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==Haggar Strategy Page WIP ==
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==Movement and Neutral Options==
{{Clr|3|j.2H}} is Haggar's defining neutral tool. It has great range and is heavily disjointed, meaning it will beat most other physical attacks cleanly. Trades are almost always in Haggar's favor, because the lengthy Ground Bounce into Hard Knockdown will give Haggar time to recover and start a combo. One of Haggar's main goals in neutral is to make an opponent block a regular jump pipe, land-cancel the recovery and dash up, then run his offense as the blockstun wears off.
Although Air Pipe is strong, it is not infaliable. Notably, when done at close range, its 13f startup is vulnerable to being airthrown. Air Pipe -> Rejump -> Airpipe in particular has a lengthy gap where opponents experienced in the Haggar matchup will consistently airthrow Haggar. In general, the more predictable Haggar is with {{Clr|3|j.2H}}, the more likely the opponent will be to punish it.
{{Clr|1|j.L}} is useful because it performs well against the things that beat Air Pipe. {{Clr|1|j.L}} is fast to start up (by Haggar standards) and thus performs well against airthrows. It also creates a hitbox around Haggar, including on the cross-up side. This helps protect against opponents dashing under Haggar to attempt to tag him with a cross-under crouching normal; {{Clr|1|j.L}} will typically trade with these.
{{Clr|3|2H}} gives Haggar a tool to get in on projectile-heavy zoning characters. It places Haggar into a Hard Knockdown state, during which he can not be hit except by OTG attacks. After that window, he becomes completely invincible while performing a tech roll either forward or backwards. Whiffing {{Clr|3|2H}} from midscreen or fullscreen lets Haggar roll past general zoning patterns with very little risk, and wake up close to the opponent than he started.
Although Haggar has very limited options for aerial mobility, he does have access to j.63214X (Skyhigh Backdrop). Backdrop halts Haggar's aerial momentum and causes him to float in place for the duration. If Haggar is at superjump height, and something dangerous is below him that he would prefer not to contest, such as an assist call, or an opponent with an install hyper active, he can whiff Backdrop up to three times in the air to stall.
==Mixup Theory==
{{TheoryBox
| Title      = Piledriver/Lariat Option Select
| Oneliner  =
| Difficulty = Easy
| Anchor    = HaggarOS
| Youtube    = SXt_qXiTKvE
| Recipe    = {{Clr|3|63214H}}+{{Clr|4|S}}
| content    =
At close range, Haggar has access to this very powerful Option Select. If the opponent is on the ground, and not in hitstun or blockstun, Haggar will command grab them. In any other case, Haggar will automatically perform his invincible Lariat instead.
This Option Select is easy to perform, but has two restrictions which limit its strength:
*It MUST be performed with H Piledriver, which is the fastest version but has the shortest range. Performing the OS with {{Clr|1|63214L}} or {{Clr|2|63214M}} will always result in a Lariat.
*It must be performed in a neutral state. If Haggar cancels a normal into the {{Clr|3|63214H}}+{{Clr|4|S}} input, he will always perform a Lariat.
The Lariat OS is therefore mainly useful in two specific situations. At round start, Haggar can walk up to the opponent and open the round with the Piledriver/Lariat OS, which will beat all round start options except for Chicken Blocking. Haggar can then mix the opponent up with Air Throw, which beats Chicken Blocking. Also, if Haggar manages to make an opponent block a lockdown assist, such as Arthur Daggers or Doom Beam, he can dash up behind the assist, and perform the OS right as the opponent leaves blockstun. Timed correctly, the Lariat OS will beat just about any option which would work against Piledriver, including invincible reversals and Alpha Counter. Like with the round start setup, Haggar can instead attempt an airthrow to punish opponents trying to Chicken Block out of this setup.
}}
===Kara Command Grab===
Haggar can take advantage of the lengthy startup of many of his grounded normals by kara-canceling them into his 63214X Piledriver command grab. The obvious choice for a kara-cancel is {{Clr|3|6H}} grounded pipe. Pipe's forward movement will extend the effective range of Haggar's command grab, and opponents are naturally scared to challenge pipe, increasing the likelyhood they will hold down-back and get caught. <code>{{Clr|3|2H}} (Delay) {{Clr|3|6H}} ~ {{Clr|1|63214L}}</code> and <code>{{Clr|1|2L}} {{Clr|3|6H}} ~ {{Clr|1|63214L}}</code> are common setups to tick throw an opponent off a blocked normal.
Note that you cannot use Haggar's Piledriver/Lariat OS if you kara-cancel into command grab.
===Resets===
Haggar has two main options for attempting resets in his regular combo routes.
*Hit an opponent who is airborne (such as after a Ground Bounce) with {{Clr|1|5L}} or {{Clr|2|5M}} to force an air tech, then cancel into {{Clr|3|623H}} to grab them out of the air.
**This is primarily useful when the opponent is cornered, where many characters can not escape it on their own. If attempted midscreen, it will lose to a backwards airtech.
**Characters with a fast 8-way airdash like Magneto can escape this setup even in the corner by airdashing straight up.
*Launch an opponent after {{Clr|4|5S}} or {{Clr|1|623L}} later into a combo, then superjump cancel into a {{Clr|1|j.L}}, which causes very little hitstun and will force an airtech. Then delay cancel {{Clr|1|j.L}} into j.63214X.
**Alternatively, delay your superjump cancel, and perform a surprise superjump -> {{Clr|1|j.63214L}} as the opponent recovers from your launcher.
===Oncoming Mixups===
[https://youtu.be/AuPbQe47znE Haggar Oncoming Mixup Reference Part 1] [https://youtu.be/LxEn-ztBKJ8 Part 2]
Haggar has several tools for cross-ups against an incoming character.
{{Clr|1|236L}} and {{Clr|2|236M}} - Old Reliable. Easy to throw out against any Incoming character with minimal setup. Plus on block, starts a combo on hit (just mash {{Clr|4|5S}}), catches mashed airdashes and air hypers automatically. If you aren't sure what to do against an incoming character, do one of these.
{{Clr|1|5L}} - Dash under to hit cross-up, or fake out a dash to hit same-side. Useful because it can be special-canceled to create a second layer to the mixup if the initial hit is blocked. {{Clr|1|5L}} > (Delay) {{Clr|1|63214L}} will catch opponents as they land after blocking the initial hit, where {{Clr|1|5L}} > {{Clr|3|623H}} will catch people trying to Up-Back or Pushblock out of the other setup. Can also cancel into {{Clr|1|236L}} for a double-crossup. {{Clr|1|5L}}'s main weakness as an oncoming tool is that it will lose to most mashed attacks from the oncoming character.
{{Clr|1|623L}} - Plus on block and starts a combo on hit similar to Violent Ax. Loses to good mashed oncoming buttons like Helm Breaker and Foot Dive.
{{Clr|3|5H}} - Very difficult to actually make hit cross-up; in practice, you won't use it this way. {{Clr|3|5H}}'s purpose is to be used as a meaty against oncoming characters, because it will beat most mashed attacks as well as catch airdashes. From there, Haggar can special cancel into one of his other offensive options, including {{Clr|1|236L}} or {{Clr|2|236M}}
{{Clr|3|6H}} - Similar to {{Clr|3|5H}}. Scary to press buttons against, easily starts a combo if it stuffs or trades with anything due to the Ground Bounce versus airborne. If opponents are conditioned to be scared of pipe, can kara-cancel into 236X or 63214X as they land.
==Counterplay==
If an opposing Haggar is autopiloting repeated {{Clr|3|j.2H}} Air Pipe, you have some options for contesting it. Against spammed Air Pipe, do not pushblock the pipe swing, then jump up and airthrow the second pipe. Conversely, if Haggar is only occasionally using pipe, and not using it repeatedly, pushblocking it to deny his advance is a good idea.
Many characters can also dash under Haggar during the startup of Air Pipe and attack him from behind. If attempting this, avoid using standing normals, which tend to trade unfavorably with pipe. Instead, use a good low-profile {{Clr|1|2L}} or {{Clr|2|2M}} if your character has one.
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==Wolverine Strategy Page WIP ==
==Wolverine Strategy Page WIP ==
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Revision as of 17:06, 2 December 2022

