It’s actually spacing dependent (Viper height relative to opponent height) which is affected by your starting distance and how fast your inputs are (IE how fast you input DP to seismo). In most cases holding UF is okay, however SJing up gives more time to reach the appropriate height to airdash forward. Sometimes after a far throw into OTG seismo SJing up forward will barely allow you to connect your adf.M/H (whichever you use to combo). As mentioned a bit earlier in this thread you may have to sacrifice a little damage and input M instead of H in the standing or airdashing portions of the loop as M comes out faster and is easier to combo. In the corner you may have to just straight up (not UF) or some hits will whiff. Box loop in general is tricky because the loop itself theoretically should just be the same repeated inputs but has to be situationally adjusted (spacing, hitstun proration, input speed, etc).
alright i have another question on this combo (in bold) posted by xxvic1ousxx:
s.M s.H xx L Seismo XX sjc H.BK(ground)
is it a tiger knee motion(backwards) for this to connect? I’m just confused on the notation, cuz you need to “sjc” the (ground)BK. But wouldn’t it make it an (air)BK if you sjc?
You actually do a tiger knee motion. It’s the same as seismo xx seismo, you have to cancel the seismo with a superjump and cancel the superjump with a grounded ex bk in it’s startup frames.
ok im away from training mode but i think i may have figured out why i cant seismo x3 or more yet can do it x 2 easily:
ive been doing 62369,(5),2369,(5),2369,(5),2369 xn
but after thinking about it im not getting a dp input on the third try that way since my third forward motion counts for the seismo that is already being done…
so im thinking that the actual seismo input that you guys are doing is something like:
62369,(632)369,(632)369,(632)369 etc.
is that how you guys are doing it?
iow are you guys going to neutral after the tiger knee motion or are you rolling it back to down?
that actually might make all the difference.
-dime
I was messing around last night with the way you can do seismo cancel and the most ergonomical way I can see doing is what you stated under without rolling back to neutral state you go straight to 62369 62369 62369. I can manage to get a few reps in but i’ll have to practice it for a while before i get it down. Much much easier to do it that way.
What do you guys usually use as Viper’s most damaging bnb? I’ve tried her box loops, and it does some nice damage, but I find it difficult to land 2 full loops consistently after her throws and some other setup, so I usually resort to just doing one box loop in those situations, but I feel she can get more damage off some other combos.
fyi, you don’t have to tk the first seismo, i.e. you can do 623, 62369, 62369…
@dont_know - ah thnx for clearing it up, now it connects, good alternate to box dash combos using the BK
on seismo canceling f,d,df+atk,f,d,df,f,uf+atk (or on gg notation 623+atk,62369+atk…) : my best so far is 10 in a row (u just get a feel with putting the joystick on uf), going back to neutral after uf is fine, but i tend to screw up and do a fb motion and a TK will come out. Thats why i just go straight to down after uf (cuz it buffers f for your next dp), and i think this is better than goin back to neutral imo.
The input for sjc H.BK is: d, db, b, ub. H.
You have to do it fast, so she doesn’t leave the ground.
I can’t seem to box dash loop. My first siesmo is a light one,but does that matter?
I can siesmo jc. IAD falling HS… but I can’t connect my s.MH
On a standing char I can land IAD falling HS into s.MH easily. I just can’t find the adjustment for a falling char.
^if nothing comes out, you’re pushing s.m too early, if you whiff, too late.
p.s: now that i think about it, try sj after seismo, the opp might be falling down too fast. If you don’t want to sj, the timing on s.m is a lot tighter.
2 reps of the box dash loop is too inconsistent because it’s character specific on the timing for the 2nd rep due to character weight class and hit boxes. The main thing is that you can identify when you screw up and salvage the combo with different hits and enders. You can actually do one rep and with a beam assist like Mags or Doom you can Seismo SJC FADC Dash Cancel into a launcher and guarantee you put your opponent in the corner.
Lol CvS2. Aaah,the good old days. Sorry w MvC I’m so newbish. I’m not at that lvl yet w this game but I’m sure its gonna be tough until I become a worthy opponent. Btw I only know CvS2 terms so OTG and FADC make me know how long ima remain scrubby…online is awful,for my Isp atleast. So I’m at a lost when its time to test the waters w my non existent skills.
Iguess I will bother a few SRKers w stupid questions until I get there. Lol thanks to those that made me the CVS2 beast I am btw. I appreciate the help w the sticks as well.
After siesmo,there’s a difference between sj cancel and j.cancel? Height looks about the same. If there is a difference,then its a mechanic of this game that I never knew. Again,I know NOTHING about marvel. Buffers,yes…that’s it lol.
What are some good damaging combos that she can follow with after her throw? I find it really difficult and inconsistent to do the full box loop after her throws mainly due to the hitstun scaling. Also the damage scales a lot so I can only get about 530k.
Viper Task team has an amazing post throw combo which does ridiculous amounts of unscaled damage thanks to the properties of OTG supers, hit stun scaling makes it really easy to drop the last section, if you need a more stable version drop the fierce TK feint to EX burn kick section.
Throw/air throw: 623A, 28, ADF, 5C, 5S, / 5B + task, 5C, 236B (Task hits) 236C~S 9, 5B, 5B, 5C 8, 5B, 5C, 5S, 214S /, 5S /\ 5B, 5C 8, 5B, 5C, 5S, / 623A xx 214AB then DHC for some pretty amazing damage.
Thanks, Chrisis! Gonna try this right away ^^
The big DHC into Task adds a ridiculous amount of damage for some reason, legion arrow is amazing.
Works like a gem, got about 800k after the DHC!
One note though, I would use 236A instead of 236B in that post-throw combo. For some reason, the opponent kept popping out after the 236B and was too high in the air for Task arrows to connect. 236A seems to connect low enough to keep the opponent at the right height.
I get it fine with B, but sometimes I get less than max arrow hits and since those things do an arseton of damage keeping them low for all 3 hits every time sounds better! I’ll definitely go to A then. ^.^ Yeah, that DHC makes things do a bloody ton of damage being able to kill Zero off of a throw is very satisfying though wouldn’t you say?
Also which super are you using? I could have sworn I barely hit 900K with it as opposed to 800 hmm. (Hates not having a console to test things with outside of gaming meetings D:)