
C. Viper Combo Guide | UMvC3
Comments: The biggest trick I wanted to explain when making this video was the "Stair Case/ Burnkick Feint" combo. It was always the biggest thing stopping me from playing the character, and I couldn't find any very effective guides online to learn it so after a few hours trying to get it down and finally doing so, I thought I would make a video showing it done a few different times, with my inputs on. Along the way I ended up making a bunch of different(admittedly only slightly so) combos showcasing different scaling limits and optimal extensions from different starting sequences. All 26 combos can be viewed here: https://www.twitlonger.com/show/n_1srcbjs?new_post=true . I originally wanted to include far more assists, but I noticed a lot of them operated very similarly to the ones I started with (Doom/Dante/Vergil), so I am leaving the comments open for any queries regarding specific assists and I will try to help if I can. I originally thought to do BK Feint staircase midscreen you needed to neutral super jump (sj(8).H) then double jump forward (dj(9).H) but this is not the case. It may be more consistent though. It's also worth mentioning the series "2M5H5S(1)" may not land on all characters. This is also affected by their stance (crouching vs standing). To mitigate this issue i would use the string "2M2H" as it should be universal at the cost of some damage. I also had to learn how to consistently plink dash to do this video, and I will have you know that it is certainly not easy to do for me still. I'd like to thank users Heefnoff and BenjaminExe for helping me out when recording this video. This video really lit a fire beneath me, and though I know I normally break a lot of promises regarding my upcoming content, just know I would be very happy to make some for my current games Dragonball FighterZ and Mortal Kombat 11. If you read this and have a specific video suggestion for me, definitely let me know!
Notation key:
• LMHS / S(1) = L is Light (Square - PS3/4, X - Xbox), M is Medium (Triangle - PS3/4, Y - Xbox), H is Heavy (Circle - PS3/4, B - Xbox), S is Special (X - PS3/4, A - Xbox). "S(1)" is meant to show only 1 hit of the multi-hit normal is meant to connect. So for Viper's 5S which is normally 2 hits, if you see 5S(1) it means you should not let both hits come out, cancel after the first. I apologize about how this conflicts with numpad notation, I wish I had caught this earlier, but it only applies to Viper's 5S in the video.
• j./dj./sj. = jump(implies a move done in the air), double jump(while in the air, jumping once again), superjump(down then up very quickly)
• IAD: Instant Air Dash(dashes/air dashes in UMVC3 can be input by tapping a direction twice or a direction + 2 attack buttons other than S. I use this term despite air dashes not needing to be input "Instantly" simply for familiarity purposes.)
• Whiff: to miss a move, IE. "(whiff j.S)" means to use j.S even though it misses your opponent, this alters your air trajectory.
• Plinkdash: A technique used in a multitude of games to dash multiple times in rapid succession. In UMVC3 Normals(I used H) can be cancelled into dashes (2 Attacks other than S, I used L + M) and Dashes can also be cancelled into Normals. So by tapping both inputs very closely together, your character will start up their normal attack, then cancel their normal attack into a dash animation and once dashing, if input again will repeat the sequence.
• Directional inputs are notated by numbers 1-9. If you look at this image of a keyboard number-pad https://ae01.alicdn.com/kf/HTB1CLWUOVXXXXbXapXXq6xXFXXXb/2-4G-USB-Numeric-Keypad-Wireless-Number-Pad-18-Keys-Mini-Digital-Keyboard-for-iMac-MacBook.jpg you will see that the arrows on the numbers reflect the motions in the video. Viper's thunder knuckle special move is input by pressing down, down + forward, then forward, but as this would be difficult to type every time she did this move the notation "236" is used (2 being down, 3 being between down and forward, and 6 being forward). This is also used for Normals(LMHS) or movement options that require a direction be held while performing that move (ie. IAD(2), or dj(9).H). Additionally a common technique(Tiger Knee) employed by Viper is to cancel from 623S(EX Seismo) into a jump, and then cancelling the pre-jump frames, into the special move 214L(Burnkick). This technique is notated as such: 623S 2148L (EX Seismo - Super jump - L Burnkick. You can see that the superjump input is hidden within [2]14[8])
Songs (in order):
King, Queen and Slaves (another version) - Persona 5 OST (0:00 - 1:00)
Sneakman - Hideki Naganuma (1:01 - 3:07)
Teknopathetic - Hideki Naganuma (3:08 - 5:40)
Shumatsu (Final Valley Theme) - Naruto Gekitou Ninja Taisen 4 OST (5:41 - 7:39)
Q's Theme - Street Fighter III: Third Strike OST (7:40 - 8:10)
Psycho Machine - Devil May Cry 5 OST (8:11 - 20:48)
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