C Viper - Combo Thread

Thanks for the answers time to get in the lab

Heya Viper boards, long time no see. I was in the neighborhood, so I thought I’d drop by to say hi and leave you guys with a little tidbit I discovered a few weeks back. As you’ve probably noticed, I haven’t been much on the scene lately, so I wouldn’t be surprised if this is old news, but I figured I’d give it a go anyways.

OTG L.Sei xx.JCC.xx H.TK is nothing new in and of itself, but I found that the hitbox of the H.TK can in fact hit the opponent before you leave the ground if you input it fast enough. I was able to confirm this my feinting the H.TK after the OTG Seismo. My first thought about this is that it could be used as a more damaging ender before Burst time, which I was actually able to get off once. With much difficulty, but hey, it worked. Might have some other interesting combo applications too, but I’ll leave that for you guys to find out.

I found it was significantly easier on fatties, which means this might be character specific tech, but I’m not interested enough to explore myself, which is why I’ve brought it to you guys.

How have the boards been since I’ve been gone? Anything new/interesting tech-wise? How active has the board been? Anyone else leave other than me?

basically is this similar to gotnoskills heavy thunder knuckle tech?? feinting the active frames?

I’m sorry for what is probably going to be a re-tread of various old info here, but I just wanted to know, what is the optimal combo to do after an EX Seismo confirm in both solo and Happy Birthday situations?

Can someone tell me if this full / mid screen seismo confirm is optimized.

Call Strider > Rapid Seismo x2 > Sj up > ADDF > thunder knuckle m (feint) > L seismo > box dash > j.HS > HS > L seismo > TK burn kick H > S > j.MMH > DJ. MHS > L seismo > Super

iirc it does about 750k and builds 1 bar.

Can you share? I was thinking of playing viper/modok (no seriously) but I can’t think of any good dhc off of burst time.

Can someone tell me the correct time to call Dr.Doom’s assist and the correct time to do the Seismo.L of the relanch in the combo at 04:10 in this video, please? I’m try but, after the B.Kick, when i press the launcher, don’t work and Viper does not move…So, what and how is the correct time to do all of this relaunch with perfection? ( Time to call Doom, to do Seismo.L, B.Kick and the Launcher). Thanks

[media=youtube]f8prqc6gyyg[/media]

Whats up guys, new to the thread. Been having problems with my anchor.

I rock Viper/Doom/Spencer in that order. Burning Kick, Missiles, Slant Zip for assists. I have some good synergy with Viper and Doom and Doom/Spencer but Spencer and Viper don’t seem to work together. If Doom gets snapped in and dies, im left with no combo extensions or cover on rush. Any ideas to help with the problem or ideas for a new anchor? I don’t want to run Ammy, Dante and Vergil (kind of). Not a big fan of Dante, Vergils assist isn’t ideal for Viper and i don’t want to be MarlinPie. I would like to put Magneto there, but i have problems with his loops. Any help would be great. Thanks

This is a Cross-Post [X-Post] from the Team Building Thread for General UMVC3. I thought It would suit well here in the C.Viper Combo Thread.

I’d use Spencer’s Slant Grapple assist versus his straight grapple assist because his slant grapple assist allows viper to combo from farther away. Here’s a video of a Viper-Spencer Combo I do often, it also shows I how use Doom’s Missiles for a reset. The Corner Combo I do is universal, meaning it can be done anywhere on the screen. You just have to adjust accordingly to your distance/situation with your opponent.

Here’s the video in question:

Skip to 6:03 for the Universal BnB

[media=youtube]7kfI6G34VIo[/media]

Notations:

[cr. M, QCF+M xx cr. M, QCF+M xx cr. M, cr. H], L. Seismo, Jump xx ADF (AirDashForward), a. H, a. S, Land, s. M, H, S, a. H, double jump, a. M, H, S, Call Spencer Assist (Slant Grapple), Jump xx ADD (AirDashDown), Land, s. S, a. H, double jump, a. M, H, [S, Land, L. Seismo xx QCB+ATK ATK.]

