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''' | ==Viper Strategy Page WIP== | ||
== Movement and Neutral Options == | |||
===Rapid Seismo=== | |||
Seismic Hammer is Viper's primary tool for playing neutral at medium-to-long range. It has a great hitbox at each of three spacings, and its Jump Cancel property means that Viper is very advantageous on Hit or Block, and very safe even on whiff. Although it has poor durability, this is mitigated by that fact that seismos appear underneath the opponent, circumventing their own projectiles to attack directly. In order for Viper to escalate Seismo from a minor annoyance to a serious neutral threat, a Viper player needs to be able to do two things: | |||
*Rapidly chain together Seismo inputs in order to maximize the amount of coverage Viper can produce. | |||
*Confirm M or H seismos into pressure on block or a combo on hit. | |||
{{TheoryBox | |||
| Title = Rapid Seismo | |||
| Oneliner = | |||
| Difficulty = Hard | |||
| Anchor = ViperRapidSeismo | |||
| Youtube = I7syjINVEas | |||
| Recipe = 623X > 6239X > 6239X > 6239X > 6239X etc. | |||
| content = | |||
General concept for jump-canceling Seismic Hammer into itself. Use repeated tiger knee DP motions to buffer up-forward (or Up, it doesn't actually matter, but up-forward will be easier for most controllers) during the seismo motion. | |||
Note that you do not Tiger Knee the initial seismo. Because the jump-cancel window only consists of three pre-jump frames, it is almost impossible to complete the full DP motion within that window. Thus, instead of thinking of the sequence as <code>Seismo -> Jump Cancel -> Seismo</code>, it makes more sense to think of the inputs as <code>Seismo -> Buffer input for next Seismo -> Jump Cancel -> Finish Input</code>. | |||
[https://youtu.be/TIaHX047zZc Tutorial for rapid seismos on hitbox-style button controllers] | |||
}} | |||
{{TheoryBox | |||
| Title = Focus Attack Rapid Seismo | |||
| Oneliner = | |||
| Difficulty = Moderate | |||
| Anchor = ViperFARapidSeismo | |||
| Youtube = c7vk3GmzHiM | |||
| Recipe = 623X > 8XS > 623X > 8XS > 623X > 8XS > 623X etc. | |||
| content = | |||
Alternate technique for Seismo spam, in which Viper jump-cancels her 623X into a Focus Attack, instead of going directly into another Seismo. Focus Attack can be canceled directly into another Seismo. | |||
The Focus Attack variant is more mechanically lenient than "pure" rapid seismos, as you have the entire duration of the Focux Attack charge to input each seismo, if you are okay with attacking slower. Perfectly performed FA seismo is not meaningfully slower than perfect pure Seismos. Because Focus Attack is not considered a special move, Viper can also call assists during that gap to further enhance her offense (it is technically possible to call an assist during the pre-jump frames of pure rapid seismos, but again it is much more difficult). | |||
Additionally, Viper can dash cancel Focus Attack, and then transition from that dash into another Seismo, into plink dashing, or into essentially any grounded option. This is called '''FADC Seismo''' and is an important tool to master. The inputs for FADC Seismo would look like: | |||
<code>623X > 8XS > XX > 623X > 8XS > XX > 623X etc.</code> | |||
Alternatively, you can use this input sequence as a shortcut: | |||
<code>623X > 8{{Clr|1|L}}{{Clr|2|M}}{{Clr|4|S}} > 5{{Clr|1|L}}{{Clr|2|M}}{{Clr|4|S}} > 623X</code> | |||
