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.



