Unfortunately Morrigan gets hit really hard when it comes to hitstun, especially while in Astral Vision. Considering that she does so little damage per hit, there’s only so much damage she can execute in a single combo before opponents start to auto-recover.
Seems like Morrigan benefits greatly from taking advantage of two bugs. She could do a full air combo into aerial exchange to Magneto followed by a stairstep of air fierces into DHC glitch back to Morrigan to wrap it up. That’s pretty good meter building and damage overall.
I’m pasting this video because this seems to dispute alot of the weaknesses of Iron Man.
The only bad about this guide is the text…but it’s doing a good job opening up people’s eye on Iron Man’s strengths.
@Dime_X
There are a few with different timings depending on your opponent’s pushblock pattern, they’re all harder cousins of the regular rapid fire seismic hammer. If they do not advance guard correctly you stay at the same relative distance from them midscreen and actually close distance in the corner.
Without advance guard just rapid fire seismos is infinite block stun in the corner.
The concept for all of these is using a move with very little required active time to destroy advancing guard by inputting the cancel on the frame that seismic hammer is blocked highly reducing the ability to AG against it. Also moving forward is a bonus with the L-TK and focus dash variants. If you do the focus dash ones and negate advancing guard correctly with it you maintain the same distance as the first time, the light TK versions sometimes require you to take a step forward. However once it’s in the corner is when the timing is easiest like most of her things.
Really hard to time, even harder to advance guard:
Asterisks are frames, I may have not typed the exact right amount each time but the concept is still apparent.
-
Seismic hammer SJC (With the motion 268 which is bloody hard to hit quickly) focus cancel, 23A/B.
This is stupid stupid hard to execute but moves you closer on advance guard in more cases than the variations. You want to do all of these things on the first possible frame if you can so the motion ends up looking like. The focus cancel when done correctly negates the advance guard, timing it to do so is hard.:
623A************(268A+S~23A************) repeat parentheses infinitely. -
Seismic hammer SJC, focus cancel, 66, 23A/B.
Slightly easier since you don’t need to input 268, dash makes it easier to time for non first frame push blocks but still hard
623A************(28A+S6623A***********) repeat parentheses infinitely.
2.5 623A************(28A+S6623A*********) repeat parentheses infinitely. -
Seismic hammer SJC, focus cancel, light TK feint, 623 A/B
Another very hard to advance guard correctly string, with 1 long hitting assist I think it requires 6-7 first frame advancing guards in a row to get out, or 8-9 not in a row in a set of 12. Advance guard timing on all of these is different so if the Viper changes them and you miss a few she moves forward mroe while doing it. this version is exceptionally difficult to time since light TK feint takes too bloody long, this one also takes incredibly weird timing to advance guard.
623A************(28A+S6623A***********) repeat parentheses infinitely. -
Seismic hammer SJC, light TK feint, 623 A/B
Easier variation, easier to advance guard out, still guarenteed enough chip to kill Phoenix with 2 assists however even if she first frame advance guards all of them.
623A************(2369A~S, 623A************) -
Seismic hammer SJC, fierce TK feint, 623A/B
Easiest variation, negating advancing guard with it is hardest however.
623A************(2369C~S,6***23A************)
LIKE WHOA!
fuck the exceution, just reading that shit is hard
thanks for typing that up… i KNOW it took alot of work. ima have a go at some of it… when i figure out what it is… LOL. good for the others in here as well so they can try and get this stuff out as well, and see just how executionally applicable/non applicable these things are. especially since you have no training mode to get this stuff out on vid (sucks, i know)
@nissan
next character generally gets guard broken or completely excapes the corner… so yeah. im not saying that it would be worthless at all, just that its not as applicable even if one had the execution to do it, as what it might seem… but chrisis has said that it IS possible even at midscreen… which would make viper absolutely broken if someone were able to even consistently be able to do only 4-5 reps at a time.
-dime
If you can hit 4-5 reps of the harder variations in a row I want to chop off your hands and use them to replace my own, I’d say no homo but I guess a more accurate description would be ‘no psycho’ >.>;
Frames matter for Viper, and her data on them is stupid. Even if you can automap specials and things to single buttons just pressing everything at the right time for the better seismic pressure loops is hard.
If I had the sequences 1, 2, and 3 mapped to buttons I would start every match with EX seismo and push people to the corner killing their first character.
Well damn. Guess I’ve got no excuse for not knowing Zero’s lightning loop now 0_o.
The word hard just obtained new meaning.
Zero’s lightning loop is difficult, finding something even more hard doesn’t make other things less difficult. XD
It’s not that difficult actually…unless you’re on P2 side, then it’s impossible. Fuck P2 side tiger knees.
Paper likes this.
I can do the lightning loop one handed on both sides, but I can’t do Magneto BnBs (Staircase/Powder Smacks/HyperGrav Loops/etc). Either the loop is that easy or I just have really weird execution.
I would refer you to the Mike Ross/Spartan match from WNF a couple months ago; to quote Mike Tyson, “everybody’s got plans… until they get hit.”
This is so true!
After dropping my easy win ABBCS auto pilot team of Wesker/Ammy/Phoenix for my high execution, high potential team of Viper/Mags/Dante, I am enjoying learning the more technical side of Marvel. Sure, I don’t win as much… But I do feel like a bad ass when I bust a 100% combo with viper. Also each character has more than one combo to learn which also adds to the fun of this game.
After awhile, repeating the same day one combos with easy to learn characters does get boring, that’s why you should pick an alt team that is completely different than your main team… You might actually have fun
You’re a genius.
The plan is not to get hit, so, yeah.
hitbox might actually make this shit doable…
-dime
Everyone’s execution is obviously different because to me the lightning loop is hard as shit. I can TK the Lightning but I can’t get into the loop easily lol.
Just for the record Viper’s 100% combo’s aren’t that hard, it’s the seismo game that pushes the execution. Thankfully, she can be incredibly (like god tier levels of) effective without the perfect execution, but as Chrisis said, if you can actually do some of that stuff, it’s absurdly broken.
its funny because the things that we consider “very difficult” in marvel 3 if compared to marvel 2 would be only “slightly troublesome” sent fly unfly, rom,storms infinite took me a while just to get the concept down but these things i feel i could learn some what consistently in a few days
I hear that. Most of the tools Viper has are not that hard (by overall standards) to exploit and uses effectively. That said, some of the stuff she can do with seismos is as hard as hard gets.
Yeah, MvC3 viper is way easier than Sf4 Viper… But still, compared to the rest of the cast, she is one of the more challenging characters to learn how to play effectively