Spies like us: The MvC3 C.Viper Team/Matchup Discussion Thread

I’m not sure if that would work since the opponent will likely tech roll/recover away from you while you are charging focus. Also, I’m not sure if you would have enough time to tag viper in and charge a level 3 before Round Harvest ends anyway.

Anyone got any ideas on unblockable setups using Dante (Jam Session) assist? Mostly I have been using a basic one when my opponent enters the screen after a snap, or after I have killed the point character. Jump up to meet them in the air, j.M, j.H, j.S (Call Dante). If they arent blocking I jump again and combo into EX Burnkick and then Relaunch. If they block the string, I hit the ground and then start charging focus, but it doesn’t seem to airtight at this point.

The one for people entering is to user a lock down assist like Jam Session or Cold Star and do this. Call assist, Seismo, jump cancel into focus attack.

Explaining that Viperball thing I brought up earlier with some video. A friend I play against at sessions brought stuff over and we recorded a few matches that haven’t gone up yet, but he also was courteous enough to let me show the Viper ball stuff in a video! Note this is the second time I’ve been able to go into training mode with it thus the mass of errors, but that’s all good, sorry for the slow spots in the video! [media=youtube]peEK6gjkqr0[/media]

Good shit. That’s what you meant about BK feint overheads because I wasn’t sure of the distance you were getting from it. I have a question for you but I want to test something in the lab first before I ask.

Also, your one touch combo could be modified to maximize damage for minimal meter cost but that’s a different thing altogether.

Yeah, Viper ball with gauge goes 4/5 of the zoomed out stage, gaugeless most efficient one goes half of zoomed in.

Which areas would you change in the combo? If I can crash someone’s training station I need to practice it! I still have a hard time getting EXTK into BKF CS but that adds a ton of damage and gauge gain. :frowning:

The combo I would go for based on your team is this.

After your EX TK, super jump up back, air dash down, j.H, land, s.H, L Seismo, IADF, j.H, j.S, land, s.H, H TK, Feint on Hit, j.H, dj.H, j.S, EX BK, land, S, sj.H, dj.H, j.S, land, Amaterasu Cold Star Assist, L Seismo, (Cold Star hits after OTG), H TK, Feint on Hit, Burst Time. That combo should be over 900k damage since my variation with Magneto is around that but you are getting extra damage with arrows and an extra rep of M, H, M TK. With a DHC into Taskmaster it’s guaranteed to kill Wesker maybe even Thor.

I don’t know how MarlinPie does it but he’s able to get 2 H TK’s, Feint on Hit, TK BK, Burst Time during Cold Star.

That’s good to know! that cuts out some Ms should should seriously help! I had assumed that hit stun scaling would kill that after the seismo, but I’ll try it out!

Is there a reason to do H land H instead of BKF H S land H other than the timing difficulties?

Looking at that, it should also be possible with jam session instead of cold star should I ever get training mode to switch out dog. XD

If you find hit stun decay kicking in you can probably omit a few hits in the combo to get it to work. I guess there’s no reason to not do BK Feint, j.H, j.S it’s worth exploring both options to see what gives you better damage output without running into hit stun decay issues. Also, any sort of lock down assist will suffice in the last part of the combo so Dante Jam Session, or Doom Rocks would work.

If you cut out a few hits earlier in the game the 2x TK feints into tkBK xx Burst Time is pretty easy, just do the feint cancel as soon as possible and tk the BK close to the ground. I think with the combo you posted though they will drop out of the BK before Burst Time can hit.

Doesn’t BK have set hit stun which is why she can infinite Tasty? :stuck_out_tongue:

^Lol I worded that terribly. I meant that the BK would drop so you wouldn’t even get to the Burst Time, but anyway I might be mistaken, you probably could do it with tighter execution.

I think if you were consistent enough with the infinite after Cold Star hits you can just loop it until you have 3 meters for an instant death DHC, kind of like how Mags loops the hyper grav to build gauge.

Hello peeps!

I was running a Viper/Arthur/Doom team, i insisted on Doom, but i cant like the character it seems : \

Do you guys have any suggestion?

Im not coming here asking without tryin out stuff ^^ I need some1 to let me in more easily against zoner with Viper, because without 1 i’ll be in a bad situation, forced to raw tag, against Deadpool/Task/Arthur…etc.

Arthur’s great but he doenst have an assist do help me gettin in, i use Dagger Toss for combo extend.

Im lookin for somethin with a bit a of ease dealing by itself against these kind of chars/gamestyle and to help get in.

I’ve been trying many chars but aint got the one i was looking for and not every char is best used as an anchor.

Thanks in advance ^^’’

Considering what you’re doing with Viper, I don’t think that Arthur really compliments Viper at all if you’re also going to keep Doctor Doom as an anchor.

I might suggest someone along the lines of say Ryu or Storm , the infamous Taskmaster is damn near unparalled in how well he works with Crimson Viper.

I like the choices in Ryu, or Storm because while both an benefit from an OTG assist in Viper’s seismo, either one can hell you make the most out of a DHC, and they have relatively safe supers for good chip should you need to get Viper out of there. While they don’t love Viper’s other assist, most characters with chainable crouching A’s that hit low also work well with Burnkick.

