Because that will only work if the preceding combo isn’t optimized and if your using it as an OTG confirm (like after Haggar assist) then it kill your proration and weakens your combo. Confirm with Box-Dash or step-kick.
Aight aight. She has so many beautiful combos, how can they all be done in one match! People only have so much hp! lol
I need help opening people up with Viper. Her normals aren’t the best and good players block my triangle jump S. (I guess I need to triangle jump crouch attack mix up more).
Burning kick as a block string ender works sometimes, but still better players are just push blocking me away and blocking everything I do. She doesn’t have fancy teleport overheads,wall clings, hyper gravs, or half screen reaching normals like other characters do. I need ways to better open people up.
I think I might have stumbled on an infinite. I started doing it but my input timing is very bad. Could some one please test it out. for me thanks
QCF+MA, press special when the attack connect. LA,MA,HA, Go back to beginning.
I’m not really sure what MA means? I assume it’s medium attack, which is usually abbreviated M or B.
That’s not an infinite at all, hitstun scaling kicks in pretty fast. While you can do a few loops of it, it still isn’t very good as you won’t be able to combo into your Seismo which will cut your combo really, really short.
thanks. for the info.
thanks for the fast reply. Sorry about the confusing post.
I guess you need to do some BK feint trickery for the overheads
BK feint to:
+jL jL
+jS
ie: sL, sL(make em block low) -> BK~S(BK feint) -> while in air jL jL.
When ppl push block ur attacks, either L/M TK~S(quickly feint b4 hitting them, to be close enough for the tick throw)
im still mastering some tridash+S with bk feint overheads in my mixup game, im glad you guys made a thread on the technical stuff im learning a lot here.
@gottnoskill
Mannn inputs for seismo SJC to FADC has so much inputs required to be done in 1 sec LOL.
How come you need to input a 28 in after seismo to FADC instead of just 62369+Seismo -> FADC? Its kinda confusing when you have 2 different kinds of superjump cancelling, one for rapid seismos and the other one for seismo+FADC lol
SJ’s buffer out of seismo, so you can input it immediately, do the FA later, and then not have your fingers all tied up when you dash into follow-up. It’s just to help you with the execution.
But I’m actually starting to question if SJs still buffer out of seismo like they did in vanilla. When I mess up, I end up getting a normal jump instead of a SJ, or just nothing at all, which leads me to believe that it’s not buffering, and I’m getting normal jumps from a late 8 input during the cancelable frames.
Either way still works. I can only do it on facing right consistently if i press 8 after the seismo and I’m getting it fine.
First off let me say I am extremely sorry if this was the incorrect place to ask this. I did do searches, but I am not down with the game lingo yet. I may have just not known what to search for if this has been answered. I was just curious if there is a trick for having her square dashes (i think this is the name for it. She jumps up and dashes forward immediately.) connect consistently.
c::h::dp::l:(square dash)j.:h:j.:s::h::s::dp::l:(square dash)j.:h:j.:s::h::s:(super jump)
:h:(double jump)
:h::s:(dash foward till I get close enough):dp::l:Burst Time
This is the combo I am trying to do, but I cannot get it work consistently. When I get to the square dash part it just seem to be random sometimes. Sometimes my opponent floats way up in the air to where I cannot reach them, and sometimes they just fall too low before I can catch them with the grounded H S.
Is this just a matter of practice, or is there something you can look for and use as a way to time your commands so it works every time? Thanks so much for any help anyone is able to provide, and again I apologize greatly if this was answered elsewhere.
Jeese, we should make a FAQ or something, everyone’s been asking this question.
Seismo hits the opponent higher up in Ultimate than it did in Vanilla. The result is that now, if you do a “true” Instant Air Dash, it will whiff, so you actually have to wait a little bit now. If they’re floating too high and your j.H hits but the j.S whiffs, you input the airdash too soon. If you can’t connect with the H upon landing, then you’re inputting the airdash too late. It’s just about practicing the timing.
You might want to consider changing up your combo though. It’s a good solo combo, but if you have assists that are usable for relaunches, you should drop the second boxloop and use those to rack on more damage. If the HSD proves too harsh, then just drop the j.M’s.
Oh, and the proper term is “box dash” or “IAD (Instant Air Dash)”. If you’re talking about the Viper specific loops, then it’s called the “Box loop”. You were close though!
Chrisis deals with this problem by just doing IADF j.H bk/feint j.H j.S I believe. I don’t do it but it does pretty much eliminate that problem if you play online exclusively and have to keep adjusting your button timing for lag.
Oops! Sorry about the repost of a common question. I really appreciate your assistance and suggestions though.
Yeah, I know about that, and it’s a good idea since it does more damage too. But I’ve noticed on some characters that you still can’t do a true IAD into this, or else the BK feint actually causes you to go *under *them… It’s strange. You can still continue the combo, but you end up on the other said and going in the other direction. Could actually be useful for if you start facing away from a corner. I’ve notice Marlinpie doing something similar by triangle dashing instead of IAD the box loop and dropping the j.H, but I can’t figure out how to do it. D=
Don’t worry about it, it’s all good. You’re in no way in the wrong, I was just commenting on how common of a question it’s become. And no problem!
did anyone notice that L seismo sjc H tk hit-feint is no longer the same timing, so most of the time you wont get the feint after the hit? haven’t read the last page yet, this is now not a valid relaunch tool >< i suppose there can be a number of other things that can be done though.
I just came back to marvel after a long time off and I’ve started playing with team Chrisis since I love Firebrand and I’ve been looking for a point character less dull than Wesker. Anyway my question is, how do you do a relaunch using firebrand charge assist? I’ve seen it done on stream but try as I might I can’t find timing to make it work. I can relaunch off a doom beam fine but the demon middle relaunch eludes me. I’ve been trying it using seismo jc burn kick a and seismo fadc although my fadc isn’t consistent yet.