Haggar Strategy Page WIP

Movement and Neutral Options

j.2H is Haggar's defining neutral tool. It has great range and is heavily disjointed, meaning it will beat most other physical attacks cleanly. Trades are almost always in Haggar's favor, because the lengthy Ground Bounce into Hard Knockdown will give Haggar time to recover and start a combo. One of Haggar's main goals in neutral is to make an opponent block a regular jump pipe, land-cancel the recovery and dash up, then run his offense as the blockstun wears off.

Although Air Pipe is strong, it is not infaliable. Notably, when done at close range, its 13f startup is vulnerable to being airthrown. Air Pipe -> Rejump -> Airpipe in particular has a lengthy gap where opponents experienced in the Haggar matchup will consistently airthrow Haggar. In general, the more predictable Haggar is with j.2H, the more likely the opponent will be to punish it.

j.L is useful because it performs well against the things that beat Air Pipe. j.L is fast to start up (by Haggar standards) and thus performs well against airthrows. It also creates a hitbox around Haggar, including on the cross-up side. This helps protect against opponents dashing under Haggar to attempt to tag him with a cross-under crouching normal; j.L will typically trade with these.

2H gives Haggar a tool to get in on projectile-heavy zoning characters. It places Haggar into a Hard Knockdown state, during which he can not be hit except by OTG attacks. After that window, he becomes completely invincible while performing a tech roll either forward or backwards. Whiffing 2H from midscreen or fullscreen lets Haggar roll past general zoning patterns with very little risk, and wake up close to the opponent than he started.

Although Haggar has very limited options for aerial mobility, he does have access to j.63214X (Skyhigh Backdrop). Backdrop halts Haggar's aerial momentum and causes him to float in place for the duration. If Haggar is at superjump height, and something dangerous is below him that he would prefer not to contest, such as an assist call, or an opponent with an install hyper active, he can whiff Backdrop up to three times in the air to stall.

Mixup Theory

Piledriver/Lariat Option Select
Easy
63214H+S

At close range, Haggar has access to this very powerful Option Select. If the opponent is on the ground, and not in hitstun or blockstun, Haggar will command grab them. In any other case, Haggar will automatically perform his invincible Lariat instead.

This Option Select is easy to perform, but has two restrictions which limit its strength:

  • It MUST be performed with H Piledriver, which is the fastest version but has the shortest range. Performing the OS with 63214L or 63214M will always result in a Lariat.
  • It must be performed in a neutral state. If Haggar cancels a normal into the 63214H+S input, he will always perform a Lariat.

The Lariat OS is therefore mainly useful in two specific situations. At round start, Haggar can walk up to the opponent and open the round with the Piledriver/Lariat OS, which will beat all round start options except for Chicken Blocking. Haggar can then mix the opponent up with Air Throw, which beats Chicken Blocking. Also, if Haggar manages to make an opponent block a lockdown assist, such as Arthur Daggers or Doom Beam, he can dash up behind the assist, and perform the OS right as the opponent leaves blockstun. Timed correctly, the Lariat OS will beat just about any option which would work against Piledriver, including invincible reversals and Alpha Counter. Like with the round start setup, Haggar can instead attempt an airthrow to punish opponents trying to Chicken Block out of this setup.

Kara Command Grab

Haggar can take advantage of the lengthy startup of many of his grounded normals by kara-canceling them into his 63214X Piledriver command grab. The obvious choice for a kara-cancel is 6H grounded pipe. Pipe's forward movement will extend the effective range of Haggar's command grab, and opponents are naturally scared to challenge pipe, increasing the likelyhood they will hold down-back and get caught. 2H (Delay) 6H ~ 63214L and 2L 6H ~ 63214L are common setups to tick throw an opponent off a blocked normal.

Note that you cannot use Haggar's Piledriver/Lariat OS if you kara-cancel into command grab.

Resets

Haggar has two main options for attempting resets in his regular combo routes.