In other words, input a Seismo, then double tap {{Clr|1|L}}{{Clr|2|M}}{{Clr|4|S}}, once while holding the stick up, then once after letting the stick return to neutral. Then cancel your dash into another Seismo and repeat. The forward movement will mostly negate any attempt to pushblock Viper's seismos, which would otherwise be a strong counter-strategy as even the H version does not quite reach full screen. | |||
}} | |||
Sufficiently fast and well-spaced Seismos will "jail" the opponent (halt any upward momentum from their jumps, preventing them from escaping to superjump height). It will also shut down many of the opponent's long-range zoning options, and discourage assist calls while protecting your own assists. Broadly speaking, Viper's goal in neutral is to use {{Clr|2|M}} or {{Clr|3|H}} Seismo to lock the opponent down and set up her own approach covered by an assist, then set up an offense using the frame advantage from {{Clr|1|L}} Seismo. The example videos below demonstrate how to use Rapid Seismo techniques in conjunction with assists to confirm a long-range hit or transition into rushdown offense. | |||
[https://youtu.be/8YL8OKpAHeQ with Strider Vajra assist] <br> | |||
[https://youtu.be/6UHTsMrRAZU with Doom Plasma Beam assist] <br> | |||
===Viper Ball=== | |||
{{TheoryBox | |||
| Title = The Viper Ball | |||
| Oneliner = | |||
| Difficulty = {{Clr|3|You knew what you were signing up for.}} | |||
| Anchor = ViperBall | |||
| Youtube = | |||
| Recipe = 2149{{Clr|3|H}}~{{Clr|4|S}} | |||
| content = | |||
[https://youtu.be/ynT5ITqHDog?t=1588 Video Timestamp: Fullschedule explains the Viper Ball] <br> | |||
When Viper performs Air Burn Kick (j214X), she retains some of the aerial momentum from her current jump arc into the special move. This momentum is still preserved if she feints the Burn Kick. A very specific input allows Viper to quickly get a burst of aerial forward momentum from a grounded state. | |||
To perform the Viper Ball, input a regular Burn Kick input on the ground, then Tiger Knee to Up-Forward and complete the motion upon leaving the ground. '''Critically''', you must not touch Up-Back or directly Up during this motion, or Viper will not gain the forward momentum and will only perform a small hop in place. This makes the motion for Viper Ball deceptively difficult, especially on stick-based controllers - it must be done both quickly and very precisely. | |||
Performed properly, Viper Ball is superior to an instant air dash for quick forward movement. It is faster than Viper's IAD, allows her to block while moving forward unlike an airdash, and preserves her airdash/doublejump for an additional movement option after approaching to make her offense more unpredictable. | |||
Viper Ball can be performed with any strength of Burn Kick. {{Clr|1|L}} Version stays lowest to the ground, allowing for the quickest and most easily confirmable overheads. {{Clr|3|H}} version travels much farther horizontally, letting Viper approach from a much more surprising distance, as well as perform cross-ups. You can also Viper Ball with EX Burn Kick: {{Clr|4|2149S~S}}, which travels the farthest and is very fast, but this consumes a full bar of meter, and the meter will be used even if you botch the input, making it risky to attempt. You can also choose not to Feint the Burn Kick and simply let it connect as a relatively fast, long-range overhead attack. | |||
Viper Ball is most commonly followed by a Down, Down-back or Down-forward airdash plinked into {{clr|1|j.L}} to quickly return to the ground while attacking. | |||
}} | |||
==Mixup Theory== | |||
