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Thread: C.Viper Guide/original C.Viper thread (read 1st post for guide, WIP)

  1. #1
    忍者外人 (Ninja Gaijin)
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    C.Viper Guide/original C.Viper thread (read 1st post for guide, WIP)

    This page will always be a work-in-progress until the next SFIV follow-up comes out. Last updated October 18th, 2008.

    Basic Moves:


    Thunder Knuckle: QCB + P (FP version is anti-air)
    Burning Kick: QCB + K (can be done in air)
    Seismo Hammer: DP + P (distance depends on punch strength)

    Overhead Attack: F + MP (possible to combo afterwards if hit at the right distance, possibly max range)

    Throws:

    Ab Workout: Towards or Neutral + WP & WK (Viper punches opponent in gut)
    Temple Massage: Back + WP & WK (Viper climbs on opponent's back and shocks opponent)

    Super Combo:

    Emergency Combination: QCF X 2 + P

    Ultra Combo:

    Burst Time: QCF X 2 + PPP

    Added info on Thunder Knuckle

    WP Thunder Knuckle can go under most projectiles (excluding Sagat's Low Tiger Shot) and Boxer's Straight Dash Punch (thanks FullMetalRoss)

    EX Thunder Knuckle can be useful on opponents like Chun Li, Balrog (Boxer) and M.Bison (Dictator) when they do a ground-level Super or Ultra and whiff. If you end up avoid the Super/Ultra (ex. jumping over them), if the opponent is stuck in their animation and you are behind them, do EX Thunder Knuckle to follow them across the screen. If you have to dash a few times to catch up, do so.

    If you hit someone out of the air with a FP Thunder Knuckle, and you didn't hit them late and/or trade hits with the opponent, you can connect with these moves while they are descending.

    another FP Thunder Knuckle
    Super Combo
    *Ultra Combo

    (*) Ultra Combo is quite picky to use because it seems to miss quite often, which leaves you wide open if whiffed. It also seems that some players (Zangief and Sagat) are much easier to hit with Ultra after FP TK because of their weight and bulk. Shotos are especially hard to link Ultra off of... I believe you have to let them drop a little bit lower.

    Added info on Seismo Hammer


    EX Seismo is invulnerable to most high normal attacks and high Tiger Shots from Sagat due to invincibility frames.

    You can follow up Viper's Seismo Hammer with another Seismo Hammer. The easiest way to perform this is a little strange, but here's what you do: Perform the Seismo or EX Seismo normally (f, d, df + P). Around the time the Seismo will hit the opponent, input df, df, u and punch button(s). If the Seismo hits the opponent, another Seismo will immediately come out.

    You can also immediately follow up an EX Seismo with a regular Seismo for chip damage if the opponent is caught blocking.

    Thanks to FullMetalRoss for revealing this method to us at shoryuken.com.

    Added info on Burning Kick

    In the corner, if you hit a grounded cornered opponent with a grounded Burning Kick (close range), you can juggle with either a HP Thunder Knuckle or an Ultra Combo.

    Ground Burning Kicks cannot be thrown and can knock down the opponent if timed right, so this is good against predictable opponents who love to throw you (especially Ken and his Kara throws). Even better to do if the opponent is cornered (see above).

    Keep in mind that if you jump forward, doing a WK Burning Kick will drop you straight down, while MK and FK will have Viper still traveling forward. This is especially noticeable if you do a High-Jump towards the opponent.

    If you do a MK or FK Burning Kick just before you land, you will actually hover and travel a short distance further ahead during the Burning Kick animation. This can be very good for better cross-ups on a downed opponent. This rule also applies to vertical jump to Burning Kick.

    Doing an air EX Burning Kick will let you hover for a short time in the air, and it will stop your forward momentum. It also is a multi-hit attack if the opponent is also in the air close to your body. Very useful to avoid fireballs at last minute, or to immediately hit someone if they have jumped into your vicinity.

    EX Burning Kick on the ground will not hit crouching opponents and can be severely punished if it whiffs, so be careful. However, it is a decent anti-air (especially on wake-up) if the opponent is about to land around sweep range from where you are. It is also good to hit with when you are certain that the opponent will be standing near you.

    You can perform a Burning Kick immediately after hitting with these air normals:

    jumping vertical WK
    jumping vertical HP
    jumping towards WK
    jumping towards HK


    How to Deal with Fireballs


    These are your options against people who try to play a fireball-trap game with you:

    WP Thunder Knuckle (not good as an instant counter due to the 10-frame startup before invincibility, but good to use when anticipated and/or you are at a far distance)
    Grounded MK or FK Burning Kick (If timed correctly, the Burning Kick will hop over the projectile. Not recommended against fast fireballs. Occasionally, the Burning Kick flames may absorb the fireball, but the instance of that happening is difficult, so
    it's not something to rely on.)
    Seismo or EX Seismo (Against characters with slow fireballs, like Chun-Li, Dhalsim or Guile, it's possible to hit them from a distance as they are throwing the fireball, HJC and hit them with Burning Kick for a solid knockdown. Against people with fast fireballs, you will trade hits... but this isn't a bad option when the opponent is near death.)
    Instant HJCed MK or FK Burning Kick (If timed right, you will hit characters even if they throw an EX Fireball.)
    Viper's F + MP Overhead Attack (Advances you slightly as well)

    These options are great to use because it will either hit the opponent or let you pass through the fireball without blocking it. Of course, you want to avoid blocking a fireball because it gives the opponent the ability to throw another fireball much sooner.

    Viper's Special Overhead Attack Properties

    As mentioned above, Viper can use her F + MP attack to go over fireballs. You can also go over Ryu's and Dhalsim's Ultra Fireballs with this attack if timed right. Keep this in mind in close games.

    List of Fake Moves


    Fake Seismo: Hit two adjacent punch buttons almost immediately after performing Seismo motion.
    (WP, MP, FP and EX versions can be canceled)

    Note about Fake Seismos: Faking a Seismo can make throw attempts and possibly several normal attacks whiff. In some videos from gamechariot.com featuring Kakkyun, they show him doing EX Seismo fakes on two different occasions on wakeup... one where a Ken player tried to throw him and another when Ken tried to hit Viper with a close crouching short. Both whiffed and Viper threw Ken afterwards. It is unknown what other types of moves EX Seismo can make whiff, but as it is confirmed, I will update this post.

    Fake Thunder Knuckle:
    Hit two adjacent punch buttons almost immediately after performing TK motion.
    WP, MP and EX versions can be canceled as stand-alone moves or within combos.

    NOTE: The only reliable way to cancel FP Thunder Knuckle is to preclude a normal before the FP Thunder Knuckle. For example:

    close standing HP, HP Thunder Knuckle, press 2 adjacent punch buttons to cancel TK, crouching HP

    There are two reasons why canceling HP Thunder Knuckle can be vital to Viper's offense. For one, HP Thunder Knuckle has the fastest recovery out of all the feints. This makes it easier to connect very powerful normal hits together to build up stun quickly and dizzy your opponent. It's possible to do this type of combo:

    deep jump-in FK, standing FP, FP Thunder Knuckle Feint, crouching FP, EX Seismo, instant HJC to Burning Kick (jumping towards opponent)

    This will bring your opponent to a dizzy state, if not very close to a dizzy state.

    (Not 100% confirmed, but I will try soon)
    Another reason why FP Thunder Knuckle Feints are vital... it's another way to link into her Ultra. For example:

    crouching FP, FP Thunder Knuckle Feint, Ultra

    Canceling Standing FP: You can interrupt Viper's far standing FP with certain moves, as long as you input the move within 1/4th of a second (don't know exact frame data). You can cancel with these moves:
    Thunder Knuckle (regular, EX or fake)
    Seismo Hammer (regular, EX or fake)
    Burning Kick (regular or EX)
    High Jump

    NOTE: You have a little more leeway to cancel standing FP into High Jump. Don't know the exact amount of frames but if I find out, this will be updated.

    High-Jump Canceling

    These normal attacks and special moves can be canceled into a High-Jump.

    standing and crouching WP
    standing (close) and crouching (close and far) MP
    standing (close) and croucning (close) FP
    standing (close and far) and crouching (close and far) WK
    standing (close) and crouching (any range) MK

    There are several tactics you can employ after canceling a normal or special move into a High-Jump (HJ for short). This is similar to the tactics used with characters like Ibuki, Yun and Chun-Li in Street Fighter III: 3rd Strike.

    High-Jump Canceling (HJC) a crouching MK:
    After hitting with a crouching MK, cancel to a High-Jump and jump towards the opponent. After you input the MK and do the High-Jump, immediately do Burning Kick. The sooner you do it after the HJC, the lower the trajectory and you will have a better chance of crossing the opponent up. This tactic works well if you hit with crouching MK at around max range.

    High-Jump Canceling a Seismo Hammer:
    Same principle as HJCing a crouching MK, but a little easier to get the HJ off. Best done within sweep range. The further away you are, the easier it will be for the opponent to recover from block stun and hit you with an anti-air option. If this is the case, you can either just HJ straight up or backwards, or do the WK version of Burning Kick to drop straight down immediately.

    High-Jump Canceling a normal attack to an Ultra Combo:


    Normally, you cannot link an Ultra Combo attack after a normal attack with Viper, but using a High-Jump Cancel makes it possible. In order to do this, you must attack with a normal attack that can be HJCed (see list above). While the normal attack's hit registers, you must do the input for a High-Jump AND the Ultra Combo at the same time in order to link correctly. Please observe this simple example set of inputs:

    D, D/F, MK, F, F/U, D, D/F, F + PPP

    This is a basic link combo that allows you to link a crouching MK into an Ultra, which can be effective as a hit-confirm. As you roll your joystick from down to forward, in between the motion you would hit MK. If you hit MK while your joystick is around down-forward, it will still register as a crouching attack. When you move your joystick to up-towards, this will register as a High-Jump Cancel... but you will not immediately do a High-Jump because the MK should still be hitting the opponent, keeping Viper grounded. Immediately after that, you roll the joystick to down again and complete the Ultra Combo motion to finalize the input.

    This method is quite difficult, but well worth the efforts. You can use this method as a way to severely punish someone if you know you can slip in a crouching MK while they are attacking or are vulnerable, and it is also possible to use it in a combo. In a gamechariot.com video between fellow Viper players in Japan named FZ and Kakkyun, FZ did the following combo that ended with an Ultra:

    Jump-in FK, crouching WK, standing WK, crouching MP, Ultra

    Knockdown tactics:

    Viper needs to knock down most of her opponents in order to play mind games with them. The easiest way to do knockdown set-ups is to put them on the ground first using throws. Here are some mix-ups you can do after certain throws:

    After Ab Massage Throw:


    Short delay and then do a High-Jump towards the opponent, then do a Burning Kick before they get up (WK goes in front, MK and FK go behind the opponent)
    NOTE: Do not do this against Blanka. He can hit you with his Ultra or his Vertical Ball due to auto-tracking. Against Dictator, his Ultra will NOT auto-track, so you don't have to worry about him hitting you with Ultra if timed right.

    After Temple Shock Throw:

    Time a regular jump over the opponent, then do a WK Burning Kick to drop straight down
    Instant HJCed WK Burning Kick just before opponent rises(you can also dash forward first, then perform HJC WK Burning Kick)
    Time an overhead attack as they get up (hard to counter if timing is correct, good option if opponent is near death and doesn't have an Ultra stocked)
    Back up a little bit, jump towards the opponent and hit with WK or FK, then 2-in-1 to Burning Kick (WK hits the front, MK and FK hits the back of the opponent's body)
    * Short delay, jump towards opponent and hit with MK before landing, insert BnB combo of choice here
    * Short delay, jump towards opponent and hit with deep FK, crouching FP, EX Seismo, Instant HJC MK Burning Kick

    NOTE: Never use Burning Kicks after knockdowns against these characters: Zangief (he can lariat for free), Blanka (he can counter with electricity or with Ultra), Dictator (when he has Ultra stocked).

    * These options are denoted because they are great against opponents on wake up. If hit deep and with good timing, it will counter mostly everything the opponent can do on wake-up (except maybe Ultra) and will create a 50/50 guessing game on whether or not the attack will cross-up. If your jump-in attack does hit, you can do Viper's BnB (close MP, crouching MP, MP Thunder Knuckle) or you can do a high-stun combo (ex. crouching FP, EX Seismo, HJC to jumping-towards Burning Kick).

    This is an explanation of the FK guessing game by Kamui from this forum:

    The way the set up works changes based on the character you're against, but the general premise is to position yourself after the throw so that jumping HK hits either the front or back of your enemy. This essentially puts the enemy in a 50/50 situation where they have to guess which direction to block. It's very difficult to distinguish which side the attack will hit on, and since 4 + throw deals massive stun damage, successfully landing a cross up combo afterwards often leads to a dizzy.

    Against shotos the basic options are:

    1.) Perform 4 + throw, wait a moment, then jump forward and perform a semi-late jumping HK. Hits the enemy's front.

    2.) Perform 4 + throw, take a very short step forward, then jump forward. Perform a jumping HK at the enemy's neck. Hits your foe's backside.

    Again, the positioning changes slightly against certain characters. Jumping forward without moving actually hits Honda and Abel's back, which normally hits the front of other characters. Additionally, some characters can crouch under option 2 because of its high attack trajectory, which allows them to usually score a free throw/combo. This is really risky for them to go for though since option 1 will hit crouch attempts. If you're subtle about your movements, it's exceedingly difficult for them to tell the difference between both options.


    Added Note: I believe jump-in MK has different cross-up properties on wake-up than jump-in FK, especially against smaller opponents. Either option is great and I will post more findings as more information circulates.

    When to Use Your Ultra


    Viper's Ultra is a crapshoot at times, but here's a heads-up on the situations when you can use the Ultra, and how much of a chance you have of hitting it.

    Ultra Guaranteed to Connect:

    After you land a jumping FP or FK deep (vertical jump attack or jumping towards attack)
    After a close EX Seismo (anywhere)
    After hitting opponent with Burning Kick in the corner (must be close range)
    After hitting with Focus Attack to stun, dash cancel to Ultra
    When opponent is on the way down from a special move (i.e. MP or FP Shoryuken)
    After certain whiffed or blocked Supers and Ultras: confirmed to be counterable are Ken's Ultra, Blanka's blocked Ultra, Abel's blocked Ultra, Boxer's blocked Ultra, Sagat's blocked Ultra, Viper's missed Ultra .

    Good to Fair Chance of Ultra Connecting:

    With opponent in corner, EX Seismo to instant HJC Burning Kick, Ultra
    With opponent nowhere close to the corner, EX Seismo to a slightly late Burning Kick, Ultra (doing it early = no chance)
    non-deep Anti-Air FP Thunder Knuckle to Ultra (works better on heavy opponents, works well in the corner)

    Fair to Poor Chance of Ultra Connecting:

    Standing or crouching close FP, FP Thunder Knuckle Feint, Ultra (if it's actually easy to do, I will move this one up)
    HJC a normal attack to Ultra (unless you are good at it)
    Hitting lighter opponents with a non-deep Anti-Air FP Thunder Knuckle to Ultra, away from the corner (especially Shotos for some reason)
    Traded anti-air FP Thunder Knuckle (opponent hits you when you hit them, they float and you are temporarily stunned), dash, Ultra
    Countering any move that is "grounded" but opponent's feet are not touching the ground (i.e. Ryu's Hurricane Kick, Blanka's Horizontal Ball, Guile's Rolling Sobat Kick)
    Wake-up Ultra (if opponent doesn't throw out a meaty move, you are in big trouble)
    Opponent does an empty jump
    Trying to punish a whiffed or blocked normal

    NO Chance of Ultra Connecting:
    Performing Ultra after jump-in normal attacks that aren't FP or FK (includes cross-ups)
    After F+MP attack (haven't seen it hit yet)

    Unconfirmed, But Probably Not Likely to Hit:
    After juggling with MP Thunder Knuckle

    NOTE: Generally, the closer Viper's body is when the Ultra hits when you juggle, the better the chances of the Ultra hitting.

    How to Punish the Opponent's Common and/or Abusable Attacks

    If you are getting owned by one or two moves from an opponent, maybe this list can help you counter his/her tactics. The list will grow as more information is gathered. Contributions are more than welcome.

    Blanka's Horizontal Ball - counter with MP or FP Seismo Hammer (better recovery if blocked while standing)
    Honda's Sumo Torpedo - counter with WP Super Combo
    Blocked Shoto Sweep - counter with crouching MK to MP Thunder Knuckle

    Combos

    Read FullMetalRoss' thread

    Frame Data

    Read IparryU's thread

    Thanks to kaqn and FZ, gamechariot.com and the fellow Viper players on shoryuken.com (special thanks to Kamui, FullMetalRoss and IparryU) for helping me make this comprehensive list.
    Last edited by Kunai; 01-11-2009 at 05:20 PM.
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  2. #2
    Im sure it's been mentioned but you can link a HP thunder knuckle off another HP thunder knuckle works in anti-air situations and off a c.MK

  3. #3
    Sweet, can't wait for your faq/guide. I'm planning on using her, hopefully well.
    Rushing your ass down one dive kick at a time.

  4. #4
    I second *Onslaught*'s comment. I also plan on using her. I'm a bit nervous about what tier she'll end up in, but I'm intrigued by her playing style, so I hope she's at least fairly high. Can't wait! :)

  5. #5
    Viper has feints? Nice. I await your faq too Kunai. And I saw the crossups you did with her blocked jump ins. Very nice.
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  6. #6
    Sadly I have yet to watch a vid where Viper actually wins.

    :*(

    Please change this Kunai, we believe in you.

    *subscribes*

    Oh, and since Viper can fake her moves by hitting two punches, perhaps Ryu can throw fakedoukens in the same manner?
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  7. #7
    How long does the the feint take? Reason I ask is, could you possibly chain a fake into a combo and 'ave enough time to continue the combo? I can only guess that the overall lag is a bit too long to, which makes sense because it could lead to broken combos.
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  8. #8
    Quote Originally Posted by Gasp View Post
    Im sure it's been mentioned but you can link a HP thunder knuckle off another HP thunder knuckle works in anti-air situations and off a c.MK

    i dont think the double heavy thunder knuckle works after a crouching MK and i wouldnt advice anyone to even do a heavy thunder knuckle after a C+MK.it has decent range as an anti air but not against grounded opponents.just stick with the jab or medium knuckle after a crouching MK. you can get off a few of those.

    she can also cancel the jab, medium and even the EX thunder knuckle. stupid how you still lose the EX bar if you cancel it but if you cancel the normal knuckle you dont gain any bar.

    as for feint speed, thats the first thing i tried since i play garou a bit but unfortunately it didnt work. i didnt try every possible combination though so wouldnt be surprised if you can get off a standing hp, cancel, crouching MK, jab knuckle.

  9. #9
    *suscribes*
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  10. #10
    I really need some hi-res shots of Viper in her white suit.
    Best. Alt. EVAR!

  11. #11
    Quote Originally Posted by YogaFire View Post
    I really need some hi-res shots of Viper in her white suit.
    Best. Alt. EVAR!
    wait til you see her waist movement and the somewhat AYOish buff she got going on

  12. #12
    忍者外人 (Ninja Gaijin)
    Kunai's Avatar
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    CFAY: I couldn't cancel her strong punch Thunder Knuckle at all... I really think you can only cancel her jab Thunder Knuckle.

    To answer your question, the feint is really REALLY fast, even faster than her fake Seismo. So say you are jumping in, and the guy blocks your jump-in, here's an example of what you can do.

    Jump-in RH, low forward kick, fake jab Thunder Knuckle, walk-up throw

    Jump-in RH, low forward kick, fake jab Thunder Knuckle, overhead

    Jump-in RH, low forward kick, fake jab Thunder Knuckle, short Flame Kick

    It's hard to do during a combo, but possible. Reason why is because usually when you are doing her BnB motions, you can do the inputs a little earlier and it will automatically do it. I'm still working on timing.

    I have had major problems with Ken and Ryu using Viper, just to let you guys know... and I wanted to give you a heads-up. Basically, her jab Thunder Knuckle, although it slides through fireballs, will not go under on startup (it takes a little bit of frames before you go under), and it's hard to jump in on Ken and Ryu without knocking them down first. FB Traps can eat Viper alive at times.

    Also, I've had problems keeping Ken and Ryu from jumping in on me consistently. They jump in so fast. The only time I've had success in keeping them at bay is when I have jumped straight up and hit them with Fierce, or doing fierce Thunder Knuckle right when I see them jump forward at me. Keep in mind that you never want to be inside sweep range against shotos without locking them down, or you will get crossed up all day.

    Yeah, I was losing badly to this Ken player at my local arcade... he started getting win streaks on me. To my defense, I didn't realize it was 4 AM when I finally left the arcade.

    More on her later.
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  13. #13
    So i guess cancelling from the c.mk to an EX Thunder Knuckle is out of the question. Shame, because that would have been a really good way to land her Ultra.

