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.
The other half of Viper's combo theory, Seismo relaunches (and OTG pickups) are the primary way Viper does big damage and plays around her 5S' tendency to whiff.
Getting superjump after L Seismo can be a little tricky, you cannot input it too early as you will get a buffered jump instead of a superjump. Look for a vertical (or diagonal up forward) trail of smoke to indicate you actually got sJ over normal jump. You actually can do this and the next combo with a normal jump into a slightly delayed air dash, however sJ is required for more advanced combos and most throw pickups.
Depending on the height of the opponent when you land for the relaunch, delaying 5S can allow them to fall ensuring your air normals won't be too low afterwards.
This is Viper's go to BnB, works off a variety of starters such as jump-ins, assists that leave opponents standing, etc.. However, she can do much much more with assists or more advanced routing.
Nothing tricky here outside of what's covered in the two combos above, should allow you to kill with a DHC on a good amount of the cast without needing anything more advanced.
Similar to her normal BnB but you have to pick up the throw with a tight L Seismo. If you land an air throw outside of the corner do a dash before the seismo.
Note that from a lot of throws you are required to superjump diagonal upforward or else the opponent will end up too far away to continue the combo.
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.
Combo Table
Miscellaneous
Notation | Damage | Meter | Location | Video |
---|---|---|---|---|
214H, 2L > 5M > 5H > 623L > 9sJ > 6XX > j.H > j.S, Land, 5MHS > j.MMH > dj j.MH > j.5S > Land 623L > 214XX |
Anywhere |
|||
Core H Burn Kick pickup. | ||||
214H, 2L > 5M > 5H > 236M~S, 5M}H > 623L > 9sJ > 6XX > j.H > j.S, Land, 5MHS > j.MMH > dj j.MH > j.5S > Land 623L > 214XX |
Anywhere |
|||
Harder H Burn Kick pickup, nets a sizeable amount more damage. |
Combo Theory
Viper is one of the priveleged characters that is easily capable of running up against the limitations of Hit-Stun Decay by herself. This is due to L Seismo being one of the best OTG pickups in the game as well as here generally high hitstun normals. As such it's easy to have combos drop due to HSD in advanced routing.