' | Viper's close-range offense consists mainly of alternating between a very fast standing Low in {{Clr|1|5L}} and a very fast overhead attack in {{Clr|1|j.L}}. | ||
{{Clr|1|5L}} is a 5f Low and is -1 on block. It is not Rapid Fire and does not combo into itself. {{Clr|1|5L}} > {{Clr|1|623L}} on block can technically be mashed out of by opponents with 4f or faster attacks, but it unlikely to be contested. | |||
' | {{Clr|1|jL}} is a fast Overhead that is typically used after a downwards airdash in order to quickly land and hit confirm into mashed {{Clr|1|5L}} on hit or block. Performed perfectly, Superjump > j.2XX > {{Clr|1|jL}} is a 14f Overhead against normal-sized crouching opponents, which is extremely fast. Note that Viper's air movement and cancel window for diagonal air dashes are slower than the window for her cardinal dashes. At 9f dash startup, j.3XX or j.1XX airdashes plinked into {{Clr|1|jL}} will not come out, the L input must be delayed slightly. In order to access an Overhead {{Clr|1|jL}} as quickly as possible from the air, use a j.2XX Downward airdash instead. Viper can quickly access {{Clr|1|jL}} from a grounded state by using Jump-Canceled Seismos or Viper Ball (2149X). | ||
{{Clr|1|623L}} when jump-canceled or FADC'd is roughly +22 on block. If Viper can connect a close range Seismo, then following up with {{Clr|1|5L}}, {{Clr|2|2M}}, or {{Clr|1|jL}} is airtight. Additionally, opponents attempting to Chicken Block out of Viper's offense will be jailed by the Seismo and brought back down to the ground. | |||
Basic mixup sequences using these tools include: | |||
<code>{{ | <code>{{Clr|1|623L}} sjc. j.2XX/j.3XX ~ {{Clr|1|jL}}, land, {{Clr|1|5L}}</code> for a fast Overhead. <br> | ||
<code>{{Clr|1|623L}} sjc. j.2XX/j.3XX > Delay {{Clr|1|jL}}, land, {{Clr|1|5L}} / {{Clr|3|6H}}</code> Fakeout Overhead into either Low or Throw. If performed midscreen, Viper will not be in throw range after an Airdash Down, and must use Down-Forward instead. <br> | |||
<code>{{Clr|1|623L}} sjc. {{Clr|3|2149H}}~{{Clr|4|S}}, 2XX ~ {{Clr|1|jL}}, land, {{Clr|1|5L}}</code> using Viper Ball to quickly cross-up with a similar High/Low/Throw offense on the opposite side. <br> | |||
<code>{{Clr|1|623L}} > 8{{Clr|1|L}}{{Clr|2|M}}{{Clr|4|S}} > 5{{Clr|1|L}}{{Clr|2|M}}{{Clr|4|S}}, {{Clr|2|2M}} > 214X</code> FADC Seismo to maintain grounded pressure, then cancel {{Clr|1|2M}} Low into an Overhead Burn Kick. When not pushblocked, {{Clr|1|214L}} and {{Clr|2|214M}} will hit same-side, while {{Clr|3|214H}} will hit cross-up. <br> | |||
<code>j.3XX > {{Clr|1|jL}}, land, {{Clr|3|2149H}} ~ {{Clr|4|S}}, j.2XX ~ {{Clr|1|jL}}</code> Transition from a fast Overhead {{Clr|1|jL}} into Viper Ball to cross-up and attack again. <br> | |||
<code>{{Clr|1|623L}} ~ {{Clr|4|S}}, 6H</code> Feint Seismo into throw. Loses to people mashing pushblock against seismos. | |||
=== Counterplay === | |||
- | |||
==Magneto Strategy Page WIP== | |||
<div class="mw-collapsible mw-collapsed"> | |||
== Movement and Neutral Options == | == Movement and Neutral Options == | ||
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}} | }} | ||
== | </div> <br> | ||
==Combo Formatting Tests== | |||
<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
'''Ghost Rider w/ Missiles double-super combo''' | |||
<code>{{clr|3|5H}} {{clr|3|H}} > {{clr|1|623L}}, {{clr|3|5H}} {{clr|3|H}} xx {{clr|3|214H}}, Assist (Doom - Hidden Missiles) + 623XX > {{clr|2|M}}, (assist hits), {{clr|1|214L}}, {{clr|1|236L}} > 236XX </code> | |||
'''Taskmaster corner arrow loops''' | |||
<code>{{clr|1|2L}} {{clr|2|2M}} {{clr|3|5H}} {{clr|3|6H}} > j.236[X] (whiff), [rejump, {{clr|2|j.M}} {{clr|3|j.6H}} > {{clr|2|j.236[M]}}]x2, land, {{clr|3|4H}} {{clr|4|5S}} sjc. {{clr|2|j.M}} {{clr|3|j.H}} {{clr|3|j.6H}}, {{clr|2|j.M}} {{clr|3|j.H}} {{clr|4|j.5S}}, rejump {{clr|3|j.236[H]}} > j.236{{clr|1|L}}{{clr|3|H}}, rejump, j.2369{{clr|2|M}}{{clr|3|H}}</code> | |||
'''MODOK corner carry extension''' | |||
<code>{{clr|4|j.5S}}, land, {{clr|3|2H}} jc. 6XX {{clr|2|j.M}}, land, {{clr|3|2H}} jc. 6XX {{clr|2|j.M}}, land, {{clr|4|5S}} sjc. {{clr|2|j.M}} {{clr|2|j.M}} {{clr|3|j.H}} > {{clr|1|j.236L}}, 2XX {{clr|3|j.5H}}, land, {{clr|4|5S}} sjc. {{clr|3|j.H}} > {{clr|1|j.236L}}, 2XX {{clr|4|j.5S}}, land, {{clr|2|2M}} > {{clr|1|236L}} > 214XX</code> | |||
'''PWright Solo Dizzy Combo''' | |||
<code>{{clr|1|2L}} {{clr|3|5H}} {{clr|3|6H}} > {{clr|1|623L}}, {{clr|3|L+M~H}} (Dash plink Heavy) > {{clr|3|H}} jc. {{clr|3|j.2H}} {{clr|4|j.5S}}, land, {{clr|3|5H}} {{clr|4|5S}} sjc. {{clr|2|j.M}} {{clr|3|j.H}} {{clr|3|j.H}} {{clr|3|j.2H}} (Dizzy), land, {{clr|3|5H}} {{clr|4|5S}} sjc. {{clr|2|j.M}} {{clr|2|j.M}} {{clr|3|j.H}} {{clr|3|j.H}} {{clr|4|j.5S}}, land, {{clr|1|236L}} > 214XX</code> | |||
'''Spencer GX Loop''' | |||
<code>{{clr|2|2M}} {{clr|3|2H}} > {{clr|4|9X+S}}, {{clr|2|j.M}}, rejump {{clr|2|j.M}} {{clr|3|j.H}} > {{clr|4|3X+S}}, {{clr|4|j.5S}}, rejump, {{clr|2|j.M}} {{clr|3|j.H}} > {{clr|4|3X+S}}, {{clr|4|j.5S}}, rejump, {{clr|2|j.M}} {{clr|3|j.H}} {{clr|4|j.5S}} > {{clr|4|6X+S}}, {{clr|4|6X+S}}, {{clr|4|3X+S}}, land, {{clr|4|5S}} sjc. {{clr|3|2369H}} > {{clr|1|L}} xx 236XX, Post-Hyper Ender</code> | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%" | {| class="wikitable mw-collapsible mw-collapsed" style="width:80%" | ||
! colspan="2" | Combo Section Info (click to expand) | ! colspan="2" | Combo Section Info (click to expand) |
Revision as of 19:02, 26 November 2022
Viper Strategy Page WIP
Movement and Neutral Options
Rapid Seismo
Seismic Hammer is Viper's primary tool for playing neutral at medium-to-long range. It has a great hitbox at each of three spacings, and its Jump Cancel property means that Viper is very advantageous on Hit or Block, and very safe even on whiff. Although it has poor durability, this is mitigated by that fact that seismos appear underneath the opponent, circumventing their own projectiles to attack directly. In order for Viper to escalate Seismo from a minor annoyance to a serious neutral threat, a Viper player needs to be able to do two things:
- Rapidly chain together Seismo inputs in order to maximize the amount of coverage Viper can produce.
- Confirm M or H seismos into pressure on block or a combo on hit.
General concept for jump-canceling Seismic Hammer into itself. Use repeated tiger knee DP motions to buffer up-forward (or Up, it doesn't actually matter, but up-forward will be easier for most controllers) during the seismo motion.
Note that you do not Tiger Knee the initial seismo. Because the jump-cancel window only consists of three pre-jump frames, it is almost impossible to complete the full DP motion within that window. Thus, instead of thinking of the sequence as Seismo -> Jump Cancel -> Seismo
, it makes more sense to think of the inputs as Seismo -> Buffer input for next Seismo -> Jump Cancel -> Finish Input
.
Tutorial for rapid seismos on hitbox-style button controllers
Alternate technique for Seismo spam, in which Viper jump-cancels her 623X into a Focus Attack, instead of going directly into another Seismo. Focus Attack can be canceled directly into another Seismo.
