Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Beginner Combos
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
A very basic Viper BnB, not really showcasing the characters damage or difficulty. There are a few parts that are tricky and valuable to get used to for more advanced routes.
First, get used to delaying your superjump after a 5S launcher slightly, a common occurrence with double jump characters is having to manually control how high the opponent is above you in combos in order to maximize the amount of air normals you can get. If the j.M after the double jump whiffs over the opponent you didn't delay enough, if your final j.S whiffs below you delayed too much. It is possible to get a second j.M after the double jump but it requires very precise timing for fairly low reward.
Second, 623L OTG > 214XX Super only works in the corner, if you land close to the corner you may need to dash first, and if you end up midscreen you will need to either double plink dash > 214XX or Dash > 236M > 214XX. The M Thunder Knuckle can get you in range to land the super. All of this is made easier if you delay the final j.S in the air combo in order to maximize the knockdown time.
Lastly, be aware that the second hit of 5S tends to whiff on crouching characters causing your combos to drop, this is mitigated in more advanced combos.
Viper is very capable of real combos off all of her throws, however that requires some execution. For a day one conversion super can get the job done. After airthrow dash before the super.
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Adding a single M Thunder Knuckle Feint Link to the basic BnB. Adds around 100K damage while also making the 5S hit more consistently. Learning this will give you one half of Vipers Basic combo theory.
236M~S is a tight window, too early and you won't properly cancel the knuckle and won't be able to combo afterwards. Too late and you won't have enough frame advantage to combo afterwards. Linking 2M afterwards can be tough at first but generally has a couple frames of leniency. Note that 236L~S can also be used but is somewhat harder and often leaves you further away.
After the 5S Launcher things work identically to the Beginner BnB.
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.