Sexy.
Fuck all the haters, we’re still making top 10. Bastards.
Sexy.
Fuck all the haters, we’re still making top 10. Bastards.
It kills me that Capcom listens to all the bullshit people spout off. Anyone that thinks EX Seismo is a “gimme” is just a lazy player.
There was no need to change it, over that phony distinction.
OK. I’ll have to see if Capcom allow that in 2012, would be hilarious.
And as long as BKs stay the same, people will still bitch about Viper until the end of time.
Let’s see what the juggle potential allows viper to connect after that combo. I suspect that it will be possible to juggle with anything after a naked EX BK(like ultra 1), but not after a big combo like the one you posted. I, for one(and mostly for impractical purposes), would love to always be able to end a long corner combo with ultra 1, no matter how bad the damage scaling makes it. But that’s just me.
EDIT: Got confused lol, nevermind.
so how would you go about beating wakeup hp feint?
@Ryuga: IIRC now it has 6 frames of invincibility and the 7th frame is the first active frames so it gets beat by throws. That 1 more frame of throw invincibility would allow it to beat most throws.
Now, if they fixed its hitbox so it doesn’t get beaten by some c.LKs, it would be great.
EDIT: Dang Ryuga, you edited your question
Haha, sorry about that, I edited it 'cause I finally clocked on lol. But thank you for clarifying further!
so let me get this straight. hp tk feint is throw and hit invisible? is this correct?
Looks like they took 2 steps forward and 1 step back. This looks like possible wakeup HP TK beating out most throws and some new combo possibilities from juggling EX BK. Losing throw invincibility on EX Seismo will probably affect more of those who try wakeup ex seismo to beat out throws (making it even more of a bad idea to do). I need to hit training mode and see what may be possible in 2012 now. I’m still leaving any final conclusions until I actually play it. These changes definitely changes how viper plays, I’ll say that at least.
Does the feint have invincibility ? that would be hilarious if you could just wake up feint for meterless invincibility.
Can’t wait to see what new combos are possible in the corner now maybe off stun seismo, hp tk, bk, ex bk, hp tk,Fadc, ex bk seems unlikely though
i dont play viper. thats why im asking here :-/
Yes, for about 6 frames, with faster recovery than EX seismo cancel. Its not used because it risky since the invicibilty window is so small and only effective against certain grab set-ups and safe-jumps.
[media=youtube]wlcX0RV1kfQ[/media]
I think the the HP TK buff is fucking awesome, that shit drives me mad. The Ex Seismo nerf sucks, but I’m not that mad over it cause it’s kinda a herp derp tactic to throw out in throw situations. It’s like I got this move that is invincible and goes into my ultra if it hits, but if you block it you eat chip and I’m completely safe. In fact I can chain some more for more chip or feint a TK for better recovery. I do however wish that since they are removing the throw invincibility that they would make it hit invulnerable for the entire animation instead of partial invulnerability that way you wouldn’t get those situations where you know they are gonna DP and you ex seismo to make it whiff and the DP hits you with like it’s last possible frame. I really hate when you read someones button or DP or something and they luck out cause the move stays active just enough to tag you with its last possible frame.
Anyways the change will hurt her, but ultimately it will just force you to play smarter. The biggest matchups it will effect are grapplers, but you still can lk bk to avoid throws if you feel one coming, you just won’t be able to be buttons AND throws like you did with ex seismo. They should at least give her the damage on ex seismo back if they removed a big part of it’s bullshit factor.
It’s hit invulnerable, long range, is safe on block and juggles into ultra. It doesn’t need throw invulnerability too.
Yeah, I’m going to have to agree with this. EX Seismo covered 2/3’s of the guessing game in a tick throw scenario and the reward for that was Ultra for comebacks, sjc bk for good damage and an escape, sjc TK into oki, or c.RH for a hard knockdown into oki. Huge rewards with relatively low risk. Throw invulnerability nerf was understandable. The other buffs are definitely quite nice and it’s actually nice that capcom is tweaking the character in practical ways rather then straight up nerfs.
This was already possible, it’s just hard as shit to perfectly time a raw fierce TK feint on wakeup without messing up.
At least now if you mess it up you won’t be getting thrown on startup yay.
Its also going to be fun HP TKing Raging Demons lol.
ex sesmo nerf aint big deal