OK so lets compile a small list of potential buffs/nerfs we would like to see happen to viper. Nothing is completely solidified in the new game yet so maybe (hopefully) we can catch an ear.
Buffs- Looking at viper in general she is a well designed character with a unique style of rush down, what seems to hurt her is that her game plan involves putting yourself in harms way more often than not, though it has been shown she can play it safe and still win, I believe that it shouldn’t have to be that way. So what is it that forces her to stop her intrinsic rush down? Well it seems that her health is one variable, she can not eat timed (or random) reversals that can lead into huge damage, unlike sagat or gief if she eats one good combo it can take 50% health and force you to play slow and allow your opponent to tighten up, this is a double edged sword here. She not only loses her ability to take risks (which is vital to her game) but the opponent now doesnt need to take any. Other characters game plans do not involve so many risks, if this option is limited she is hurt badly and put into an all or nothing position. Does this mean that they should bring her health up? Well I think it should be raised to a point where she is not devastated by simple combos, I realize that female characters are always going to be lower on the health scale though I dont think it should be the case. This leads me to a list of things that could make her game plan switch from being wild and fun, to defensive and safe while maintaining effectiveness.
Siesmos - Make them faster and less recovery, therefore she can not eat full jump in combos if mistimed
Thunder knuckles - Make the EX version be reversal esque, really short distance invincible and knock down across the screen. Not having a quick reversal that hits a little in front of her makes it really hard to get out of simple pressure problems.( see bison scissor trap, jab traps…etc) SO basically it would take after the fp tk more that the others.
C.mk - needs to be faster by 2 frames and hit max distance, no whiffing at her toes. This is her most important poke, give us something to work with!
S.FP/S.FK - need to be viable, she needs to get knockdowns or do damage other than spamming special moves. I say make F+FK one hit and more distance or speed, Make S.FP or S.FK and actual viable antiair, it sucks to have to trade on every antiair attempt when I know they are going to jump, she should have weapons against this. C.FK should not be so slow, I mean you could make it exactly the same just take off frames from its start up.
Jab/Low - Give her a 3 frame jab. Or make it have more range, c.lp is worthless.
Ultra - Take away the Whiff animation…c’mon…really?
Super - More damage, Make it have a use outside of chip or that little bit of health for the kill
New Ultra/super - Realistically it would be cool to have a projectile ultra or something of that nature but what I think would be really cool was an activated temporary armor where her defense goes waaay up for a timed amount, this would allow you to go freestyle without fearing to much damage. Plus it makes sense that with all this tech she has as weaponry that one of her gadgets would be defensive based.
Honestly its hard for me to say cause no one really complains about her in this manner. Maybe you decrease her stun, change EX siesmo a little, I’m not really sure but to be safe and make her more playable I would not nerf her, and thats not only cause I play her.
Well what do you guys got?:lovin: