C.Viper Combos and Glitches

I remember practicing this and I believe if you start point blank, you can get in 2 WP Seismos, then 2 MP Seismos then 1 FP Seismo.

I rarely do WP Seismos because I don’t want to die. :confused:

Nice. Yeah LP SH’s are way risky o_O

Yeah.

About the consecutive seismos, from my understanding, after the first seismo is blocked the opponent can easily jump over the second.

So I guess blocked seismo ~ seismo feint would be good for baiting jumps from people who know the second seismo can be jumped. The only seismo string that can actually lock down is a consecutive ex-seismo string. The block stun from ex seismo is long enough for you to do another ex seismo before the opponent is out of his/her block stun. Of course, if you HJC into another ex seismo too late they will be able to jump out, so you have to be quick while knowing the timing because if you buffer too fast you’ll probably just get a regular HJ forward.

c.viper is the only reason i like this game

Come on guys please answer post 77 (the long one asking probably already universally known things) i am sorry for the dumb question, and if youre leaving it for later its ok too, plz just dont forget about it, i dont have the console version and i have very few opportunities to practice so i cant test it myself, plz help me some1 :slight_smile:

omg viper is too sick, if only I was better at this game!

So, I found out you can do point blank cross ups off jump installed BK’s, then you can do mid range cross ups off sjc BK’s, then I finally got down sjc’ing normals(specifically c.mk/c.mp,close and crouching FP) into BK cross up!

SHe is so dirty, I spent entire rounds just crossing up my opponent, and or baiting them to it…lol

What’s a jump-installed BK?

Yeah I guess I feel the same way. Just how I probably wouldn’t like 3S as much if Ibuki wasn’t in it. She just has that sense of momentum and maneuverability that I like in my SF characters. Well…I’d probably end up using Rose since I really liked her in A2 but…I only liked Rose in A2 cuz she was stupid easy to pick up and play and had shadow super shenanigans.

I know jump install is a Guilty Gear term. It’s kinda like cancelling a normal move with a jump. Certain moves in Gulity Gear can be cancelled into jumps.

No, the Seismo input will not count.

You have to hit 196321 then hit kick to do HJ Burning Kick jumping towards the opponent.

Difference between HJ Burning Kick jumping towards and HJC Burning Kick that is ground-based is simple, as Kryojenix pointed out before. Doing HJC BK is much easier to link to Ultra if you hit in the corner, but if you are not in the corner the HJ Towards BK will be good to hit the opponent and also give you a chance to link to Ultra. It is possible to do HJ Towards BK in the corner, but it’s not as guaranteed because of many picky factors.

Yeah…HJ ground burning kick makes sure you won’t cross the opponent up like HJ forward burn kick tends to do. You almost get lucky when the forward one doesn’t cross up. Another sure fire method to combo Ultra in the corner is to super jump cancel the EX seismo into MP thunder knuckle and then Ultra as they’re falling down. You stay grounded so there’s no issue of you accidentally crossing them up and it connects very early giving you time to verify the Ultra.

Oh I just mean doing the sjc method for insta cross up BK, but do it with a jump instead. Its hard to explain but it looks like a normal version but it cross’s up.

Thanks a lot Kunai, now i understand how it works exactly, thanks!!!

that’s actually not what jump installing is, but that’s outside the scope of this topic

canceling something into a jump is simply called jump canceling

… oh fuck it, i’ll try to explain what jump installing is: in guilty gear, many special moves put your character into the air, like uppercuts, chipp’s/venom’s teleports, etc. when you put yourself into the air this way, you don’t have the ability to double jump or airdash, even if you roman cancel or whatever

if you add an up input somewhere into the special move input command, you “install” a jump into it, allowing your character to do a double jump or airdash after performing the special move

the weird thing is, the game accepts an up input at any point before the special move as a jump install, as long as your character is attacking. for example, with chipp you can do like a 50-hit ground chain combo, press up (install the jump) somewhere around the 2nd hit, cancel into his teleport and still be able to immediately double jump/airdash afterwards

So it’s like a jump cancel except…not at all. LOL. I remember having to use it with Chipp in Guilty Gear. Now all this stuff is coming back to me after not playing GG for like 6 months. :lol:

Hey guys, new member here.

Quick Q: I read in one of the Viper topics (not sure if it was this one) about the in-combo tiger knee FADC (TKFADC?). Am I correct in understanding that what is basically trying to be achieved is: move > HJC > FADC before HJC animation completes? Or is it move > FADC > HJC before the dash completes?

[media=youtube]WKrLvox4Rr4[/media]

End of the vid has an interesting combo:

jump in hk, c.hp xx ex seismo, mp knuckle, hp knuckle

I guess my question is: why this combo? Substitute to avoid crossover screwing it up in the corner? Otherwise, I would think the SJC standard flame kick into ultra/hp knuckle would be more practical/damaging?

Edit: OK, ex seismo to mp knuckle, hp knuckle is more damage than ex seismo to flame kick, hp knuckle, so I’ll assume the full combo is more damage as well.
Maybe just skipped the Ultra for whatever reason.

Ok, for these Seismo strings I been trying 33 mp 337 mp, but what’s the timing? When exactly do I go into the 337 mp, is it just crazy fast after the 33 mp or is there some sort of pause in the string? I haven’t been able to get 2 back to back yet so my timing or inputs must be wrong.

mp knuckl, hp knuckle does more damage then burning kick, hp knuckle.

First guess is correct. You can SJC a move and mash on FA before the jump comes out (much like a kara cancel from earlier games), and then dash cancel.

Testing with c.mk, you can either cancel c.mk with a FA normally and burn 2 meter blocks, OR if you sjc the c.mk and mash on FA before the jump comes out you don’t use any meter. The FA dash cancel works as normal.

Also seems more reliable (once you get the timing) without the SJC into burning kick. I like that combo better now that I spent some time on it.

Does Viper have a Kara-Throw? I haven’t been able to find one and if it’s a special xx throw, I won’t try to find it.