The Focus Attack variant is more mechanically lenient than "pure" rapid seismos, as you have the entire duration of the Focux Attack charge to input each seismo, if you are okay with attacking slower. Perfectly performed FA seismo is not meaningfully slower than perfect pure Seismos. Because Focus Attack is not considered a special move, Viper can also call assists during that gap to further enhance her offense (it is technically possible to call an assist during the pre-jump frames of pure rapid seismos, but again it is much more difficult).
Additionally, Viper can dash cancel Focus Attack, and then transition from that dash into another Seismo, into plink dashing, or into essentially any grounded option. This is called FADC Seismo and is an important tool to master. The inputs for FADC Seismo would look like:
623X > 8XS > XX > 623X > 8XS > XX > 623X etc.
Alternatively, you can use this input sequence as a shortcut:
623X > 8LMS > 5LMS > 623X
In other words, input a Seismo, then double tap LMS, once while holding the stick up, then once after letting the stick return to neutral. Then cancel your dash into another Seismo and repeat. The forward movement will mostly negate any attempt to pushblock Viper's seismos, which would otherwise be a strong counter-strategy as even the H version does not quite reach full screen.
Sufficiently fast and well-spaced Seismos will "jail" the opponent (halt any upward momentum from their jumps, preventing them from escaping to superjump height). It will also shut down many of the opponent's long-range zoning options, and discourage assist calls while protecting your own assists. Broadly speaking, Viper's goal in neutral is to use M or H Seismo to lock the opponent down and set up her own approach covered by an assist, then set up an offense using the frame advantage from L Seismo. The example videos below demonstrate how to use Rapid Seismo techniques in conjunction with assists to confirm a long-range hit or transition into rushdown offense.
with Strider Vajra assist
with Doom Plasma Beam assist
Viper Ball
Video Timestamp: Fullschedule explains the Viper Ball
When Viper performs Air Burn Kick (j214X), she retains some of the aerial momentum from her current jump arc into the special move. This momentum is still preserved if she feints the Burn Kick. A very specific input allows Viper to quickly get a burst of aerial forward momentum from a grounded state.
To perform the Viper Ball, input a regular Burn Kick input on the ground, then Tiger Knee to Up-Forward and complete the motion upon leaving the ground. Critically, you must not touch Up-Back or directly Up during this motion, or Viper will not gain the forward momentum and will only perform a small hop in place. This makes the motion for Viper Ball deceptively difficult, especially on stick-based controllers - it must be done both quickly and very precisely.
Performed properly, Viper Ball is superior to an instant air dash for quick forward movement. It is faster than Viper's IAD, allows her to block while moving forward unlike an airdash, and preserves her airdash/doublejump for an additional movement option after approaching to make her offense more unpredictable.
Viper Ball can be performed with any strength of Burn Kick. L Version stays lowest to the ground, allowing for the quickest and most easily confirmable overheads. H version travels much farther horizontally, letting Viper approach from a much more surprising distance, as well as perform cross-ups. You can also Viper Ball with EX Burn Kick: 2149S~S, which travels the farthest and is very fast, but this consumes a full bar of meter, and the meter will be used even if you botch the input, making it risky to attempt. You can also choose not to Feint the Burn Kick and simply let it connect as a relatively fast, long-range overhead attack.
Viper Ball is most commonly followed by a Down, Down-back or Down-forward airdash plinked into j.L to quickly return to the ground while attacking.
Mixup Theory
Viper's close-range offense consists mainly of alternating between a very fast standing Low in 5L and a very fast overhead attack in j.L.
5L is a 5f Low and is -1 on block. It is not Rapid Fire and does not combo into itself. 5L > 623L on block can technically be mashed out of by opponents with 4f or faster attacks, but it unlikely to be contested.
jL is a fast Overhead that is typically used after a downwards airdash in order to quickly land and hit confirm into mashed 5L on hit or block. Performed perfectly, Superjump > j.2XX > jL is a 14f Overhead against normal-sized crouching opponents, which is extremely fast. Note that Viper's air movement and cancel window for diagonal air dashes are slower than the window for her cardinal dashes. At 9f dash startup, j.3XX or j.1XX airdashes plinked into jL will not come out, the L input must be delayed slightly. In order to access an Overhead jL as quickly as possible from the air, use a j.2XX Downward airdash instead. Viper can quickly access jL from a grounded state by using Jump-Canceled Seismos or Viper Ball (2149X).
623L when jump-canceled or FADC'd is roughly +22 on block. If Viper can connect a close range Seismo, then following up with 5L, 2M, or jL is airtight. Additionally, opponents attempting to Chicken Block out of Viper's offense will be jailed by the Seismo and brought back down to the ground.
Basic mixup sequences using these tools include:
623L sjc. j.2XX/j.3XX ~ jL, land, 5L
for a fast Overhead.
623L sjc. j.2XX/j.3XX > Delay jL, land, 5L / 6H
Fakeout Overhead into either Low or Throw. If performed midscreen, Viper will not be in throw range after an Airdash Down, and must use Down-Forward instead.
623L sjc. 2149H~S, 2XX ~ jL, land, 5L
using Viper Ball to quickly cross-up with a similar High/Low/Throw offense on the opposite side.
623L > 8LMS > 5LMS, 2M > 214X
FADC Seismo to maintain grounded pressure, then cancel 2M Low into an Overhead Burn Kick. When not pushblocked, 214L and 214M will hit same-side, while 214H will hit cross-up.
j.3XX > jL, land, 2149H ~ S, j.2XX ~ jL
Transition from a fast Overhead jL into Viper Ball to cross-up and attack again.
623L ~ S, 6H
Feint Seismo into throw. Loses to people mashing pushblock against seismos.
Counterplay
-
Magneto Strategy Page WIP
Movement and Neutral Options
Basic Magneto movement pattern. Useful for more keepaway-focused styles, as it allows Magneto to retreat to the air, and land a safe distance away from the opponent. Perform a regular jump and airdash upwards to reach superjump height. When at the desired height, repeatedly plink dash reposition horizontally. Once you are a comfortable distance away from the opponent, you can return to the ground by using j.S to cancel Flight, then kara-canceling j.S into Magnetic Blast. If done properly, the Magnetic Blast will protect Magneto from the front as he falls, and can even be hitconfirmed into a combo if the opponent tries to contest it.
- It is important to use a regular jump and upwards airdash, and not a superjump. By reaching superjump height this way, you retain your ability to call assists. This gives you an immediate advantage over opponents who try to chase you to superjump height - you can call your assists, and they can't call theirs.
- You are reasonably protected against attacks from the front when landing with a Magnetic Blast. However, you are not protected from behind, and may be vulnerable to cross-unders upon landing if the opponent is close enough and fast enough. This can be mitigated by continuing to hold (down)forward as you land with the Magnetic Blast input, which will OS block a cross-under attempt.
Plinking a dash input into Magnetic Blast allows Magneto to approach behind the projectile with the maximum amount of coverage and speed. It is a powerful, safe approach tool when mastered.
It may be easier to input the Magnetic Blast input as a full half-circle j.47896L instead of only doing the required 896 motion, especially if trying to perform the input quickly after leaving the ground.
If trying to retreat rather than approach, do not bother plink dashing Magnetic Blast. Plinked backdash Magnetic Blast is significantly harder and not actually faster than just canceling the backdash into a normal Mag Blast input.
Perform an Instant Airdash just off the ground and immediately cancel into Magnetic Blast, falling alongside it. Allows Magneto to cover either his approach or retreat to move around at regular jump height with relatively little risk. This movement option is also useful for several combo routes.
Mixup Theory
General Offensive Options
Magneto's basic offense is built off the strength of his powerful Light normals to generate good frame advantage and dance around his opponent for Left/Right, High/Low, and Strike/Throw mixups all in one. Because his Light normals are fast, cause relatively little blockstun, and can be rapid-fire chained or staggered, it is very dangerous for opponents to mash pushblock against Magneto.
- 2L - Basic Fast low. 2L -> Delay > 2L will bait pushblock, discouraging the opponent from using it and allowing Magneto to perform more advanced mixups.
