which do u think is c viper best assist…im stuck between ground pound n burn kick
If you do not have a character that needs an otg then go with burn kick
Seismic hammer is a pretty meh assist. Its only real use is as an OTG move for combos, because otherwise, it has pretty much no uses. It just comes out too slowly.
Burn kick Is an overhead, which means it’s good for unblockables/mixups, but it comes out very slow, and has no invincibility. However, the fire is a projectile as I’ve recently learned, and therefore has projectile durability, so it can absorb some stuff. If you combine this with a long ranged low attack, it can set up some nice anti-projectile unblockables, at least in theory. In combos, it adds a good amount of damage, and if you manage to hit an opponent high enough with an OTG, can lift them up enough for normals to connect ad allow for a relaunch.
Thunder Knuckle is an interesting assist. It has pretty much no uses during momentum-neutral game. It’s not a good anti-air, because it has no invulnerability, and has some bad lag at the end. It could be used for combos, but the amount it lifts the opponent off the ground and low hitstun means it can only be so useful, because only some characters could really use that in a combo at all. However, Thunder Knuckle’s genius as an assist comes from the alpha counter: As all alpha counters do, she comes out with invincibility. Additionally, just like she can on point, she can feint it on hit, which will allow you to go into a full combo. Full combo off of alpha counter is a big deal, and this makes TK one of her choice assists.
Basically, it comes down to the fact that C. Viper has ass assists. The only remotely useful ones are Burn kick and Thunder knuckle, unless you really need the OTG. Personally, I prefer Thunder Knuckle. I don’t deal with rushdown well, and having such an awesome reversal can really keep my opponent on their toes.
mag could easily benifit from ground pound, but the only reason i would need it for mag is to otg magnetic temp for crazy DAMAGE…but if i just polish up a couple of full screen combos into magnetic temp it becomes useless
Haha, ground pound…CLASSIC
Thats true. Since it benefits mags go with it. I know Marlinpie had something with Vipers Thunder Knuckle in his combo.
all her assist are highly useful to me…but that burn kick just made my mag more of a rushdown threat. i used mag jill morri… mag viper morri synergy is nuts
Question, how do we stop lame firebrand who only advances with spitfire support never doing anything that’s punishable on block?
I haven’t had this fight yet, but as I’m learning Firebrand I foresee this being a bad match up, like Zero with Akuma assist bad.
Wouldn’t Vajra be a good answer to that?
I pack Unibeam, that works.
would rapid seismos give firebrand trouble? I wouldn’t know as I haven’t played against firebrand yet, but it sounds good.
@FlyingVe:
I think If firebrand anticipates it he can forward spit XX super and kill Strider, but that’s definitely a good option since it at least requires a prediction.
@RagingKeela:
Not really, he doesn’t need to be in their range often since he can choose to play in the air really well.
Vajra does sound pretty good. But if you’ve got a grounded one usin spitfire support, you could always throw out an EX.TK. It would probably have to be a prediction to work, but firebrand’s paper physique means you’ll probably only have to predict correctly once. This is all meter permitting of course.
In which case VAJRA. It rapes flight, so bad…
I pack Unibeam, that works.
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i pack unibeam…another CLASSIC
The Viper community continues to make me laugh. You should get that patented FlyingVe. Same for you Karnige with the “ground pound”
Viper/Strider seems very strong, especially since Vajra assist can force the opponent in blockstun long enough for Viper to get an air-throw off for a reset. Thinking of Viper/Ghost Rider/Strider, for Team Dr. Seuss: viable or no?
you guys were right viper and strange is a no go
STRANGE AIN’T SH*T
Strange has to jump through alot of hoops to do what Dorm can do with 6C…
Tons of info here, and I appreciate everyone’s contributions, for they have definitely made me a better player and thinker.
I’ve settled down with C. Viper (Burning Kick) / Doom (Rocks) / Strider (Vajra). I think I’m doing OK, but I’m having problems with teams composed of Nemesis/Sentinel/???. I actually never thought they’d be hard to fight, and maybe I’m doing something wrong, but that combination makes me lose hope sometimes. I end up switching to a different team for this combination.
Friend of mine uses this team with Cap. My keep away is usually a mix of optic beam, doom rocks assist, and rapid seismos (though not always reliable). This does well for a little bit, but Nemesis seems to find his way in with Jumping down+H spam behind a Sentinel assist. I try Vajra assist, but Nemesis jumping down+H hits. The optic beam is good because it’ll hit both Nemesis and Sentinel, but if I time it wrong, I’m eating a fast launcher and at least 500k dmg. When I’m close, it’s pretty risky as my opponent is mashing launcher and if I drop my combo, I’m dead. I’ve tried going for air throws to fight it, baiting launchers and punishing, or playing a keep away game, but I always find myself getting caught by a mashed launcher. On top of that, Cap spams jumping shield slashes. I try Vajra again, but he just eats a shield.
I might just need practice and more experience with this team, but does anyone have any quick tips to offer? That’d be greatly appreciated. Thanks.
Seismo spam him to get control af the area when u can. Sentinel drone assist loses to my seismos because i spam the till i deastroy all three. Since he likes jumping in on you do the infamous focus att into ex seismo. Works like a charm!
Thanks! I should work on my Seismo spam instead of relying on the beam. Also, I’ve been pretty stingy with using EX moves. I only really use EX BK to extend combos, and EX TK to get in on ground spammers. But I’ll see how EX seismo will help my game.
Thanks again!
Hi people. I want to run Viper (??) Doom (Plasma) and Dante (Jam). Can anyone recommend a good team order?