  • Hit an opponent who is airborne (such as after a Ground Bounce) with 5L or 5M to force an air tech, then cancel into 623H to grab them out of the air.
    • This is primarily useful when the opponent is cornered, where many characters can not escape it on their own. If attempted midscreen, it will lose to a backwards airtech.
    • Characters with a fast 8-way airdash like Magneto can escape this setup even in the corner by airdashing straight up.
  • Launch an opponent after 5S or 623L later into a combo, then superjump cancel into a j.L, which causes very little hitstun and will force an airtech. Then delay cancel j.L into j.63214X.
    • Alternatively, delay your superjump cancel, and perform a surprise superjump -> j.63214L as the opponent recovers from your launcher.

Oncoming Mixups

Haggar Oncoming Mixup Reference Part 1 Part 2

Haggar has several tools for cross-ups against an incoming character.

236L and 236M - Old Reliable. Easy to throw out against any Incoming character with minimal setup. Plus on block, starts a combo on hit (just mash 5S), catches mashed airdashes and air hypers automatically. If you aren't sure what to do against an incoming character, do one of these.

5L - Dash under to hit cross-up, or fake out a dash to hit same-side. Useful because it can be special-canceled to create a second layer to the mixup if the initial hit is blocked. 5L > (Delay) 63214L will catch opponents as they land after blocking the initial hit, where 5L > 623H will catch people trying to Up-Back or Pushblock out of the other setup. Can also cancel into 236L for a double-crossup. 5L's main weakness as an oncoming tool is that it will lose to most mashed attacks from the oncoming character.

623L - Plus on block and starts a combo on hit similar to Violent Ax. Loses to good mashed oncoming buttons like Helm Breaker and Foot Dive.

5H - Very difficult to actually make hit cross-up; in practice, you won't use it this way. 5H's purpose is to be used as a meaty against oncoming characters, because it will beat most mashed attacks as well as catch airdashes. From there, Haggar can special cancel into one of his other offensive options, including 236L or 236M

6H - Similar to 5H. Scary to press buttons against, easily starts a combo if it stuffs or trades with anything due to the Ground Bounce versus airborne. If opponents are conditioned to be scared of pipe, can kara-cancel into 236X or 63214X as they land.

Counterplay

If an opposing Haggar is autopiloting repeated j.2H Air Pipe, you have some options for contesting it. Against spammed Air Pipe, do not pushblock the pipe swing, then jump up and airthrow the second pipe. Conversely, if Haggar is only occasionally using pipe, and not using it repeatedly, pushblocking it to deny his advance is a good idea.

Many characters can also dash under Haggar during the startup of Air Pipe and attack him from behind. If attempting this, avoid using standing normals, which tend to trade unfavorably with pipe. Instead, use a good low-profile 2L or 2M if your character has one.


Wolverine Strategy Page WIP

Movement and Neutral Options

Wolverine's main goal in neutral is to look for an opening to attack with 214X. 5H -> Call Assist -> 214X can be used to bully his way in from a distance. Although all versions of 214X are unsafe on block, Wolverine can either cover his recovery with a lockdown assist, or by canceling the Slash into Berserker Charge, which leaves him at roughly +7 on block and starts a combo on hit. Both 5H and 214X hit high enough to catch opponents at regular jump height, jailing them and keeping them low enough to the ground for Wolverine to make use of his Cross-up and High/Low options.

Mixup Theory

5L Resets

Wolverine can take advantage of the quick untech time and short recovery of his 5L to force a dangerous reset situation against airborne opponents. This is useful if Wolverine secures a combo, but may have trouble converting to a kill due to factors like a lack of meter, or excessive Damage Scaling due to a throw or assist starter. Wolverine can most commonly set up a 5L reset off the following situations that leave an opponent at roughly jump height:

  • After the Ground Bounce from j2H Divekick
  • After Jump Loops, instead of launching with 5S
  • Catching an opponent as they fall after an Air Fatal Claw (j.214XX)

After a 5L Reset, Wolverine has the following basic options to mix up the opponent:

