C Viper - Combo Thread

I think it depends on how high the opponent is. For me they’re usually too high, so A version allows them to fall a little bit just enough for the arrows to connect. If you get it with B, then i’d probably stick with that since it’s a little faster on startup and you’ll risk dropping the combo with A if the opponent’s being juggled too low! I might have only gotten 800k since I reduced some of the hits on her air combo in fear the opponent would pop out before I sent them back down to the ground. :stuck_out_tongue: I was using spiderman as the dummy, and he’s also got some really odd hurtboxes. I did Burst Time > Upward Legion Arrow DHC at the end.

Yeah, this combo’s a lot better than the double box loop, I might use it as a bnb since I use Task along with Viper already. I haven’t gotten a chance to use it in a real match yet though lol, still trying to get the hang of it. I’m surprised you’ve really gotten a control of Viper without having a way to play outside of game meetings! I only started using Viper not too long ago myself but sometimes she makes me pull my hair out! lol

It’s a lot less impressive when it comes out that when I do have game meetings they’re ridiculously long. In the last 2 months I think I’ve had at least 10 24 hour or longer sessions with people. XD I wonder if Burst Time into up legion, late up legion, angled legion or horizontal legion does the most damage as with how long the hit stun from burst time is you can hit any of them.

Super intense crack sessions that last all day and night are the fastest way to improve, Friday/Saturday FTW! Though I’ve been sick and thus unable to go to meets for fear of infecting folks this week D:

Here’s a video of the Burn Kick Loop, if anyone needs a reference: [media=youtube]c0m3SVWJ9cQ"[/media]

LMH xx dp.L xx sjc, qcb.H, S xx dp.L xx sjc, qcb.H, S xx jc, j.MMH xx dj, MHS, land, dp.L xx qcb.AA
Damage: 711,100
– Requires 1 bar
– Builds 1 bar

Nah it’s not inconsistent at all and the timing difference isn’t big on any character outside of Cap/Joe everyone else won’t fall out on same timing and i do 3 box loop reps. Too be honest box loop is all I do I’ll put up some vids from a session coming up with jan and stone. Also it doesn’t matter on first siesmo done to launch except for on tron on tron do strong siesmo.

IIRC all legions do the same dmg, its better to do up legion as soon as burst time ends.

Which Taskmaster assist are you using? I’m assuming forward shots.

@Diveman:
Legions do the same if they’re hitting an opponent in the same state, OTG legion takes less scaling than non OTG legion among some other situational things.

@Killey:
Horizontal for that one though I feel horizontal and Vertical are both pretty amazing for Viper.

ive been trying to get seismo cancels lately, but they are extremely hard for me. I can do them with no problem in SSF4, but here the timing is a lot more strict IMO. what are some good methods/inputs for doing multiple seismos???

do the normal dp motion for the first seismo and hold forward…then do down to up forward+whatever strength for each subsequent seismo. just remember to hold forward for a split second after each seismo and you shouldn’t get a TK or superjump/regular jump.

EDIT: ok ive gotten the hang of this, a little bit. Its hard to go back to 6 after each seismo. because it seems like you wont have time to complete the seismo. Im actually trying to use them like marlin pie, rapid fire seismos, but its mad hard. still i wont give up!!!

you don’t have to leave it at forward very long…you don’t have to do it as fast as it seems, either. :slight_smile:

I wish marlin pie had a srk account or a FB or a blog, so we could ask him how does he do it :(.

is there a vid where I can see the hand for the rapid fire seismos?

Ok I got the loop down w/consistency @75%…as for rapid fire siesmos,its pretty easy. If you’re familiar w/sakuras shosho just add the uf. Mess around w/that and Im sure timing will smoothen out.

ive been doing seismos for the past 2 days and im finally getting the hang of it, but ive got a question, sometimes thunder knuckle comes out even though I do the same exact motion when I chain seismos, why does that happen? what part of the input im missing?

Hey guys. Have been playing Viper/Dante/Sent now, and it is working well for me.

Was wondering, does anyone have anything specific to Dante and Sent to extend combos? At the moment all I have with Dante is instead of ending Viper’s combos with otg dp+L xx Burst Time, I have been calling jam session, then otg dp+L jc QCB+H then burst time. Round her damage out to 800k on her own, and then DHC into dante nets about 950k. Wondering if maybe I could do something else.

You can actually add a H tk xx feint on hit after tje seismo and before you do the bk. Also you can dhc after burst time into devil trigger and do stuff like j.s, cold shower xx stinger xx bold cancel xx crystal/beehive/jetstream or whatever you like.

MH dp.L IAD, j.HS, land, MHS sj.MMH dj.MHS, land dp.L j.HSqcb.S land S sj.H dj.HS land dp.L qcb super or throw reset.

sorry if this been posted.
– Damage: 805,900

What are the best BnBs with Viper?

I uploaded 7 more Crimson Viper videos to my YouTube channel!

www.youtube.com/googlebonker

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[media=youtube]ThiN_4-TJMk"[/media]
[media=youtube]Bi5SCv0kTm4"[/media]
[media=youtube]ClrcmHzACsA"[/media]
[media=youtube]MBO0a0M3QOQ"[/media]

Plus, there are Amaterasu, Crimson Viper, and Ryu Team combo videos!

Those combos you posted use a lot of gauge googlebonker! I like the EXTK cancels to extend it after an air hit, very stylish ^.^.

@piskooooo: Viper has different B&Bs for different situations whether she’s trying to build gauge, do more damage, do damage in less hits (IE against Phoenix) etc. The combo I’ve been using primarily for her recently got updated to be a little bit better and is:

optional starter for higher damage ADDF 214A~S~C, S -/
2B + assist (Preferably task), 2C xx 236B (Assist hits), 2B, 2C xx 236B xx 236S, 214A~S~C~S -/ 5B, 2C, 236C~S 9, B, B, C 9, B, C, S xx 214S -/ 5S /-\ B, B, C 9, B, C, S -/ 623A xx 214AA
Does just over 1 million damage with Taskmaster assist, requires 1 starting gauge. the BKF in the middle is new but adds a little bit of damage to make weaker DHCs able to kill the 1,100,000 crowd despite low damage numbers.