What i want to know is how to effectively move around the map with viper. I picked her up last night and Cap/Ghost/Viper is the team im running with. the problem im having is, ghost/cap cover a fair amount of ground with shield/chain so i don’t have to worry about them moving around but viper doesn’t seem to have any safe projectiles (and im still learning how do deal with jumpers who go so high i can’t see my character). its like i can set up safe scenario’s for cap/ghost but with viper i have to rely on my opponent getting too close and hopefully slipping up. god forbid i somehow lose my other 2 and have to rely only on viper to win the match because her health is so low. any help on how she should move or when to use certain moves would be a great help
I actually have a similar problem. However, I can tell you some things that can help. Assists are generally the best thing to use when trying to approach with viper, but if you don’t have those, using a feinted Thunder Knuckle covers a very good amount of distance disgustingly quickly. It can even pass through projectiles, and, if you use the L version, can pass under a good amount of attacks by sacrificing some distance. If contact is made and you have a good reaction speed, you can even feint on block/hit and start up some pressure. It also tends to make the opponent block, so you can set up some pretty nasty tic throws. Unfortunately, being predictable about this can get you punished, bad, so how much you use this depends a lot on the matchup.
The other thing you can use is FADC seismos. if your opponent blocks, you’re good by something ridiculous like 16 frames or something. If they were grounded when they blocked, it’s almost as if you just froze the game, moved forward a dash, and still have time to quickly do something else before the game continues again. Depending on the matchup, this can be a crazy good tool.
Other than that, triangle dash. Because you can’t block during dashes in ultimate, this is not nearlyas good as it used to be, but again, depending on the match up, it can still be really safe.
Seismo, optic blast, air dash, wave/plink dash, and double jump/Burn Kick Feint are the 5 primary tools you need for controlling space. Viper doesn’t need to take to the air for long times in this game thanks to her amazing ground control game. In general how I like to think of it is:
Seismic hammer: If I throw this out now will it get hit within the next 16 frames? If I throw this out right now what are the advantages I’ll get out of this?
In general I use this as a very safe way to control what my enemy wants to do since I condition them to know that if they try to commit to things in certain places they are either going to have it stuffed, or they are going to eat a full combo both of which dissuade them from pressing too many buttons just because they feel like it. Also this is the safest projectile in the game bar none, 16 frame start up and essentially +22 on block.
Optic Blast: Are my enemies likely to rely on an assist to control the horizontal plane in an area seismo is slightly riskier? Are there projectiles they rely on in their plan that Optic Blast removes?
Optic Blast was designed to make Doom, Taskmaster and Sentinel teams cry. I use it to make people feel their only option is to take to the skies and rush me down. Also importantly this can be used to eat air to ground projectiles people want me to deal with. I can also use this to force a lot of characters to stop moving so I can recollect my thoughts on what to do next since it forces crouch on many.
Air dash: Are the angles my enemies cover and the duration they cover them for susceptable to giving me free frame advantage by simply air dashing to avoid an attack? Are their attacks punishable at certain ranges if I make a good read? Can I use this to avoid chip?
This used to be paired with seismo as my top tool for controlling space but thanks to the air dash and block nerf I’m trying to adjust how I use it. It’s still an incredibly powerful tool and should be used when applicable, a lot of the time this can be used to punish laggy lows, horizontal projectiles, getting out of risky situations, and avoiding things you don’t have time to set up either Optic or Seismo to get rid of.
Wave Dash/Plink Dash: Has my enemy limited their options thanks to their air movement? Have I put them in a situation where they can’t get to a position to return to their game plan?
I like to use wave dashing and if I weren’t ass plink dashing to get to where my enemy’s tools are less effective. Viper is effective everywhere so it’s about minimizing the tools that my opposition has and forcing them to take risks to get back to ideal spacing, you’d be surprised how many zoning characters lose to Viper full screen because of laser versus the start up/travel times of their projectiles. Sometimes however getting in there lets you blow people up and this is incredibly important for that.
Double Jump/Burn Kick Feint: Can I avoid block stun without committing to air dash? Can I re-establish better spacing by hovering in the air longer before committing to something? Can I take less risks by staying in the air longer?
I use this primarily to deal with supers or other things that I just don’t want any business interacting with, double jump is ridiculously safe especially compared with air dash now and can be used in order to take a lower risk solution to the space control problem. I try not to rely on it much since it means more time that I’m away from the ground where I beat all the other characters much more severely. Knowing when to use this is important, but don’t use it when it’s not applicable.
_
As for your other question about characters in the air, you need to rely on air C, air throw, air S, burn kicks and most importantly assists to deal with this location. This is why I like to always have Vajra, Jam session, hidden missiles, etc in order to insure that the characters who can be a threat from there don’t get to take the game away from where Viper beats them. This is probably the most important part of team building IMO, the question "What team mates can I have that force the enemy to deal with what I’m strongest at? This is why in Vanilla a lot of low tiers excelled with Wesker/Viper OTG assists because it converted situations that don’t really matter like 80K damage into situations that they can do massive damage off of and thus became more efficient characters by forcing people to deal with their damage off of air throws, stray hits, etc.
now i haven’t read all of this yet but say the seismic hammer as your way of controlling space. maybe it’s just a practice thing but i feel its very hard for me to keep up with the pace of this game cap/ghost aren’t exactly the fastest characters in the game so im more comfortable with them but i wanna step things up so what do you recommend because i want to learn the game but everything from game speed to execution (fighting the urge to mash everything once i see the hit confirm connected) it all seems daunting.