  • Airthrow (j.3H/j.1H) - Most basic choice. Will catch people sleeping who are just holding back/up-back and not prepared for the reset. Requires Wolverine to guess whether the opponent Forward airtechs or not, but Neutral and Back tech can be airthrown with identical timing.
  • Divekick (j.2H) - Convenient because it beats just about any option that would be useful against airthrow. Will punish mashed throw tech (or most other air buttons), as well as catch airdashes. With proper timing, the same divekick sequence will connect against all three tech options: 5L -> Short dash forward -> Neutral superjump -> j.2H
  • 214L - Very fast crossup against neutral air tech. Will always whiff against forward tech. Will whiff against back tech unless delayed, in which case it hits same-side.
    • Alternatively, consider 5L, dash up, 5H > 214L
  • 214M - Must be delayed slightly (do not cancel immediately from 5L). Hits cross-up against neutral air tech. Will always whiff against forward tech. Against back air tech, hits cross-up and lets Wolverine convert to full combo without assists/X-Factor/Berserker Charge.

In any situation where Wolverine can go for a 5L Reset, he can instead connect a Snapback to attempt an Oncoming mixup against another character instead.

Instant Overheads

j.L AKA "The Ricki Ortiz" is a lightning-fast Instant Overhead that works against all large and normal-sized characters without any need to set up Fuzzy Guard. It can be thrown out when the opponent is locked down by an assist, or generically any time that Wolverine is very close.

j.L Instant Overhead can universally be converted into a full combo as j.L > X-Factor Activation > j.M, land, short dash, 5L 5M etc. This essentially trades Wolverine's one X-Factor activation for a kill. Wolverine can also situationally convert from a j.L Instant Overhead if certain assists are called in tandem, such as Tatsu or Doom Rocks.

Additionally, if Wolverine has both Berserker Charge and any level of X-Factor currently active, he is fast enough that j.L > j.3XS, j.2H will combo off the Instant Overhead, allowing him to convert into a combo that way.

If Wolverine has Berserker Charge or X-Factor (Level 2 or 3) active, but not both, then j.L > j.3XS, j.2H will combo only if the j.L is a counter-hit. This is possible if the opponent mashes pushblock against an expected 2L, or mashes throw tech against an expected ground throw. You do not need to hit-confirm the counterhit, just mash the sequence out. Worse-case scenario, you reset back into more pressure with j.2H Divekick.

j.5S can also be used as an Instant Overhead. It is significantly slower than j.L (but still fairly fast), and it does not work nautrally as an IOH against most characters the way that j.L does. However, j.5S has some advantages over its counterpart. It hits much deeper as a cross-up, adding to its mixup potential besides the High/Low element. It also causes much more hitstun, meaning that j.5S > j.3XS, j.2H will combo consistently even if Wolverine has no speed boosts active. This gives Wolverine access to a relatively quick Overhead that confirms into a full combo with no additional resources required. j.5S works as an Instant Overhead naturally against the following characters:
Captain America, Doctor Doom, Haggar, Hulk, Sentinel, She-Hulk, Nemesis, Ghost Rider, Doctor Strange

The conversion timing can be tight against some of the smaller characters on this list, but it does work on all of them when done perfectly.

Oncoming Mixups

-

Counterplay

Wolverine's j.2H Divekick can be very oppressive, and is fairly advantageous when spaced properly. However, its frame advantage is dependent on the height at which the divekick connects, and it can actually be minus on block if it hits too high. Although it can be scary, stand-blocking or chicken-blocking an expected divekick can cause Wolverine to connect higher up than expected, leading him to be throw-punishable on block. Wolverine will basically never be punishable if Divekick is blocked crouching. In a real match situation, attempting this throw punish can be risky. If you misjudge how disadvantageous Wolverine is, a follow-up Divekick will heavily punish almost every character's Throw OS. As an alternative, reversal Snapback (236A) can be used on response to blocking Divekick. Snapback can punish divekicks which are blocked high enough, and even in situations where Wolverine is safe, it will stuff or trade with most of his follow-up options due to its 2f startup.


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.
Rapid Seismo
Hard
623X > 6239X > 6239X > 6239X > 6239X etc.

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

Focus Attack Rapid Seismo
Moderate
623X > 8XS > 623X > 8XS > 623X > 8XS > 623X etc.

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

The Viper Ball
You knew what you were signing up for.


2149H~S

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.

