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

weasel shot should do the trick for you, the point of a horizontal / cover assist is to push you forward. call dante, wavedash in following the bullets! weasel shot is also good because it doesnt scale as much as jam session and you can easily combo off of it.

I dunno, it kinda seems like weasel shot and cold star are doing the same thing.

then what do you suggest and why?

hmmm…for some reason I thought weasel shot went much farther than cold star…but they’re pretty much the same with dante’s going JUUUUST a bit farther

thing is I can use weasel shot to get in and cold star for combo extension

Jam Session is god with viper. But as you point out, then you have two lockdown assists. Of course it is one Horizontal and one vertical.

actually, now that I think about it cold star does everything weasel shot can do and more, so I could use that more to open people up and use jam session once I’m in for unblockables/combo fodder…and if I use jam session for the unblock I still have cold star for the combo

also I found I can do the same or maybe more damage without the weasel shot since it scales the combo and hit scaling to shit

Also, as a combo ender you can do, (call dante)>623A(OTG)>JamSession>jC>jS>j214C>(land)>214AA

oh no, I know about that. Was talking about weasel shot. Since it’s 4 hits even if you do a EX TK you don’t really get much more damage since it destroys hit-sun scaling and you can’t really do a good follow-up combo

is there any way practical way to use both jam session and cold star in a combo?

and, with jam session can’t you tripple seismo, SJ BK, super adding like…another 100-150k to any combo?

Triple seismo isn’t worth it IMO. I just do double seismo, jump cancel (regular jump), Heavy Burn kick, Seismo Hyper (always forget the name). I feel like it easy to screw up the inputs for the triple seismo and after all the scaling the damage of 1 extra seismo just isn’t worth the risk.

If your confident enough in your ability to triple seismo on command without dropping the combo, then yes. My way is easy peasy execution and still plenty to kill any mo’fo.

I dont know every seismo after 11 hits is 24k so you’re looking at easily 130k-140k or so before your hyper if you triple seismo. But it is whatever is comfortable to you. To me it isn’t too hard to get triple seismo’s off. If you want to get the cold star assist in a combo you’ll have to somehow do it before the jam session ender. Possibly off of somewhere in the first box dash. Don’t know if its worth it though.

Both of them scale too much, you’d likely have to do an immediate super jump S after launcher in order to not have hit stun scaling kill it after a Jam session ender. However an exception to this is if you do like 2 reps of the infinite for Dante to be back on just cool down state then you can summon Ammy, but if your infinite’s solid there’s not much need for the dog.

yea it just scales to much for the risk/reward

Yea after 11 hits it might be ok but usually (with jam session) viper combos in the end are a little higher than 11 hits.

well you should be able to get the first 9-11 hits on the ground before your first launcher anyways. So you’re running at around 400-475k before you launch

On an important note I should have said in the previous post the major thing about all the hits during jam session is they build a normal amount of meter and you can use it to go from 1/4 meter to a full meter and having more meter with Viper makes her amazing.

are you talking about at the end of a combo or during pressure? also, are you talking about vipers hits or the session’s hits? or both?

He’s talking about the end of a combo, it basically makes a 3 Bar combo meter neutral (or better).

@ chrisis, What are some of the combos you’ve found with viper and dante’s jam session asisst?

I can tell you now the only jam session combos i can come up with with Viper is doing jam session and 3 seismos off an OTG in a corner. Everything else is if i get a hit on the ground ill time a box dash as the jam session knocks them out and do a box dash combo after into whatever. Or if im in a corner and get a hit off a jam session when they’re high in the air i will have no problem doing a stair kick loop to continue a combo. It is really hard to place jam session in the middle of a combo because of the kick back it has at the end of it.

Wait, stair kick works after Jam session? I always assumed the scaling would kill it! Good stuff gottnoskill.

Thanks, yeah jam session has VERY little hit stun deterioration. I’ve got it a few times online Chrisis so offline i could assume it wouldn’t be too hard. On that note I’ve figured out a few alternatives to jam session unblockable. If you know you messed up you can dash forward and air throw which works like a charm lol.