This thread is meant for people who are new to Viper. Chances are you’ve played other characters before your journey of street fighter led you to this complex character, so fundamental basics will not be explained here. I made this because I felt there are many people interested in her but have no clue on how to aproach and play her (much like myself when I first started).
C.Viper is probably the hardest character that has ever appeared in the series, but if you’re willing to put effort into her the payback will great and you put fire and lightning everywhere before you know it! Anyway, lets start off with the basics, what does she excel at and what are her weaknesses?
- Amazing mixup game due to feinting, overhead, superjumps etc.
- Has the ability to stun opponents very quickly when you’re going bananas.
- A very mobile character, thanks to her superjump she can flash all over the screen, walkspeed is good aswell.
- Combos (especially advanced ones) look very flashy, fuck yeah!
- Because she is so complex there is much to learn.
- Low stamina (900) means she can’t take much damage.
- Advanced character, so when starting out you will lose alot (don’t worry though)
- Has some annoying matchups such as E.Honda and Balrog (jabjabjab…).
So you have a fast, fragile character that can be very scary in the hands of a proper player that knows his stuff.
To me, the advantages outweigh the negative by far. You might be wondering allright that’s a nice list but where do I actually start?! I’ll tell you where, with basic combos. Here is a list of combos that are ‘easy’ if you’re new to Viper and will always be useful. Learn these well so you don’t look like a overly enthousiastic fool doing burn kicks out of nowhere!
One of the most important aspects of her game is feinting. You can feint a seismo hammer and thunderknuckle by doing one of those specials and quickly press the two other punch buttons simultanously for the feint. This may feel unnatural at first but with practice it will go smoother and smoother. It creates a nice psychological aspect to Viper’s game as opponents will become jumpy and never know what to expect from you. Watch out with feinting too much though, as feinting close to an opponent might result in a jump in and you’ll eat a combo.
- c.mk/c.mp> mp thunderknuckle (180 damage/300 stun)
- s.lk> s.lk> c.mp> mp thunderknuckle (172 damage/320 stun)
- cr.lp> cr.lp> cr.mp> mp thunderknuckle (172 damage/320 stun)
- Anti-air hp thunderknuckle x2 (140 damage/300 stun)
- (EX) seismo> mp thunderknuckle (240 damage/300 stun)
- (EX) seismo> sjc burnkick input down and then forward quickly to do a superjump cancel
These will do for now, and these will defnately suffice as long as you play it safe. Vipers specials are all very slow and have long start up, especially her seismo hammer. A regular seismo should only be used from full screen to punish fireballs (your seismo does more damage than a regular fireball!) or punish various other things. Her Ex seismo however is one of her best tools, it has invincibility frames on startup and cover 2/3 of the screen, so learn to use it well. An example would be a jump in combo: j.hp>s.hp>ex seismo> sjc burnkick. Her thunderknuckle is a very useful pressure tool, the lp version goes under fireballs if timed right and her BnB c.mk> mp thunderknucle is great for pressuring your opponent or punishing him up close.
You might have noticed I didn’t mention her Ultra yet. Hold your horses! Her Burst time (ultra 1) is a very strong and versatile (many combo possibilities) ultra. However, it is also a very dangerous ultra to use for the inexperienced Viper, because it requires quite abit of timing. To start of somewhat easy, practice these combos that lead into ultra:
corner only ultra combos
- lk/mk/hk/ burnkick> ultra 1
- ex seismo> sjc burnkick >ultra 1 can also be landed midscreen, requires late burnkick timing and whiffs on some chars
- ex seismo> mp thunderknuckle> ultra1
midscreen ultra combos
- ex seismo> ultra 1 must be next to/close to your opponent
- ex seismo> sjc burnkick> ultra 1 not easy, still very important
- ex seismo> FADC> ultra 1
After learning all of the above you should be able to compete pretty decently. Sure it might be hard sometimes and some matchups are kind of lame. But take consolation in the fact that yu’re playing with a rare character that few will actually know. Make sure to practice your basics frequently so you don’t get rusty.
Once you feel comfortable with her basics it’s time to up your game. Viper has a lot of advanced stuff that makes her the crazy character that she is. I’ll go through the most important ones here. Lets start off with:
Chaining seismo’s means that you can do 3 seismo hammers in a row. This is useful for putting pressure on your opponent on wakeup (from fullscreen away etc.) and as a zoning tool to prevent shoto’s from firebaling you all the time (just an example). You chain seismo’s by doing a regular seismo (doesn’t matter which version) and immidiately after the first you repeat the seismo motion but you add :uf: (do this smoothly). If done correctly you will chain two seismo’s in a row! If done wrong or timed wrong you will superjump. This should probably be the first advanced technique you should attempt to master.
Instant burning kicks
Another important technique to master. Once learned you can crossup people up with a burnkick from the ground and do them really low to the ground. You can do a IBK (abbrevation!) by doing :uf: :r: :df: :d: :db: (this is how I do it)
If done correctly Viper will do a really low burnkick close to the ground. Now you’ve got that, let’s add a superjump to it. If you do a superjump and immidiately do the inputs for a instant burnkick you will be able to do a crossup burnkick. Once you get a feel for that you can do plenty of things with this. Such as doing a blockstring (s.lk s.lk mp mp tk comes to mind) and interrupt it a feint (hit mp and then feint the thunderknuckle) and do a sjc instant burnkick to cross them up!
The famous ‘fierce feint fierce’ technique. As he name alrady implies it is a hp (c.hp) a feint and another hp (c.hp). In which case, the last c.hp can be cancelled into ex seismo obviously. This is pretty much the ultimate Viper technique, but it is also a very hard one to do especially in the heat of battle.
Here is a video of how it should look with the inputs: [media=youtube]Fg9Geg_gF20&feature=related[/media]
In this thread (made by poster of the above video) he also explains the inputs in detail and some questions regarding FFF are answered:
Anyway, I think this vid can explain her advanced techniques better and clearer than I ever could, it also shows alot of examples for mixups and such:
Mix-ups are a big part of C.vipers game and a good Viper will use them alot to keep opponents on their toes and never knowing what to expect. They can also serve as bait by something NOT doing a mixup when your opponent expects it, causing them to whiff their reversal or whatever.
here is a list of standard mix-ups (that incorporate feints) that have proven to be useful:
- c.mk> TK feint (for baiting purposes)
- c.mk> TK feint> f.mp (overhead)
- c.mk> TK feint> c.mk> mp TK
- c.mk> TK feint> dash into throw
- c.mk> TK feint> sjc burnkick (crossup burnkick)
- c.mk> TK feint> s.hk
You do not necessarily have to start these with c.mk. You do not need feints to mix-up but it allows for much more intensive mix-up games and is generally just much more effective. Besides, it’s a great part of what makes Viper so much fun!