    Hey Kunai, does the Burning Kick knock down when it hits? I ask because in the vids I've watched, i can never tell if it hit or if it was blocked because of all the flame effects and such.

  14. #14
    hmm i could of sworn i saw it comboed off a c.mk

    either way depending on how you hit the opponent a hp knuckle combos into another one.

  15. #15
    忍者外人 (Ninja Gaijin)
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    Quote Originally Posted by Grand Viper View Post
    So i guess cancelling from the c.mk to an EX Thunder Knuckle is out of the question. Shame, because that would have been a really good way to land her Ultra.

    Hey Kunai, does the Burning Kick knock down when it hits? I ask because in the vids I've watched, i can never tell if it hit or if it was blocked because of all the flame effects and such.

    EX Thunder Knuckle does not combo at all from what I have seen. The startup is way too slow. Also, as I mentioned before, the EX Thunder Knuckle has been recently nerfed so that now you are a little out of sweep range when you get out of your TK animation. It's confusing to me as to why they did that, because it's so hard to even get an EX TK to hit in the first place... why don't you reward someone for using it?

    Burning Kick always knocks down, and only EX Burning Kick will combo. The normals that I believe can link to EX Burning Kick are crouch MP and crouch FP. I think you can also use crouching MK, but it may not be reliable from far away.
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  16. #16
    Do you have to block flame kick high? What about jump flame kick? Do you have to block it high? Re-asking about how soon you can use flame kick and ex flame kick after super jump cancel. Sorry if you replied elsewhere, but I didn't see it.
    Thanks man!
    What about close/jab (i'm assuming jab does a close version) Seismo to stuff dive kicks? Like abuse it while they're trying to get in.
    Is it possible to save cancel after a seismo?
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  17. #17
    忍者外人 (Ninja Gaijin)
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    Quote Originally Posted by Tea View Post
    Do you have to block flame kick high? What about jump flame kick? Do you have to block it high? Re-asking about how soon you can use flame kick and ex flame kick after super jump cancel. Sorry if you replied elsewhere, but I didn't see it.
    Thanks man!
    What about close/jab (i'm assuming jab does a close version) Seismo to stuff dive kicks? Like abuse it while they're trying to get in.
    Is it possible to save cancel after a seismo?
    Yes, ground flame kicks need to be blocked high, because they will hit crouching opponents. However, EX flame kick will not hit crouching opponents. EX flame kick is only useful in combo situations, as a wake-up to pass through fireballs (emergency use only, when you are about to die) or when you know someone is walking towards you and is not blocking.

    You can use a super-jumped flame kick after hitting a Seismo, and it works fairly well. I usually try using her FK one to tag people from afar (after super jumping, immediately hold down for a lower trajectory), or sometimes mix it up and use her WK one to drop like a rock and bait an attack.

    Seismo, like her Ultra, should never be used as anti-air. It is ground use only, because the blast will not hit jumping opponents at all.
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  18. #18
    when i figured out the knuckle cancel , i could have sworn i did it with MP also. i'll try again for sure.

    im almost sure ground flame kick is not an overhead. seen it blocked too many times.

    flame kick or ex flame kick can be done anytime in the jump but dont go dreaming anything like rufus divekick.

    flame kick also cancels fireballs, you can jump up and land on a fireball with a flame kick to cancel it. would be more useful if you could see a fireball and flame kick ryu/ken to the face but most of times she'll get hit.


    super jump cancel can be done from most of her normals that can be liked to a special move.

    so far only combo to ultra is after EX knuckle


    kunai, havent seen this mentioned but this works in the corner or close the the corner. seimso, cancel super jump, air flame kick ( if in corner use LK, if close to corner use MK to push both u and opponent in the corner, then heavy thunder knuckle. i tried super after heavy thunder knuckle but it missed. can also be started with HP then ex seimso...

    in mid screen after a seimso, super jump Medium flame kick, it seems like the heavy knuckle is trying real hard to connect but it always missed so far.

    viper can standing MP to crouching MP.....

    her overhead F+MP goes over hadoken and sonic boom, im guessing low tiger shot too. you can pretty much stand outside a sweep range, see the hadoken then overhead if youre quick enough.

