I saw a comic of her talking to Ibuki so she’ll probably fight her too.
Actually, all the endings and intros are going to be redone, and Seth did say the story was different for Super.
So, we should expect new developments.
Viper is shown demonstrating her ultras on Juri on Capcom’s site, so maybe she’ll have business with her.
Much better. That’d be interesting. Viper better let them know who the Queen is.
Get her, C.Viper!!!
Yeah as a CIA agent I figured C.Viper would be trying to track down Juri.
i just dont get how does cammy have 950 health, while viper and chun has 900?
Now juri even has more health than viper.
Seems that french guy really likes Ultra 2…
babelfish lol…
**
VIPER:
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I had the impression that the speed of movement of viper increased considerably, but I can be mistaken.
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It is especially its U2 which is sympathetic, it passes on all and anything mid screen even more easily than U1. (I point out that U2 is an air fury).
it thus has trick of this kind:
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Dp+KK HJC, U2! (it is mid screen free, easy in more and the u2 passes in integrality obviously)
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HP, HJC, U2 (NO SKILL, master key does not import or, in any situation).
Enfaite as it is an air fury, one benefits direct from the HJC, not need for dash chancel the hjc or to have recourse has artifices.
- BasHP, QcarHP, chancel, U2. Free too! and go!
- Jump HK, basHP, QcarHP, SADC, U2
- QcarPP, Dp+LP, HJC, U2 (I am on there does not even need the mould has tart. Normal Seismo hjc U2 Ca passes)
- The festival what Veiled. Then Ca does not pass behind a burning kick as for U1, but good Ca passes much better, not of preoccupations with a height and of wiffe odd, it is BOOM, are to you inside!**
I didn’t think Viper needed faster movement? Faster normals yeah, but walking speed? Not sure what prompted that change considering she’s already pretty quick and gets around the stage with SJ’s, BK’s and TK’s rather than walking.
Quick translation :
-I was under the impression that viper’s walking speed was considerably increased, but I can be mistaken.
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Her U2 is what’s great about her, it goes after anything midscreen, far easier than her U1 (U2 is an air ultra combo)
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Those combos can be done :
1)ex SH, sjc, U2 (free midscreen, easy to perform, whole U2 hits of course)
2)HP, sjc, U2 (no skill move, anything goes)
Meaning that, as it is an air ultra combo, you just have to let her jump, no need to FADC or to use tricks.
3)c.HP, hp tk cancelled, U2. This is free !
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Jumpin hk, c.HP, hp tk, FADC, U2 (T/N: ground hp tk, FADC, U2 ??? OMG)
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ex TK, lp SH, sjc, U2 (I’m sure ex TK is not needed here. SH sjc U2 goes.)
-That’s all. U2 does not juggle after bk like U1, but is really more reliable, no juggle height problems nor strange whiffs anymore. You’re launched, you’re in it.
T/N:
If I’m not mistaken, Viper might have one of the last traded anti-air to ultra setup.
Super system to prevent traded AA to ultra is to add a backflip to the aa performing character, tightening a lot the timing to perform the ultra. According to this french reviewer, some setups still exist, particularly corner setups.
ground hp tk, fadc, U1 currently is possible in the corner, but has strict timing. ground hp tk, FADC, U2 reveals a lot about U2 speed, meaning it could nearly instantly juggle if Viper lands on her feet before the anti-aired opponent.
Well SFIV entails some of the most horridly slow walk speeds capcom has ever offered in a fighting game. This hurt a lot of characters’s ground game and made people further succeptable to bs like dp fadc. The problem with sfiv is that you always have to be closing the gap with something that leaves u wide open like a dash or special moves. This also made playing footsies with characters like ryu or chun li that much more difficult. Faster walk speed is just as important for footsies as having solid norms in itself since a big part of winning footsies regardless of priority is closing the gap on your opponent. Won’t have to whiff special moves that we can just get dp’d and jabbed out of.
About the health thing…not a big deal. Sagat and Zangief have lower health as well and unlike Cammy, Viper did not get damage reduction on her special moves. Dp fadc dp was probably the most damaging and safe combo Cammy had and now that her dp does less damage she has to work harder than fish for dp’s to get anything close to big damage. Without an ultra Juri’s damage output is pretty subpar as well. Whereas with Viper if she hits u with a hard attack ur eating big damage with or without ultra.
Yeah you’re right about the footsies aspect. Didn’t even consider that because outside simple stuff I don’t even try playing footsie with Viper. Dunno if the walkspeed will be enough to compensate for crappy normals with average range though. But it could improve her throw game, and that would be great for mixups.
U2 sounds really good, so good that maybe its not even worth picking up u1 anymore.
Yeah so far the only thing it seems like you’re giving up is burn kick setups into ultra and being able to combo into ultra off of light and medium attacks. If Viper had a better footsie game overall I’d consider ultraing off her normals to be a serious issue for using Ultra 2. Ultra 2 basically has all of the same setups where basically if you land a hard attack you get to land an ultra and with less execution and precision. So now Viper will finally have Rufus setups into Ultra where we can sleep and still land ultra. No more picky hit box shit which is cool to have in matchups like Gief that fall fast during juggles. I wanna know the start up frames on Ultra 2. If Ultra 2 is easy mode off of a HP knuckle feint it must be faster than Ultra 1.
I think this Ultra will be solid against characters that are awkward to fight using basic footsies and ultra setups like Honda, Blanka and Gief. Blanka is really hard for Viper to land big damage against because the majority of time he spends trying to hit you is with things that don’t allow for ultra setups if they are blocked or whiffed. Blanka gets away with so much dumb shit like whiffing EX or regular up ball and Viper can’t punish with anything big because he is considered airborne up until only like 3 frames before he touches back on the ground. With Ultra 2 we should have a great punishment now with Blanka whiffs vertical Blanka balls or rainbow rolls. It should be much easier to hit Gief with Ultra 2 during juggle situations. No more El Fuerte whiffing away from the Ultra after you hit him with EX seismo on wake up.