Other Offensive Tools

214H is a reasonably fast overhead with surprising horizontal range. 6M > j214H and jS > j214H are frametraps that will connect even if the opponent pushblocks the initial hit, and can catch an opponent mashing airdash or other buttons after blocking a meaty oncoming.

236M and 236L can be used as fast cross-under options when paired with an assist call. Especially on incoming, call an assist and Thunder Knuckle under the opponent to ambiguously steal the corner and force a left-right mixup.

Unblockable Setups

Certain assists can keep an opponent trapped in blockstun long enough for Viper to fully charge her [XS] Focus Attack Unblockable. Thus, it is possible to get an opponent situation where, once they have begun to block the assist, the Unblockable hit is inescapable. The most standard Viper Unblockable setup looks like this:

(Call Assist) + 623S jc. [8XS]

623S as a meaty on an opponents incoming will jail them into the assist call on both Hit and on Block. This costs meter to perform, but has the fewest ways of possible to escape. Possible ways to escape this setup are:

  • A well-timed pushblock on the EX Seismo itself. Once the Seismo blockstun has been overridden by assist blockstun, pushblocking will not help.
  • A character with a frame-1 invuln air hyper may be able to juke the setup by mashing reversal hyper. Characters with applicable hypers include Phoenix, Sentinel, Morrigan (Level 3), and Spider-Man

Alternatively, 623L can be used as a meaty, which does not cost meter to attempt. The downside of 623L is that the opponent can choose to take the hit instead of blocking, which will juggle them high into the air, but does not cause enough hitstun for them to fall back into the assist. Meaty 623L also loses to the same escape options as 623S. Instead of using 623L, Viper can also meaty with an airdash button like jS, then land and begin charging Focus Attack, which is functionally the same.

Lastly, Viper can choose to perform no meaty attack at all. For characters with any form of aerial mobility, including double jumps, airdashes, and air-ok teleports (which is most of the cast), this gives them a fairly reliable window to escape. However, some characters, such as Nemesis, have no options for air movement, and choosing not to meaty them removes the option for that character to escape with a well-timed pushblock.

Assists that are well-suited for Viper unblockables include Tenderizer, Vajra, Cold Star, Jam Session, and Repulsor Blast. Also, Trish's Round Harvest hyper can keep an opponent locked down long enough in specific setups.

Viper Unblockables are most commonly done on the opponent's incoming but can technically be done any time that Viper is close enough and can jail an opponent into a relevant assist attack.

Counterplay

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Magneto Strategy Page WIP

Movement and Neutral Options

Magneto's basic Flight Movement PatternFor escaping the corner and gaining distance
Easy
Jump > Airdash Upward xx j.214S (Fly), Plink Dash > j.S~j.896X, land

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.
Plink Dash Magnetic BlastOne-liner text
Intermediate
j.896M+H~L OR j.8963M+H~L OR j.89632M+H~L

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.

Box Dash Magnetic Blast
Intermediate


Jump Back > j.4M+H > 7896L OR Jump > j.5M+H > 896L

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.

"Twinkle Toes" High/Low/Throw MixupFast, loopable, confirmable pressure
Intermediate


Jump forward > Airdash Down > j.L: 987412M+H ~ j.L

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

Oncoming Meaty j.S
Intermediate
4XX > 6XX+A > Superjump Forward > 2M+H~j.S, land

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.

Sideswitch Snapback to Midscreen Oncoming
Advanced
[Any combo into corner Hyper Grav Loops] > Superjump Up-Back > j.2L+M~H, land, 5H xx 214L, Superjump Up > j.6XX (sideswitch here) > j.896L, land, 236A

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

Plink Dash OS against Magneto High/Low/Throw
Intermediate
[1], (on reaction to Magneto jumping), 4H~L+M ~ [1]

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 - L.png
M - M.png
H - H.png
S - S.png
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


Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > 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.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H, 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.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc. 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.


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


Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > 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.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H,
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.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc.
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

Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > 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.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H, 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.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc. 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) 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

Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > 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.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H,
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.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc.
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

Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > 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.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H, 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.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc. 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 With Line Breaks

Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > 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.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H,
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.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc.
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.