- j.L - Downward airdashes plinked into j.L can be used to attack with fast overheads (or fakeout a j.L and go Low instead), and then land-cancel the recovery for large block advantage.
- 5L - Whiffs against normal-sized crouching opponents, which can be exploited by whiffing on purpose against an opponent holding down-back and then throwing them. Will also catch opponents trying to chicken-block.
Conversely, Magneto's grounded M and H normals have poor frame advantage and lack strong cancel option that keep Magneto's turn. It is recommended to avoid chaining into them unless you have confirmed a hit.
Basic fast overhead setup. Depending on how you time the airdash down, you can either cross up a crouching opponent or land same-side while attacking with a falling j.L. Mix in 2L lows, empty-jump throws, additional repeated j.L reps, and various timing changes as desired.
Try your best to airdash straight down, rather than down-back or down-forward, when attacking with j.L. This will make any follow-up confirm or additional pressure easier.
All the different variants of this setup would go down here.
Oncoming and Snapback
Basic setup for forcing an opponent to block a large meaty hit on incoming, while supported by any common powerful assist such as Sentinel Drones or Doom Missiles.
The strength of this meaty hit is that Magneto land-cancels j.S while the opponent is still in blockstun. If the opponent attempts a pushblock, Magneto can dash back up to the opponent and throw them out of Advancing Guard recovery.
All the different variants of this setup would go down here.
Magneto has very strong corner carry, but it may actually be preferable to force a Midscreen oncoming mixup, as Magneto's excellent mobility gives him great Left/Right options. This setup forces an opponent just far enough out of the corner for Magneto to get behind them and combo into Snapback, for a Midscreen oncoming mixup.
Because of the Sideswitch as you airdash behind the opponent, input the ending sequence as j.874L, land, 214A.
All the different variants of this setup would go down here.
Counterplay
Basic Option Select using the built in throw OS of a plinked backdash to help defend against basic Magneto High/Low/Throw offense:
- If Magneto attacks with a dash-down j.L, you react block the attack and (hopefully) pushblock Magneto away, slowing down his follow-up attempts.
- If Magneto goes for empty-jump Low, you OS Throw Magneto out of the startup of his 2L.
- If Magneto goes for empty-jump Throw, you will OS tech the throw.
This OS is much less effective if you are locked down by one of Magneto's assists while he is attacking, but it at least allows you to defend against solo Magneto pressure.
Combo Formatting Tests
Ghost Rider w/ Missiles double-super combo
5H H > 623L, 5H H xx 214H, Assist (Doom - Hidden Missiles) + 623XX > M, (assist hits), 214L, 236L > 236XX
Taskmaster corner arrow loops
2L 2M 5H 6H > j.236[X] (whiff), [rejump, j.M j.6H > j.236[M]]x2, land, 4H 5S sjc. j.M j.H j.6H, j.M j.H j.5S, rejump j.236[H] > j.236LH, rejump, j.2369MH
MODOK corner carry extension
j.5S, land, 2H jc. 6XX j.M, land, 2H jc. 6XX j.M, land, 5S sjc. j.M j.M j.H > j.236L, 2XX j.5H, land, 5S sjc. j.H > j.236L, 2XX j.5S, land, 2M > 236L > 214XX
PWright Solo Dizzy Combo
2L 5H 6H > 623L, L+M~H (Dash plink Heavy) > H jc. j.2H j.5S, land, 5H 5S sjc. j.M j.H j.H j.2H (Dizzy), land, 5H 5S sjc. j.M j.M j.H j.H j.5S, land, 236L > 214XX
Spencer GX Loop
2M 2H > 9X+S, j.M, rejump j.M j.H > 3X+S, j.5S, rejump, j.M j.H > 3X+S, j.5S, rejump, j.M j.H j.5S > 6X+S, 6X+S, 3X+S, land, 5S sjc. 2369H > L xx 236XX, Post-Hyper Ender
Combo Section Info (click to expand) | |
---|---|
Connecting moves | > = Chain the two attacks together --5M > 5H --236H > L = perform the L follow-up to 236H. xx = cancel the first attack into the second attack --2H xx 236H --236L xx 214XX , = Perform the second action after the first one finishes, as a Link. --j.H xx j.214S, j.L --j.S, land, 3H ~ = Plink the two inputs, performing the second one immediately after the first. --236X~H |
Basic Inputs | L - ![]() M - ![]() H - ![]() S - ![]() A/A1/A2 - Assist buttons (specific purpose usually specified) 5M - Standing Medium j.H/j.5H - Air Heavy 2L - Crouching Light X - Generic attack input, can be any of L, M or H (but not S). --236XX is a Hyper input --6XX is a forward (air)dash. |