Personally, I use Akuma, but if you want a one size fits all kind of solution then just pick Dante.

I like Doom as an anchor, and big ups for making the king of Latveria part of your team.

If you want a real challenge, pick Hsien-Ko. I think she better then most other characters in the game will teach you how to really play and block intelligently. Plus DF Hsien-Ko is gdlk.

Right on! Thank you Dogma!

I really like your sugestions man, i think i have an idea of what im goin to try.

I want an assist who can help me extend Viper combos, so i think i’ll try Task out(i’ll also see what i can do with Storm) and put Hsien-Ko as an anchor, cause i like challenges.

Yeah, Doom’s deffo a great char imho, sick way to resets, juicy combos, but i can’t seem to fall in love with him ;’<

If you’re looking to extend combos with Viper you need an assist that keeps them in place just long enough after an OTG Seismo. I can extend combos with Magneto’s beam assist after an OTG Seismo by jump cancelling the Seismo into a focus attack then dash cancelling after the focus (SF4 Viper skills carrying over lol). If you want to extend it even further a good lock down/multi-hitting assist like Amaterasu’s Cold Star, Dante’s Jam Session, or Doom Rocks would allow you to do H TK, feint on hit, BK, Burst Time during the time they are getting hit. I find this part in her combo very important as it adds a significant amount of damage and helps build that additional meter to do a DHC that could kill that character.

I’ve been messing around with viper, how does she deal with ammy on point though?

seismo/burst time the inevitable air dashes

Haha, searching for anti-chrisis-tactics? :smiley:

Howdy Honzo! I actually feel Viper’s match up against Ammaterasu is one of her better ones against the exceptionally good characters in the game. It really depends on your goal, in close you have scarier mix up that always leads into a dead dog if you don’t make mistakes, Ammy’s health is low so even starting a combo air to air you can kill her instead of normal situations where you need to start from the ground. Since I play both characters despite trying to go away from Ammy for Dante now I can give you some perspective from both sides.

Ammaterasu’s weird hit box is actually good for Viper, she’s fat enough that seismos ruin her life, I actually think lame viper is better than rush down viper in this match by a significant margin since on block or hit the hammer is very dangerous to the dog, and on whiff it can be made safe anyways. Make sure Ammy is in block stun if you’re getting point blank, her instant overhead/low game with an assist is very scary and just like anyone else when Viper’s forced to guess it’s bad for her. However you can counteract this by burning gauge on EX seismic hammer Beats every option the dog has except random level 3, and can be canceled into emergency combination if she does that Always make sure you have gauge if she’s rushing you down, blocking a good offensive dog is hard and should be avoided.

At mid range be aware that her normals are all safer than yours, either put her in block stun via seismo, use an assist to set up an advantage, or just be incredibly cautious as the seductive reach of 2B isn’t worth the fact that if you don’t cancel it you die for free to anything/everything. I honestly feel that the dog is at least 7/3 in Viper’s favor if she just plays lame which I have yet to do correctly. :frowning:

Notes: Green reflector absorbs seismic hammer and neither party gain any gauge when it’s out, however Viper can punish when in mid range with a light/medium thunder knuckle cancel that leads into a dead dog assuming you had 1 gauge or good execution for post hit feints.

Ammaterasu’s air dash is horrible against Viper and should be avoided, it’s really easy to seismic hammer on reaction and block or hit that’s bad for the dog.

If the dog has the life lead she can run and be lame with superior super jump air normals. If the dog knows how to safely utilize the 236A in the air to just ware down the clock it can be obnoxious as super jump B, C, air throw, and S are all difficult to time correctly to beat out Ammy’s mash C with reflector. However if you can bait it doing CS EX burn kick as air to air leads into a dead dog thanks to the low health.

Never try to out prioritize her normals, it’s stupid and won’t work. I try this all the time assuming that I can anti air her with a normal, or meet her on the ground with something, hammer is fine for this, normals are not, she will win if you try to rely on the wrong tools, but every point in the match near the ground Viper has an advantage.

You can punish elemental super with emergency combination depending on the height, air throw depending on the distance, and EC/DHC pretty much always. Depending on your team mates killing the dog is normally a good idea as it can do exceptionally well against characters that aren’t Viper and I advocate burning gauge to get rid of it.

Also, what made you decide to try her out Honzo? I’m pretty sure if you got down seismo zoning with her our matches would be a problem as seismic zoning destroys Dog and Task so until I get a real Dante who has a relatively even match up against her it would be a huge problem if I lost Viper X_X. With your zoning prowess I forsee this becoming an issue. >.<

Edit: As someone else said air dash = free seismo.However I disagree with them about Burst time. Do not use it against her outside of combos/punishing elements. As we all know Ammy can block while air dashing and good ones won’t just mash C every time no matter how aluring it is.

As for the match from the other side, Vipers like myself make the bad decision to press buttons that aren’t seismo and thinking they’ll win for some stupid reason, unless Viper is rushing someone down and has support/ the enemy in a situation where their fastest normal won’t come out, Viper will get hit out of pretty much everything. Luckily she can create these situations easily. If you want help as or against Viper just talk to me and I’m glad to help! :smiley:

she’s broken :slight_smile: