I think Viper/Dante/? is going to be standard. I’ve been using it for awhile now. The reason is that Viper tends to do well against characters that can be rushed down, but has mediocre zoning (basically just has to rely on good seismo placement and good timing). This is problematic against Zero, Dante and a few others. Dante gives a variety of good options on assist; all three of his help deal with spammers, assist with combos and push the opponent out of close range. But the thing that matters is that if you can get him in, Dante will ruin anything that wants to rush him down and doesn’t pack a giant sword or beam projectile.
Dante and Viper are both fine as last character vs. Sentinel, Dante, and Wesker, three of the most common people to save. That frees up your last slot to deal with something you have issues with or just pick an awesome rushdown or beam assist, or just pick a character that you like to play. Here’s a short list of teams that I would put together that wouldn’t suck:
Viper/Dante/Magneto
Viper/Dante/Sentinel
Viper/Dante/Storm
Viper/Dante/Akuma or Ryu
Viper/Dante/Chris
Viper/Dante/Capt. America
Viper/Dante/Tron Bonne
Viper/Dante/Dormammu
Trish and Storm also make great compliments, with Storm being the better of the two IMO. Storm adds chip potential and keepaway. Trish does about the same but with more setups, but less chip. Viper’s Thunder Knuckle assist is a good GTFO for both characters. Viper/Storm/Sentinel is a top tier trio for sure.
This thread is also for matchups and I think we need to start contributing there. Viper’s matchup with Sentinel is probably her most important and one of her best. Sent is a big fat target and is vulnerable to big fat combos, which you should learn. Use your assist to continue a combo after a LMH Thunder Knuckle string and get damage, and if you have X-factor and know you can get the kill, then do it. That’s not the biggest issue though; you need to be able to get in. Luckily, Viper comes with an assortment of anti-Sentinel tools.
First is EX Thunder Knuckle. Costs one meter, but in general you’ll build it back over the combo that you land, and goes through just about everything Sentinel has and can be done on reaction. Even X-Factor Sentinel will have trouble chipping you out as long as you have a little meter to spend. Your qcf super can be used in a similar manner. Second is the seismo, which punishes any attempts to camp. Sent’s projectiles are generally slow to come out and you can prevent a lot of shenanigans with good seismo timing. Third ofc is your huge rush game. The trick to this is to lock sentinel out of doing a move or using an assist with your own assist (beams/guns/storm’s wind/other projectiles/tatsumaki), and then get in. Sent really doesn’t have a fast, good priority poke. He has about 12 slow, good priority pokes, most notably his launcher, so its really important to tag him with your assist first so he can’t pull those out and block your rush in. After that, do your mixups - you can literally do retarded hi-low mixups on a Sent that doesn’t push block you, like I think standing L, j.L j.M j.H j.S Assist back into standing L, because he’s very tall, just watch out for push block punishes.
So in summary:
Use EX Thunder Knuckle
Call your assist to make him block so you can rush down
Once you tag him do a ridiculous combo