Other Notation | jc., sjc., and djc. - Jump Cancel, Superjump Cancel, and Doublejump Cancel land - Return to the ground from an airborne state rejump - land, and then immediately jump again. [X] - Hold down X ]X[ - Release held X. etc. - Continue the combo in the usual way. [Stuff]xN - Perform Stuff N times, usually as a loop. dash up - Dash to get close to the opponent before continuing the combo. May require 0 dashes or several depending on screen position and context. If multiple dashes are needed, it is implied that you should Plink Dash or Wavedash to close the distance faster. |
Chain-Based Color Scheme
Ground Normals - 2L, 5H, 6M
Ground Specials/Hypers - 214M, 623H, 236XX
Air Normals - j.M, j.H, j.2H
Air Specials/Hypers - j.623L, j.214H, j.236XX
The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.
- 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
- When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
- Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.
Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.
Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.
Chain-Based Color Scheme With Line Breaks
Ground Normals - 2L, 5H, 6M
Ground Specials/Hypers - 214M, 623H, 236XX
Air Normals - j.M, j.H, j.2H
Air Specials/Hypers - j.623L, j.214H, j.236XX
2M > 5H > 5S(1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S sjc. j.H djc. j.M > j.H > j.S, land,
(dash up), 623L xx 214XX
The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.
- 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
- When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
- Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.
2H xx 214H, 2H xx 236H, 5S sjc.
j.M > j.M > j.H > j.S, rejump, j.236H, land,
4H (Hold H) xx 214XX
Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.
j.M > j.M djc. j.H (delay)> j.S, land,
214S, backdash, 214S, 236S (sideswitch here), L > M > H xx j.623H, land,
dash up, 623L xx 236XX
Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.
Button-Based Color Scheme (Dustloop-style) No Line Breaks
L attacks - 5L, j.L, 214L
M attacks - 5M, j.M, 623M
H attacks - 5H, j.H, 214H
S attacks - 5S, j.S, X+S
The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.
- 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
- When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
- Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.
Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.
Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.
Button-Based Color Scheme (Dustloop-style) With Line Breaks
L attacks - 5L, j.L, 214L
M attacks - 5M, j.M, 623M
H attacks - 5H, j.H, 214H
S attacks - 5S, j.S, X+S
2M > 5H > 5S(1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S sjc. j.H djc. j.M > j.H > j.S, land,
(dash up), 623L xx 214XX
The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.
- 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
- When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
- Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.
2H xx 214H, 2H xx 236H, 5S sjc.
j.M > j.M > j.H > j.S, rejump, j.236H, land,
4H (Hold H) xx 214XX
Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.
j.M > j.M djc. j.H (delay)> j.S, land,
214S, backdash, 214S, 236S (sideswitch here), L > M > H xx j.623H, land,
dash up, 623L xx 236XX
Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.
Monochrome No Line Breaks
The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.
- 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
- When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
- Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.
Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.
Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.
Monochrome With Line Breaks
2M > 5H > 5S(1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S sjc. j.H djc. j.M > j.H > j.S, land,
(dash up), 623L xx 214XX
The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.
- 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
- When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
- Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.
2H xx 214H, 2H xx 236H, 5S sjc.
j.M > j.M > j.H > j.S, rejump, j.236H, land,
4H (Hold H) xx 214XX
Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.
j.M > j.M djc. j.H (delay)> j.S, land,
214S, backdash, 214S, 236S (sideswitch here), L > M > H xx j.623H, land,
dash up, 623L xx 236XX
Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.