I like this recent update… It kinda sucks that exseismo isn’t throw invincible anymore but the trade off is so worth it. Fptk is now more or less her main reversal…beats some buttons (except low), beats throws breaks armor. Faster recorvery than an ex feint. Although I bet it would be stupid hard to feint throw tick throws and grtab setups… But pretty easy to just let it rip if you got meter… Imo I think this is a buff to her defense. Thank the lord for that cause I was shittin bricks over here thinking, what will I do now that rushing is harder. lol.
Also the blog says connect with specials AND follow up attacks that juggle… Are we talking about potential reset situations after ex bk or am I crazy? Cause crh definitley fits the desciption of moves that juggle. I hope that’s the case… Wouldn’t that be cool?
hp tk getting throw invuln will get some use at high level of play.
Good way to avoid some annoying setups and OS (goodbye OS raging demon).
If anything, the char will become more technical than ever.
Change to ex bk really makes me wonder a few things. I’ll hit the training room to see what’s possible in air-to-air situations.
I can’t believe Viper got nerfed it should have been Fei instead this is so stupid of capcom, i think everyone should join and complain to ono on twitter to requests nerfs for Fei it soo stupid.
So fierce Thunder Knuckle will be a more reliable wake-up, but you lose the ever-famous ex-seismo throw-bait. Probably a mix-up nerf since ex-seismo leads to more damage, but a defensive buff if you have the meter to fadc the fierce tk. The ex-bk improvement is interesting, but I have no idea what it will lead to. Maybe it’ll actually be used in real combos instead of just showing off.
Also, I know I’m going to get blown up when until I learn to not use ex-seismo for beating throw mix-ups now. Her meter management is going to be more important since you’ll probably have to use f.TK > fadc to get out for sure instead of the one bar for ex-seismo.
Sad thing is Fei can probably do that with 0 meters and don’t know why people are complaining about her ultra damage have you seen Fei’s both ultras are broken as hell.
I disagree. Both of Fei’s ultras are mediocre. U2 is a counter-ultra… enough said. U1 is pretty much used (practically) as a focus-crumple punish or after a heavy chicken wing… in which you get a dazzling 2 hits. You can’t compare a character like Fei Long to Viper. She’s unique and her meta-game is entirely different. You won’t win by awesome pokes, you need those shenanigans!
I wonder if the ex-bk improvement will allow an ultra to combo after it? I’m thinking ex-bk might be a huge deal in the coming weeks.
Did you even watch Evo, Fuudo showing how broke both ultras are, ultra 2 practically makes him invincible makes the opponent scared to hit him, and does stupid damage it’s soo stupid and ultra 1 vs Poongko stole the match from poongko.
I don’t believe he’s trolling. I think he just doesn’t understand the finer details of the game. Fuudo used an option-select in the corner to punish his back dash. That’s nothing unique to Fei. Pretty much every character has an OS to punish a back dash, many with ultras. Come 2012, I believe the improved ex-thunder knuckle is going to enable viper to OS punish back dashes and then you can follow up with U1. Latif got hit by Fuudo’s U2 because he made a stupid call and tried to chip with a BK. Honestly, it was probably the worst choice out of any move he could have done. Viper has moves that armor-break AND they would have chipped him. It was a massive mistake rather than a counter-ultra being too good. Counter-ultras will always be used as a scare tactic rather than a reliable tool.
Dude pro’s make everything look invinvible. Cammy has the same kind of counter-Ultra and people arent complaining about it. Just do the same as you do with Gouken -> Use empty jumps by feigning cross-ups or safe jumps. Also, EVO is where amazing happens, so its not a reflection on balance. If it would be CC would nerf Makoto’s dash range cuz Shiro won a match with a triple dash into anti-air U1. Like thats going to happen a lot.
I disagree, I think that’s only some scrubby plyaer nerf, if a person is that predictable with throws, you can just as easily burn kick the throw attempts. Good players all know how to beat ex seismo already, I’ll gladly take not being thrown out of my FP tk for that. dmg for viper is more important than the properties of 2 moves being tweaked.
Viper is gonna be way more solid. She’s gonna have have more stun potential, albeit less damage, but you can always reset a stunned opponent. The only thing they are taking away from her offense is her dmg, which is only a little, but she’s getting what I think is going to be quite the defensive boost. They are making landing an ulta more of a possibility and giving her a more reliable goto reversal than ex seismo, which let’s face it; we all thought ex seismo was sick up until we actually played the character and realized that it is kind of a gimmicky move that really only works on good players every once in a while. People plain know how to counter it, so this changes the pace a bit. I’m gonna be fp tk fools who nj for a month just because people are used to me not having an anti air that doubles as an anti throw mechanism. One reversal option that dosent rely so much on guessing. So instead of having to guess between low high and throw you only have to guess when they will go low. That’s fair. Ryu dosent even have to guess low, the almighty srk hits all!
I like the changes on the HP. TK but they need to adjust the hitbox so it hits low forwards against the select characters who like to abuse them meaty on wakeup and make it whiff. If they can stand in your face with 0 danger of getting dragon punched (and they all just happen to be good rushdown characters), AND be able to throw ex seismo, then adjusting this is absolutely imperative, imo.
well, tbh, I think the ex move thing is trash. As far as i’m concerned, ex bk and ex tk are garage outside of VERY specific uses. I think with this change, the ex seismo/ultra dmg change wasn’t needed, cause viper will be getting thrown more on wakeup and ppl won’t be scared to tick throw anymore (which is a good thing, her tick throw blow up was too good). Time to break out my krone playstyle again.
and there goes 85% percent of viper players…lets face it. majority of viper players are scrubby. my self included… tbh i think these nerfs will be making viper players better in my opinion. we have to play alot smarter now and cant depend on certain things too much like the ex seismo invincibility… viper players are now going to have to use the feature in this game that we look passed… BLOCKING… im looking forward to 2012
Aside from damage, don’t think it’s going to change much about Viper or how we play. We can still use EX Seismo feint as a reversal against general jump-ins/cross-ups/attacks. HP TK got buffed. Pretty sure a good amount of us actually block. In fact, I use Juri, who has shit reversal options, so I’m used to that.
I must admit that I often see Vipers make some bad decisions or go for “stylish” tricks just because they can, but to call the majority scrubby is a bit harsh. Inexperienced is better. When I first heard about the EX seismo nerf I was glad. Being a Viper player myself that might be confusing, but I also was tired of seeing Viper abuse it as a get-out-of-jail card. Ive seen undeserved wins clinging onto that 1 move, wich dominated the game even while she was knocked down. Blocking is something Ive learned a long time ago and Im so glad I can share the experience with others now. ^-^
People should be OSing Viper so they can punish that. There’s a good amount of safe OS’s that characters have against it, some can even punish EX Seismo feint. People just end up getting tagged by it, eat Ultra and cry foul, but yeah, admittedly, it is jarring.