to confirm off of dusruptor i just do m, h, air series, assist relaunch, etc… does the same damage as a clean confirm, just builds less meter. for disruptor in combos i do stuff into boxdash h, s, land, st.m + disruptor, st.h xx h bk, st.m, h, s, air series, and so on. regarding the team you posted, i’d go with dorm dark hole/mag disruptor. dark hole is a decent lockdown assist and gives viper a relaunch anywhere on screen, and disruptor is just an overall awesome assist for getting in and neutral game.
Thanks a bunch man.
Its actually still possibly i went into the lab the other day and forced it to happen lol its only feasibly possible of random hitconfirms maybe a st.h anti air. anyway its kinda wierd you gotta dash back + assist input seismo before magneto comes out and box dash to meet them exactly as magneto hits them if your execution is up for it maybe you can see how tight you can get it but its definitely possible when it comes to practical ill leave it up to ya
as i dont have vergil i have to work hard for dmg lol ive managed to break a mill with viper for 1 bar with my team but the neutral game is somewhat ass tier
[media=youtube]OYmIPmnka2s[/media]
I can replace the seismo starter with 1 rep of burnkick feint into relaunch etc the harder hits and lesser scaling pushed it up, found more than 1 rep of steps rediculous to use because viper starts whiffing her air H and S’s later on in the combo. or i can sneak 1 rep of bk after the seismo during the boxdash doing 800k meterless is fun too
Anyone have tips for ground throw conversions? I’m going for the box loop, but finding them pushed out too far to connect the j.S. Is it just a matter of delaying it?
Also, I assume converting off of her EX Moves/Focus has already been addressed in the thread? I’ll do more searching if so unless there’s videos out there.
I don’t really play any of these characters, so I’m not good enough with them to do their more advanced combos. (Like Burn Kick Loops and ground-bounce resets with Dante) You can get more damage using Burn Kick Loops, resulting in over 1mil damage for a single bar.
[media=youtube]tiyfIOWDv3M[/media]
Does anyone know how to do the staircase loop reset at superjump height? And/or the setup for it?
If you’re not comfortable doing L.Sei>box loop just do L.Sei, H-BK (tk’ed), S that way you can launch them off the BK you’re gonna sacrifice some damage but it does work.
Watch Curleh Mustache 4 there was a Viper/Skrull player
Ponce is the Viper/Skrull player. Was also on the Runback a couple times.
Can anyone spread some knowledge on the stair case loop. The the variables that might cause it to drop etc…
Im doing 236H~S>sj>j.H xxL BK whiff>j.HS xx L BK whiff>(j.HS xx L BK whiff>J.HS xx L BK whiff)
Having trouble consistently getting the 2nd J.HS (in the brackets above) to connect. Is it the speed I cancel at? Is it the height I start the air combo at? Should I be lower? As I always end up getting too high up and end up whiffing the j.HS. After doing it for some time I dont know what to tweak in order for it to hit consistently.
Thanks
Try to delay the S a little and hit their feet, that way you should get it to connect.
…and you’re missing a j.H at the beginning…
I’m hella bored at work today so I did a little write up of a b&b using the staircase loop, maybe this can help - ready for a wall of text?
Thunder knuckle / staircase loop B&B combo (no assist, uses one meter, meter positive)
EDIT: I think this is a corner combo only, linking that H thunder knuckle after the M thunder knuckles requires corner.
This combo works on normal to large sized characters, Zero and Wolverine included – I doubt it works on the likes of Viewtiful Joe and Rocket Raccoon though – use something simple for them, maybe box loop or something.
