I’ll work on seismo feints at some point DJ. I still haven’t found any application to these yet except to stop yourself from getting punished by a very select few supers.
Footsies with her L and M thunder knuckles.
The hit boxes on these moves are great for ground to ground attacks. The Medium version acts like a better version Yun’s dash punch from AE. It gains a lot of ground, is very safe on block (if feinted on hit/block), and can be used to escape a situation where you use a cr.M or some poke that whiffs and might be punished. Ground to air situations this move shouldn’t be a goto for AA. It isn’t the most reliable, but can catch those trying to jump back and escape. I use it on Wesker’s who jump back gun shot if my positioning is right. The light version I believe has faster start-up, is a more reliable AA of the two versions because she crouches, but still can be blown up. The only time I use this version is for smaller characters like V. Joe, Arthur, RR and Ammy.
Using these two as projectile nullifiers I’ve only found are useful in one situation. I use the M and L versions as a hit-confirm on projectile nullifying to proceed into an EX.TK. If someone is laming hard from the ground and you need assurance that you will hit them with an EX.TK rather than just throwing it out there and hoping, use your L and medium versions of thunderknuckle. Once you find that you nullified the opponents projectile they are in a state that leaves them exceptionally vulnerable to another move. In this case it is EX. Thunder knuckle. In a lot of cases an opponent is throwing a projectile out just to get an assist out on the field safely so that they may setup an offense. If you successfully nullify said projectile you will get the point and assist character in most cases.
Improving Viper’s normal footsie game with assists:
Viper’s Footsie game is generally ass. If you whiff a normal or thunderknuckle you can get punished hard. Her dash is average at best and is mediocre in using it to kara into a normal. Her best normals for footsies is her cr.M. Her first hit of launcher does extend further than cr.M but must be immediately canceled into a special move if you want to convert into a combo. The only reason I believe cr.M is better than first hit of launcher is that the block stun is significantly less on cr.M and can allow you to go for frame traps. First hit of launcher will be immediately advance guarded even by the slowest of those who advance guard. Back to the subject though…
I only know of one very reliable and safe way to use her M.Thunderknuckle and convert into a combo (even if they are airborn) and that is with a projectile assist. You can use a wide variety of projectile assists to convert, but those most popularly used is Doom’s Plasma. In vanilla it was Magneto’s Disruptor Beam, but I believe (correct me if im wrong) its harder to convert into a combo because it is no longer a soft knockdown. If your setup is blocked you generally will have advantage to continue for one mixup depending on projectile assist being used.
**Air or Ground Burn Kick footsies:**I’m still working on this and I will try and dig deeper into an explenation of what I’ve found later, but I can tell you how to confirm into a combo.
for grounded Burnkicks it goes as so: Use your Heavy Burnkick. It is the slowest, but when if it hits you are at a great advantage to use a st.L or first hit of launcher to confirm. Personally I use Heavy thunderknuckle as the following move to confirm. It isn’t the safest but it is very reliable for me. If you have the timing down you can actually feint your Heavy thunderknuckle on the first active frame before you leave the ground. So just in case they advance guard your BK (which doesn’t happen often) you will be safe.
For air to ground Burning kicks all of your burning kick strengths in the air are reliable IF YOU SUPERJUMP AND TIGERKNEE THEM!
Superjump Light BK: This one has the longest startup but definitely does not need an assist to confirm into a combo. I use st.M to confirm in most cases and sometimes cr.M if they are almost out of range.
Superjump Medium BK: This one I don’t use as much but is a middle ground for both light and heavy strengths. If superjumped and Tigerkneed immediately off the ground you can convert into a combo without assist, but you definitely want to use an assist with this one.
Superjump Heavy BK: This is the fastest one obviously (17 frame startup) and this is the one I use the most. Again you can combo off of this one without an assist if you immediately SJ off the ground and tigerknee your input. Not recommended. Use an assist to confirm. I use Taskmasters horizontal arrows, because it is not too slow or fast. The startup for them is around in the average range and this works perfectly for Medium and heavy BK’s. So anything within Taskmaster’s horizontal projectile startup range will work. Ironman’s unibeam works and also Arthur’s dagger tosses.
For Air to Air hit confirms off of a Superjump tigerkneed BK you can actually convert off of all of them by yourself without the use of assist. I still use assists just incase they dont jump. But my confirm off of this one is a st.M
Seismo Feints to cancel startup of recovery of normals:
I wouldn’t recommend using seismo feints to recover. The recovery is way too long on them. If you want to recover from a whiffed move then definitely use heavy.TK/feint. This one has about 4 frame or 5 frame disadvantage compared to seismo feints which I think are probably nearly double that.
I’ll continue adding info to your questions later on my findings. If you guys disagree for whatever reason please discuss or add something I missed.