Is anyone here good at Seismo xx Seismo? I’ve been studying Viper some more and need to know it for zoning purposes, seismo /-\ ADDF -/ Seismo won’t cut it for zoning + chip.
-The game is a bit evil, it recognizes 623A 62369A as Seismo SJC Seismo, but it recognizes 623A 612369A as Seismo SJC Thunder knuckle =/
-In a full string of blocked Seismos in this game Viper can get 7 without assists and it does 168,000 on block at 24,000 a piece. With advancing guard you can get 3, for 72,000 chip damage. Rapid fire Seismos seem like they may be among the safest zoning tools in the game as they have moderate start up and practically no recovery thanks to SJC etc. They cover anywhere in normal jump height and light and medium versions lead into big combos if they were near the ground.
-On block light Seismo xx medium thunder knuckle feint sets up throws.
-Massive chip set ups, Viper’s Seismo does not move you back on hit or block only on advanced guard. This means that in the corner with an assist you can spam the shiz out of it until your assist runs out and always end with 2 additional Seismos if they mash pushblock perfectly!
-Advancing guard seems to remove every other hit of chip damage when mashed at least for lightning legs/Crystal assume this is the case for advancing guard in general so YES mash it during supers. Tested with the computer and every other hit of that true block string came back as 0 instead of its number. Also tested with Viper’s 236AA and Chun’s super. We have proof of how it works yay! Not true block strings however get full chip off each hit so if there’s a gap while they’re mashing push block they’ll eat more chip…
Seismo = 24,000
medium Thunder Knuckle = 27,000
*Skrull: 57,600 chip + 4 seismos (Can be crouched to avoid some hits >.<)
Chun: 33,000 (16,500) chip + 3 seismos
Dante: 42,000 (21,000) chip + 3 seismos (much longer block stun than I thought O_O)
With this knowledge my current goal is to find a way to continue a block string from Viper the time it takes for alternate assist to be ready which is about half a second less than the assist you just used. I can guarenteed continue it with another 2 Seismos but that pushes me too far out, trying to find set ups that allow me to wave dash or Medium thunder knuckle feint to get in. If executed correctly once you have your opponent in the corner you should be able to:
This assumes every hit in the string is advance guarded
2B + Chun xx 236B, 623A xx 62369A, dash forward, 2B, 236B~S, 2B + Dante (barely hits from this range) xx 236B, 623A xx 62369A xx 62369A xx 62369B xx 62369C.
This string is really hard to execute and I haven’t gotten it yet as I still can’t do Seismos right. On block for no gauge should do:
33,000 + (27,000 x 2), + 42,000 + (24,00 x 7) = 297,000 damage on block with no advancing guard and builds lots of gauge, and roughly 148,500 if every hit is advancing guarded, potentially more or less depending on when Seismos hit in relation to legs etc.
With that if we substitute out the mid range and long range Seismo hammers for super xx DHC into either jackpot or Kikoken you can kill Phoenix on block or take out a normal character from half health…
Needs more lab work but seems promising and builds tons of gauge.
Additional note, do that block string except the final 3 Seismos then Thunder knuckle feint into her throw based combo and you get around 800K without X-factor without them ever having blocked high or low wrong.
Another additional note, if they don’t pushblock at the right time you can do chun into chun at a little over 100,000 a rep and lots of gauge built. With good execution and moderate reactions it only takes them not pushblocking right a few times for you to be ready to kill their character using the gauge you just built despite them blocking. ^.^