beginner Viper here and I’m just wondering about something particular. When attempting to add multiple Thunder Knuckles to combos, does the number of buttons pressed before the actual Thunder Knuckle make the window for followups smaller or am I just missing links? The combo I’m attempting to do is:

:l: :m: :h: :qcf::m:~:s: :m::h: :qcf::m:~:s: :m::h: :dp::l: SJC - Box Dash… yadda yadda

But I don’t think I’ve ever once been able to squeeze more than one Thunder Knuckle into a combo. Is this something entirely timing based or do I need to decrease hitstun and drop any Ms after the initial feint?

When doing more than one TK, you should use :h:s after the first TK for max reps and damage.
I’m not 100% sure on this but I believe the HSD works like this:
1 or 2 normals before the first TK = 3 TKs
3,4 or 5 normals before the first TK = 2 TKs

When I do sj.:h: or sj.:s: I can’t do 3 TKs that well, even doing only a cr.:m: afterwards, prolly they add more to the HSD? haha
Note that you can’t do another :h: / cr.:h: after the second / third TK (depending on how you started your combo). I’m think the only thing you can connect is a :l:, normals wise that is.
You have to either call an assist before you do the last TK or use :h:.TK (feint), EX Special Move, Hyper, XF after the last TK for example.

So for that combo in particular it would look something like: :l: :m: :h: > :qcf::m:~:s: > :m::h: > :dp::l:
If you want to do a second TK, you have to do one of the examples I said in order to continue the combo.

Is there a practical way to implement Dorm Dark Hole Assist in a corner combo?

Possibly a relaunch, but you’d have to dash back in order for the dark hole to hit.