    depending on how an opponent gets hit by the overhead, viper can chain a crouching MP to knuckle)

    on free hits, i usually take standing heavy to ex seimso to super jump, flame kick. with the Ex seimso i think you dont need to cancel to super jump to hit the opponent while he's in the air since it has faster recovery

    ex seimso can sometimes be a good wake up or to end pressure.

    another thing about ex seimso, im not sure where the vibration hits or if it even follows your opponent but it hits close range and it also hits mid screen distance.

    standing HK is a good anti air but its a "standing" HK so you'll have to be quick with it and its not the fastest HK in the world. its mostly for anticipated jump ins.

    if you get caught in the corner in a trap, pray for a blocked attack then super jump cancel your way out.

    poke = crouching or standing MK.... if you crouching MK into thunder knuckle just remember that you can be countered if youre not close enough but a lot of players still dont know that so they usually just block. some will try to counter with a normal attack so they get shocked lol yould be surprised how fast vipers get someone dizzy sometimes if you keep the mind games pressure on. after one thunder knuckle is blocked, the floor is still yours (grab, overhead, wait, SA, do it again)

    her cross over........really tricky. can be done with HK or MK, not sure about the punches. but are really hard to connect compared to lets say abel or shotos. she's also very weak against cross overs, pretty much got nothing to defend herself.

  19. #19
    VERY disappointed
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    Quote Originally Posted by Gasp View Post
    Im sure it's been mentioned but you can link a HP thunder knuckle off another HP thunder knuckle works in anti-air situations and off a c.MK
    Gasp could you plz link me to where you got that Elena image ur using in ur av from?

    Back on topic I will look forward to the Viper FAQ, after seeing what matches of her were available, I got pretty interested.....though why an American MILF would die her hair red/pink is beyond me.
    My YT channel: http://www.youtube.com/user/Koho7

    "It would be far easier to consider this a dream...but how can I? For in my hand I hold, the BatRadia"- Batman, Batman #113

  20. #20
    忍者外人 (Ninja Gaijin)
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    CFAY: Shit, you are right about the flame kick not being an overhead attack of sorts. Sorry for the misunderstanding. However, it is great to counter flame kicks with low pokes... gets them a lot. Even on block, it seems pretty safe, doesn't it? As long as someone doesn't time their Ultra or Focus Attack when you are about to do it, you'll be okay.

    I will try that corner seismo counter later. You are saying that standing HP can combo into EX Seismo?
    Real men use ヴァイパー

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  21. #21
    Could TK-ing 'burning kick' have some sort of application or would it be impractical compared to ground and aerial versions/usage of the move?

  22. #22
    忍者外人 (Ninja Gaijin)
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    Quote Originally Posted by Kurokun View Post
    Could TK-ing 'burning kick' have some sort of application or would it be impractical compared to ground and aerial versions/usage of the move?
    I think when you tiger knee the flame kick, it does change the properties of the Flame Kick a lot. It has a lower trajectory for sure. Whether or not it changes the Flame Kick's actual hit properties, I'm not sure yet.
    Real men use ヴァイパー

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  23. #23
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    Could you post a breakdown of her special moves plz?
    My YT channel: http://www.youtube.com/user/Koho7

    "It would be far easier to consider this a dream...but how can I? For in my hand I hold, the BatRadia"- Batman, Batman #113

  24. #24
    Good shit. I just wish there were more videos of Viper.

  25. #25
    Quote Originally Posted by Kunai View Post
    CFAY: Shit, you are right about the flame kick not being an overhead attack of sorts. Sorry for the misunderstanding. However, it is great to counter flame kicks with low pokes... gets them a lot. Even on block, it seems pretty safe, doesn't it? As long as someone doesn't time their Ultra or Focus Attack when you are about to do it, you'll be okay.

    I will try that corner seismo counter later. You are saying that standing HP can combo into EX Seismo?

    yea i thought i was right but i fell asleep, didnt get to g out and verify. i think the low poke counter is why you thought the flame kick is an overhead/high block since after a knuckle people tend to loke poke only to get my flaming crotch. yea the LK flaming kick on the ground is real safe, medium is safe if not done too close, i never really used the HK one.

    that corner or close to corner seimso combos works great and yes up close heavy punch to ex seimso works everytime so its a good starter.

    everything i mentioned i figured out myself since playing on the 10th. no one around here for me to copy any strategies or combos from with her.

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