opener, st.Hxx236MS, st.Hxx236MS, 236HS, super jump, j.H, jump cancel, j.H, 214LS~j.H, j.S, 214LS~j.H, j.S, 214LS~j.H, j.S, (land), st.M, st.H, st.S, j.M, j.M, j.H, jump cancel, j.M, j.H, j.S, (land), 623Lxx214AA
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Opener
This can be pretty much anything - my top openers are; cr.M (a good low, decent range) air dash j.L (hella godly air to ground poke), air dash j.H (slower than j.L and not as much air to ground range but you can option select an air throw if you want and easily confirm to anything upon landing) and lastly, my favorite - standing light burnkick “S” cancelled to j.L, j.H (my #1 go to option for a fast overhead, crazy good in my opinion - you can also use j.L, j.L, st.L for an “overhead, overhead, low” option in case the opponent is good at blocking the initial overhead this triple hitting option can usually open them up). -
{st.Hxx236M*S}x2
After your opener you can do st.H to “S” cancelled medium thunder knuckle twice, must “S” cancel the thunder knuckle on hit. If you have trouble linking the H thunder knuckle after doing two M thunder knuckles, then just do one rep of the M thunder knuckle I guess. -
236H*S
An “S” cancelled H thunder knuckle, must cancel on hit and before Viper leaves the ground. This move is wicked fast, but hit stun deterioration after the two medium thunder knuckles is wearing thin so you still need pretty tight timing right here. -
Super jump
This is very important; this must be a super jump – a normal jump fucks up the hit stun deterioration making the combo drop. -
j.H, jump cancel j.H
You must perform the jump cancel and second j.H as fast as possible - do it hella fast. Doing it as fast as possible keeps the opponent juggled in the right position to start the staircase loop. -
{214L*S~.j.H, j.S}x3
This is the actual staircase loop - you can do two or three reps of it depending on your height and speed of execution. You must “S” cancel your light burn kick before it hits, then hit your j.H very quickly after your “S” cancel almost like you’re plinking. So, after the “S” cancelled H thunder knuckle, you will hit with three j.H’s in a row – pretty cool! During the loop, after the j.H it is a small delay until you perform your j.S. What I do is perform the light burn kick and then when “S” canceling it, I hit S~H very fast so the j.H comes out right after cancelling the burn kick. Try not to rush and cancel the actual burn kick too fast or it won’t cancel, canceling burn kicks isn’t quite like plinking, it’s a little slower than that – just hit the H hella fast after the “S” cancel. Then after then j.H hits, you have plenty of time to watch and delay to hit with your j.S. Does that make sense? -
st.M, st.H, st.S, j.M, j.M, j.H, jump cancel, j.M, j.H, j.S, (land), 623Lxx214A
The all-familiar dial-a-combo ender we have all come to know and love. After three full staircase loop reps, you’ll be just about to land. Upon landing, you’ll immediately be in position to hit your opponent with the initial st.M and it’s easy as simple pie from there. Still have enough hitstun left to bang their nuggets into the ground with a seismo before cancelling into super.
sup.
So much incredible info and help on these Viper forums,great stuff folks
Can u make a vid of the mag relaunch
Kappa
What he said
will do when i jump on my xbox, its just awkward, bad dmg wise atm, since its early in the combo maybe you can do more with now you know its possible
soz i took so long was busy
http://twitchtvfaces.com/images/Kappa.png
If it dont werk force it too
[media=youtube]H57Ca6x6Hwo[/media]
Here it is you gotta dash back as for some reason vipers airdash H up close still has the air carry momentum so she doesnt fall down quick enough so making enough space between her hitting helps her fall in time. (check the inputs for how tight the whole sequence has to be)
The combo i did was ass but 500k is a start for you mag players put ur execution to work lol. I think it should be possible to do 1 rep of seismo jc vanilla style or go into burn step loops(you can stick 1 medium knuckle before the H knuckle) has to be 3 reps tho the hitstun is mythical at this point, then whatever assist you have left over if applicable.
Viper mags may be back (ps dont forget about throw>hypergrav>raw tag viper>burnkick loops for a mill)
good shit definitely appriciated
Blah.
So I just got into viper and the combos on this page on the OP are difficult to read and like DAY 1 garbage.
Can anyone give me a high level solo combo?
Mid level solo combo?
Builds bar and does damage of course.
thanks.
alot of vipers combos are just relaunches like wesker until you are ready to get more advanced.
Start with this combo in my vid will give you an idea of how it all works
[media=youtube]OYmIPmnka2s[/media]
ground series> thunder knuckles> launcher> relaunches> super
Thats the general gist of her combos if you say what team you are using better info can be given.
We should really have a Ultimate 2.0 viper thread now we’ve pretty much worked the character out combo wise.