Uh wait…so the hit stun on s.Fierce is so much that she can SJC into U2 without requiring strict timing?
Also, is it worth doing a FADC off of Fierce Thunder Knuckle when you can do FFF, EX Seismo, SJC, U2? I know the scaling would be pretty bad at that point but the damage should be comparable at least. Would spending 2 bars really be worth it then spending 1?
U2 seems like the nub Ultra though and you sacrifice versatility and damage for easier landing methods. For the experts of Viper Ultra 1 will probably be the Ultra of choice unless Ultra 2 gives you a distinct advantage in certain match ups. I suppose it would be useful against people with stupid hit boxes like Honda.
Yeah I’m not sure what’s going on with that HP into Ultra combo. They don’t even state which HP they’re talking about. If a far or close s.HP or c.HP goes straight into Ultra 2 the start up frames must be like 3 or 4 frames. That means she’d be able to punish a ton of things on reaction no issue. Honda would have to fear the shit out of her because she’d be able to easily punish his neutral j.HP, headbutts or buttslams before they even hit her.
FADCing after a fierce thunder knuckle is obviously easier and more familiar for people execution wise than FFF. People that play SFIV are more used to cancelling by using the focus system than Garou style feinting of specials and using the frame advantage like Viper and Fuerte do.
I think Ultra 2 will be a success if one of the best ways to land it will NOT revolve around combos. That’s the whole point of a lot of the new ultras. Allow the character to use an ultra in ways that changes their play style and allows them to work better in matchups where they normally had trouble at the sacrifice of some other things. I’m totally theorizing this Ultra as the Honda killer if it works like it sounds. Ultras already are all 7 plus frames start up. Capcom did not intend for the Ultras to be things that should just be comboed into left and right save for maybe Viper herself and a couple other characters. The shoryu FADC stuff was something I think they over looked a bit too hard as far as its applications and the ultras were supposed to be used more as a tool by themselves. Viper is one of the few characters in the game that can take away half your life and put you in an untechable knockdown with one EX bar. There will definitely be matchups where the utility of Ultra 1 will remain strong but Ultra 2 will give her undeniable spacing utility if it works like I think it will.
This all depends on the damage, too.
With the nerfs to other ultras, it sounds as though Viper’s U1 is now among the most damaging in the game.
On the other hand, U2 doesn’t look too breaktaking:
Look how much rage Viper’s U2 gives to Juri: [media=youtube]FmE9Ed04POs#t=0m30s[/media] (keep in mind, Juri’s rage meter wasn’t empty at the beginning)
Now look how much rage Cammy U1 (540 damage like Viper’s U1) gives to Juri: [media=youtube]FmE9Ed04POs#t=1m0s[/media]
That’s why I’m saying it depends on the matchup. I guess being a 3S player it makes more sense since if you didn’t pick a top tier character strategically you saw characters pick different supers for different matchups. Though since there aren’t as many ways to hit confirm ultras this strategy will probably be even more important in Super. Against a character like Honda this strategy would work perfectly. Ultra 1 is difficult to connect on him as it is since he doesn’t take risks unless he throws a headbutt or buttslam at you. With Ultra 1 the punishments for headbutts and buttslams with your ultra were super picky depending on what he did and whether it whiffed or you blocked it. Now Ultra 2 will be a flat out answer to all of that shit. No thinking just type in ultra when you see him fly. It’ll allow her to control the air space a bit better as well since Honda can’t just go flying in the air and charging for LP or EX headbutt while he’s doing it and then occasionally sitting on down charge for butt slam. Honda’s Ultra 1 was mostly useless against Viper so if you’re fighting an Ultra 1 Honda the matchup theoretically is almost evened out or at least not heavily in his favor anymore. With Ultra 2 he will ultimately have new gimmicks to command grab you into a big damaging ultra but Honda knows he can win the fight without going near you any ways and close range is the only way you can do damage to him reliably if you’re using Viper’s Ultra 1.
I think Ultra 2 for Viper will make Viper more accessible for newer players and at the same time help her win matchups where the opponent sits on beast ground and air normals and specials and just picks her apart with as little risk as possible. There may be a bit of a damage nerf associated with Ultra 2 but either way u don’t want to take 30 percent damage or more just for whiffing an air or ground normal/special while Viper is jumping at you or literally just anywhere near you period.
Again, I may be mistaken, but combo #4 seems to open opportunities: the important part is not about landing c.HP (FFF remains optimal here), but what [c.HP, hp tk, FADC, ultra2] means is you can HP TK a grounded opponent out of any missed link, FADC and ultra2… Something similar to ryu and sagat’s DP,FADC, ultra: a safe guess to (big ?) damage.
You’re right. The combo itself is just a regular combo but if you were to start the combo with the HP Thunder Knuckle…then yeah you’re at the right point.
Actually this means that Viper effectively now has shoryu FADC Ultra 2. More correctly worded as HP Thunder Knuckle FADC Ultra. U can now just do raw HP thunder knuckle, FADC then do Ultra 2. LOL. A very shitty version of it that can be thrown, has shit range, can be option selected easily and doesn’t do as much damage but…hey.
Wait, can this ultra be done off the ground? Or is this a case of doing a tiger knee ultra motion into the air?
Ultra 2 can be done on the ground OR in the air. It’s basically an Ultra Burn Kick. Just like how her Ultra 1 was an Ultra Seismo.