If there was a list of the best BnB’s ever conceived, this would have to be up there. This combo is… on the lower end of Viper’s Demanding Execution Spectrum, but it still has it’s slight difficulties. A lot of TK cancelling and Mid-Combo Air Dashes. The two parts I’ve bolded and [bracketed] are parts that are interchangable. The first bolded-brackets just means you could start the combo with anything; a Jump Heavy into L,M,H,S, L. Seismo >>… and you could finish the combo like I notated above. The second set of bolded-brackets just means you can finish the combo the way I’ve put, or you can go into a Doom-Swag (or Infinite if you know it)-TAC Combo easily. The reason why you can TAC into Doom’s Swag combo instead of Spencer is because you’ve just called out Spencer recently for your combo extension.

This is, in no way Viper’s optimal combo. BUT it’s probably the most efficient/least execution demanding/consistent combo she has. If you’re looking for optimal damage, I’ve found a combo that requires… slight more execution than the BnB listed, but it DOES NOT require you to learn the Stair-Case Loop; and guess what? It does more damage.

cr. M, QCF+M xx cr. M, QCF+M xx cr. M, cr. H, L. Seismo, Jump xx ADF (AirDashForward), a. H, a. S, Land, s. M, H, S (1-Hit), TK (Tiger Knee) L. Seismo xx TK (Air) M. Burn Kick, S, a. H, double jump, a. M, H, S, Call Spencer Assist (Slant Grapple), Jump xx ADD (AirDashDown), Land, s. S, a. H, double jump, a. H, S, Land, L. Seismo xx QCB+ATK ATK.

As for the potential reset I was referring to using Doom’s hidden missiles assist with Viper, you can check out the “mixup” in the video at 6:42 .

Have fun learning these combos, they’re difficult, but very rewarding and fulfilling.

Ya didn’t know where to post that properly so put it in both threads

Hi.
I have a team which consists of viper, doom and ammy (marlipies team), and need help with a combo:
L M H S (Jump) M M H S A1 (Plasma beam) Seismic hammer burning kick S (Jump) M M H S
Now here is my question. What does he do with the ammy assist?

[media=youtube]M1r4HST6gCw[/media]

Anyone wanna give me a hand in optimizing this?
2 Bars and 838k
My team is Viper (Undecided between TK and BK yet), Hsien-ko (Senpu), Amaterasu (Cold Star)

I feel like I can do more even without trying to staircase, but I haven’t figured anything out yet…

I believe its goes something like this

L Seismo, Ammy Assist, Optic Blast, Jump, Air Dash Down, S. Don’t quote me on that but im pretty sure. If anyone knows for sure if Im right or wrong please feel free to correct me.

If you’re talking about the relaunch combo, I remember it being answered before

I believe it was something like call ammy, L seismo, superjump s, burnkick light, feint, air dash down, burn kick while still in the air
But don’t quote me on that either, I don’t have the execution to do all that so I’ve never actually done it

You can also relaunch with ammy, L seismo, H thunder knuckle feint on hit

But the easiest one that I use when I play this team is a box loop into
s. H + ammy, s.S (1 hit), H tk feight on hit, H tk feight on hit, tiger knee H burn kick, launch

and you can relaunch with plasma beam after this also

[media=youtube]gCkA9tta-NY[/media]

Thoughts?

I’ve been trying out Viper(y)/Doom(b)/Strider(y) for a while, and I came up with these combo variations (basically different starters).

j.H, s.MH, Thunder Knuckle M (S), s.MHS(1), Seismic Hammer L > Air Dash Forward, j.HS, s.MHS+Missiles Assist, j.MH, double jump, j.MHS, Seismic Hammer L > Burn Kick H, s.S, j.H, double jump, j.HS, Strider Assist, Seismic Hammer L > Thunder Knuckle H, Seismic Hammer L > Burst Time. 915k

c.M, s.H, Thunder Knuckle M (S), s.H, Thunder Knuckle H (S), s.MHS(1), Seismic Hammer L > Air Dash Forward, j.HS, s.MHS+Missiles Assist, j.MH, double jump, j.MHS, Seismic Hammer L > Burn Kick H, s.S, j.H, double jump, j.HS, Strider Assist, Seismic Hammer L > Thunder Knuckle H, Seismic Hammer L > Burst Time. 950k

f.M, s.S(1), Thunder Knuckle M (S), s.MHS(1), Seismic Hammer L > Air Dash Forward, j.HS, s.MHS+Missiles Assist, j.MH, double jump, j.MHS, Seismic Hammer L > Burn Kick H, s.S, j.H, double jump, j.HS, Strider Assist, Seismic Hammer L > Thunder Knuckle H, Seismic Hammer L > Burst Time. 864k

^ You have to do this one as fast as possible, otherwise Burst Time may not connect.

