UMVC3/C. Viper/Combos - SuperCombo Wiki (2024)

Overview

Combos

Strategy/Counterstrategy ResourcesData
Motion Input Chart
7 8 9
4 5 6
1 2 3
NotationMeaning
(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. / delayDelay the following move.
whiffMust whiff the following move.
landMust land on the ground before the next move.
rejumpMust land then jump again before the next move.
j. / sj.Move is done in a jump / superjump.
jc / sjcCancel previous move into a jump / superjump.
ia./tk.Instant Air or Tiger Knee Special or Super Move.
XXAny two attack buttons excluding S.
NXXDash / Airdash in N direction.
X+SAny other attack button and S pressed at the same time.
AAAnti-Air
[X]Hold input
-X-Release input
(N)Connect with only the Nth hit of this attack.
(Move)Move is optional.
[sequence] x NRepeat sequence N times.

Beginner Combos

Basic, simple combos with few requirements or restrictions.

  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

Very Basic Anywhere BnB

Very Easy

5L

M

H

S > dl.SJ

j.M

M

H > dj

j.M

H >

j.5S > Land

623L > 214XX

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.

Very Easy Throw ComboProbably a waste of meter

Very Easy

Throw or Airthrow, 214XX

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

Core combos that balances reward with execution and reliability.

  • 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.

Basic Thunder Knuckle LinkStreet Fighter IV Combo

Easy

5L

M

H >

236M~

S,

2M

5H

5S dl.sJ

j.M

M

H > dj

j.M

H >

j.5S > Land

623L > 214XX

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.

Basic Seismo RelaunchPractice Makes Perfect

Medium

5L

M

H

S(1) >

623L > sJ (up or upforward) > Airdash >

j.H

5S, Land

5M

H > dl.

S dl.sJ >

j.M

M

H > dj

j.M

H >

j.5S > Land

623L > 214XX

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.

Intermediate Anywhere BnBPut it all together

Hard

5L

M

H >

236M~

S,

2M

5H

S(1) >

623L > sJ (up or upforward) > Airdash >

j.H

5S, Land

5M

H > dl.

S dl.sJ >

j.M

M

H > dj

j.M

H >

j.5S > Land

623L > 214XX

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.

Throw BnBSeismo Practice

Medium

Any Throw, (Dash),

623L > 9sJ > 6XX >

j.H

5S, Land

5M

H > dl.

S dl.sJ >

j.M

M

H > dj

j.M

H >

j.5S > Land

623L > 214XX

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.

Assist Extensions

Corner Carry Beam ExtensionWall to Wall

Medium

Starter >

623L > sJ (up or upforward) > Airdash >

j.H

5S, Land

5M >

5H + Assist >

236M~

S > Dash >

5M

H

S >

j.M

M

H > dj

j.M

H >

j.5S > Land

623L > 214XX

A fairly easily and widely applicable to horizontal, beam-like assists. 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.

Advanced Combos

Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.

  • May only work on a few characters or in specific circ*mstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Advanced Anywhere BnBBe sure to stretch your hands

Hard

5L

M

H >

236M~

S,

2M

5H

S(1) >

623L > uf.SJ > Airdash >

j.H >

214L~

S,

j.H > Delay

j.5S, Land

5M

H > dl.

S (dl).sJ >

j.M

M

H > dj

j.M

H >

j.5S > Land

623L > 214XX

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 get an upforward airdash.

Combo Table

Miscellaneous

NotationDamageMeterLocationVideo

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

Comboing in X-Factor

Video Guides

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UMVC3/C. Viper/Combos - SuperCombo Wiki (2024)

FAQs

Which of the following is C Viper good at? ›

Gameplay-wise, C. Viper is useful as a rushdown character, and can keep foes off-balance with her speed and variable attacks.

How many playable characters are in Ultimate Marvel vs Capcom 3? ›

Playable characters

Capcom 3 features the original 36 characters from Marvel vs. Capcom 3: Fate of Two Worlds and introduces 12 new playable fighters.

What is the gender of C. Viper? ›

C. Viper is a smart, tough woman that you don't want to mess with.

What does the C in C. Viper stand for? ›

Crimson Viper, also known as C. Viper and Maya, is a character from the Street Fighter games. A spy from the CIA acting as a mole in Seth's organization. She was sent to gather data on S.I.N.

Can you unlock Galactus in Marvel vs Capcom 3? ›

You can unlock Galactus as a playable character by earning 30,000 points on your player card. Alternately, veterans of the series with a save file from Marvel vs. Capcom 3: Fate of Two Worlds will have Galactus automatically unlocked.

Who has the most health in Marvel vs Capcom 3? ›

The average character in Marvel vs. Capcom 3 has somewhere from 900,000 to 1,000,000 health. The highest being Thor at 1,250,000.

Why is Mega Man not in Marvel vs Capcom 3? ›

You couldn't retain his original character as he is. So we looked into other Mega Mans, and decided that Zero had the best list of moves already in existence when it comes to fitting into a fighting game. And this is why Mega Man isn't in (U)MvC3.

What are Vipers good for? ›

Benefits of vipers for humans

Not only do they control rodent populations but they also can help save lives! Indeed the same substance that makes them potentially dangerous to people – the venom- has been used in medicine for several centuries to improve human health.

What ethnicity is C. Viper? ›

Viper is listed as an American in game, but she does look to be of Hispanic decent. Being a deep cover CIA agent it doesn't seem like a stretch of the imagination that she became estranged with her daughter and she moved back to live with her father or some other family member in Brazil.

How old is C. Viper in Street Fighter? ›

The Super Street Fighter IV website lists her birth date as July 18, and the Marvel vs Capcom 3 site lists her age as 30.

Is C. Viper a mom? ›

C. Viper has a daughter named Lauren. This makes her one of the first mothers in the Street Fighter franchise. She is voiced by Mie Sonozaki in Japanese and Michelle Ruff in English.

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