UMVC3/C. Viper/Combos

From SuperCombo Wiki


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
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


Combos One Star.png
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


5LMHS > dl.SJ j.MMH > dj j.MH > 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


Combos Two Stars.png
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.

Advanced Combos


Combos Three Stars.png
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 circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Comboing in X-Factor

Video Guides