Burn Kick H, s.MHS(1), Seismic Hammer L > Air Dash Forward, j.HS, s.MHS+Missiles Assist, j.MH, double jump, j.MHS, Seismic Hammer L > Burn Kick H, s.S, j.H, double jump, j.HS, Strider Assist, Seismic Hammer L > Thunder Knuckle H, Seismic Hammer L > Burst Time. 864k

They end Meter Positive since they only use one bar. If you want, you can throw in a Thunder Knuckle EX and get more damage.

Oh, and there’s this:

Thunder Knuckle H (S), super jump, j.H, Burn Kick L (S), j.H…S, Burn Kick L (S), j.H…S, s.MHS+Missiles Assist, j.MH, double jump, j.MHS, Seismic Hammer L > Burn Kick H, s.S, j.H, double jump, j.HS, Vajra Assist, Seismic Hammer L > Thunder Knuckle H, Seismic Hammer L > Burst Time. 877k

It doesn’t work with 3 reps of the stair case. The relaunch with Missiles + Seismic Hammer L > Burn Kick H doesn’t allow the following j.H, double jump, j.HS. The second j.H won’t hit =/

Sup brosky,

I’m assuming that the you’re using Ex.Burn Kick, so after the first Hard knockdown you can :dp::l:, Sj.c, j :h:, Dj, j.:h:, (delayed):s:+:a1:~Ex.Burn Kick into relaunch, whatever you want after that. And also start the combo with a :qcf::m:~:s:

Ok, so I previously posted the combo below

“:qcf: :m: ~:s:, s.:m:, s.:h:, :qcf::l:~:s:,s.:m:/:a1:(must be lateral assist that doesn’t cause airborne/knockdown state, and must be pressed simultaneously with s.:m:) s.:h:,:qcf::l:~:s:,s.:m:,s.:h:,:dp: :l:, delay, I.A.D.F.~j.:h:,:s:,s.:m:,s.:h:,:s:,s.j.:m:,j.:m:,j.:h:~d.j.:m:,j.:m:,j.:h:,:s:,:dp::l:,s.j.:h:,d.j.:h:,:qcb::s:,:s:,s.j.:h:~d.j.:h:,:s:,:dp::l:~Burst Time!”

At the behest of players much greater than myself I’ve learned to consistently land two reps of the stair case loop. My question is simple, I’d like to insert some stair case loop into this combo. I’m trying to put it in after the I.A.D.F.~j.:h:,:s:,s.:m:,s.:h:,:qcf::h:~:s: into stair case loop. My trouble is I can only land two reps but it appears that if I could land three reps this combo would still work as is but I can not confirm due to being too scrubby.

Could someone please confirm for me if this combo still works with or without assist if I insert the TK H into 3 reps of Stair case loop?

Thanks,

Apollunai

This isn’t possible with or without an assist. Combo below works but its not really worth it. Its a lot easier to do a solo 1 million damage combo then this
:qcf: :m: ~:s:, s.:m:/:a1:, s.:h:,:qcf::l:~:s:, s.:m:,s.:h:,:s:(1 Hit), :dp: :l:, delay, I.A.D.F.~j.:h:,:s:,:s:(1 Hit),:qcf::h:~:s:, s.j.:h:,:qcb::l:~:s:, j.:h:, j.:s:,:qcb::l:~:s:, j.:h:, j.:s:,:qcb::l:~:s:, j.:h:, j.:s:, :s:,s.j.:m:,j.:m:,j.:h:~d.j.:h:,:s:,:dp::l:, Burst time.

Iron Man/Unibeam
Damage : 856,100
Meter Gained : 1.6 bars
Taskmaster/Aim Master
Damage : 886,700
Meter Gained : 1.6 bars
Solo
Damage : 849,600
Meter Gained : 1.4 bars

I’m having consistency issues with comboing after a throw, for some reason they seem to be a bit higher so when i do iad j.h j.s, they’re too high and either h will whiff or the s will whiff.

Am i doing it to slow or too fast? I’ve tried varying the timing a bit but still nothing consistent. Sorry for a question that has probably been asked, just started playing her.