Another crack session of Marvel and I have another set of findings to share with you guys! 
First, some things learned from play. I was fighting a vast majority of Wolverines and Phoenixes and Viper wins both of these match ups. I’m getting more confident in my ability to make Phoenix into a dead bizzle on snap. Wave dash into super jump is vital if Phoenix hits the screen and doesn’t die. It’s Viper’s most effective way of dealing with tracking TK shots IMO as she can super jump air throw Phoenix as long as she was half screen distance from her or less. It takes timing and practice but it blows up regular Phoenix hard, of course this no longer works against XF3 Dark Phoenix but important for the part of the match before. Wesker’s command throw mix up with Tron assist is scary, don’t let him start it against you, it hurts. >.< Viper has the tools to prevent this situation luckily.
Training mode:
-Seismo SJC focus+assist: I found out that with proper timing this string lets you get seismo into seismo as a block string with an assist out and potentially dealing with push block depending on execution, you can set up corner unblockables inside your normal pressure strings with this so make sure to abuse it! Remember that negative edging the assist button is the only thing that makes the assist pop up, so depending on which assists you have and the timing for them you can vary when you want to have the assist come out, I try to release the button the frame after I start focus as that always makes the assist come out and it’s relatively quick. On connected seismo if the character has low mobility you can get unblockables off of back tech for free, did it accidentally a few times when failing to cancel seismo right away and then just letting it rock. It’s really scary against characters like Wolverine and makes him very very dead.
This ends up being a big thing as well since you can either get people mashing pushblock with TK feint throw, TK feint low, or TK feint overhead, while if they don’t advance guard you get to unblockable them quite often.
-Combo update and the squiggles loop: While testing for ways to get more damage out of things I changed up the box loop section of my combo to do more damage, a friend said it’s not really a box any more so it’s now a squiggles loop, though I only put 1 rep of it in the combo so that doesn’t really matter. With squiggles loop into combo at half a starting gauge Viper can kill Dante health characters off of a mid to close range seismo and it pushes them way farther toward the corner than the old segment.
Corner version: 214A~S~C~S -/ 2C + (Summon Taskmaster) xx 236B, (Taskmaster hits) 214A~S~C~S -/ 2B, 2C xx 236B xx 236S, 623A, 28 ADF, C xx 214A~S, C, S xx 214A -/, 2C, 236C~S, 9B, C, 9, B, C, S xx 214S -/ 5S, /-, C, 9, C, S -/ (Summon Dante) 623A (Jam session hits) 236C~S, 2147 C -/ 214AB (DHC)
So the squiggles loop is 623A, 28 ADF, C xx 214A~S, C, S xx 214A -/, 2C cancel the 2C into a 5S if you want to loop it but almost always more efficient to go into a 236C~S instead
Squiggles loop has a dramatic amount of horizontal push for some reason the BKF and BK in the combo just propel you, with the full combo you go corner to corner but just the squiggles part alone is really good for changing horizontal space. The air dash forward and super jump need to be really early on. I’m debating whether it would be more effective to do it with double seismo then do it later. That may increase damage output and meter gain without too much enhanced difficulty
-Air dash down/BKF mix up: I’m starting to apply more of my BKF and air dash down mix up, when it’s done right it is impossible to react and people have to guess.
1.) The 3 primary options off of air dash down/Burn Kick Feint/Viper Ball:
Air A (Step 2A)
Land 5A (Step 2B)
Land Throw (Step 2C)
C Burn Kick (This gives you cross up, but I haven’t found the best safe ways to apply it in strings so don’t consider it a full option yet, will need more testing.)
Other things lead into higher damage but those lead into enough damage to kill most of the time and have the least hit stun meaning if you miss your first mix up you have the best secondary tier mix up.
Secondary tier mix ups
2A.)Off of air A (Blocked):
Secondary air A (BKF/Viper ball only)
A Burn Kick
C Burn Kick
Land 5A (Step 2B)
Land Throw (Step 2C)
BKF (Return to step 1)
2B.) Off of Land 5A (Blocked):
BKF (Return to step 1)
Viper Ball (Return to step 1 and kill all push block)
2 B (Treat as a loop back to the same step)
Throw (Step 2C)
2 C xx 623A 28+A+S+Assist (Unblockable set up for if they’re trying to deal with the mix up in something other than throw tech. With certain assists gets really amazing)
2C.) Off of Land Throw (Teched):
EX seismo (AKA what now bizzle?)
TK feint Throw again
Dash 5A (Step 2B)
BKF (Return to step 1)
Viper Ball (Return to step 1 and kill all push block)
From there you can go to tertiary tier but normally you’re either backed out off of correct guesses or more likely they are about to die if you don’t drop your combo. 