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.
Adding in a single Burn Kick feint rep to the normal BnB. This adds a sizeable amount of damage while teaching the timing for harder Staircase combos. Midscreen you will be too far away to connect a normal after the burn kick feint unless you upforward superjump into airdash.
Works on both crouch and standing characters, a more optimized combo is possible on standing opponents. Cancel the H Thunder Knuckle early enough to leave Viper Standing.
Learning the timing or rhythm for the Burn Kick Feint "Staircases" can be tricky. You want to cancel into the burn kick as fast as possible but must delay pressing the S slightly in order to hit the cancel window. Afterwards you want to press j.H as fast as possible, then delay the cancel into j.S as long as possible. This delay is both to allow the opponent to fall towards the ground, but also to allow Viper to fall to the right height for the next j.H to connect. You have to learn to alternate slow and fast inputs to make the staircases work properly.
Note that this combo puts Viper right up to the edge of maximum Hitstun Decay, so most extensions with assists are limited. Generally, you will only really be able to extend with a single assist, but the damage is very high.
Very similar to the previous combo, however this one only works on Standing opponents. If you attempt it on a crouching opponent the H Thunder Knuckle will whiff and you'll likely be punished. As such it requires confirming how your opponent got hit.
The grounded sequence before launching the opponent is very tight on hitstun decay and generally won't work with any more normals. If done from a jump-in be sure to remove 5L and route straight from the air normal into 5M or 2M. The staircases are also slightly harder here as you have less hitstun to work with.
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, 5MH > 623L > 9sJ > 6XX > j.H > j.S, Land, 5MHS > j.MMH > dj j.MH > j.5S > Land 623L > 214XX |
Corner |
|||
Harder H Burn Kick pickup, nets a sizeable amount more damage. |
Combo Theory
Assist Extensions
A fairly easy and widely applicable extension for horizontal, beam-like assists. Works better for assists that leave the opponent lower to the ground and don't have a ton of pushback. Will allow Viper to carry from corner to corner off of nearly any starter.
Different assist will need to be called earlier or slightly later but M Thunder Knuckle serves well to stabilize when they hit. Additionally, some assists might require a two plink dashes to be in range to pick up consistently, some may not require a dash at all.
Lastly, if the starter has enough Hitstun Decay you may need to omit the 5M and go straight into 5HS when picking up after the assist.
A higher damage alternative to the previous combo that is more consistent for horizontal assists that launch the opponent higher or further. The box dash is fairly tight and you want Viper to hit the j.HS low on the opponent allowing Viper to land quickly and link the 5M.
This is the main extension applicable to most assists Viper likes. Requires the assist to be Forced Soft Knockdown or have a sizeable amount of hitstun and keep the opponent relatively low to the ground. Some assists allow for slightly more, like two Burn Kicks or a Thunder Knuckle before a Burn Kick. If this is done especially late in hitstun you may need to omit one of the j.Hs or leave them out altogether, if that's the case then you will need to airdash downward after the j.S to hit the ground fast enough to OTG.
Note that the tk.j.214L must be done intentionally slowly, inputting the L late enough that Viper will jump before the Burn Kick starts. If done too fast Viper will not leave the ground and will do a Ground L Burn Kick, which does not allow you to extend. Alternatively, you can do a fast tk.214H grounded, but this is generally less reliable.
Comboing in X-Factor
Video Guides
A collection of various combo guides on youtube, some are better or worse but most have different routing ideas and options. Worth a look if you are struggling with some of the combos on this page or want new ideas or inspiration.