C.Viper changes/alterations

Well, Ultras being nerfed for all chars (and to a far lesser extent, +50hp for Viper) means huge round-ending punishes will be far less common. (Sagats’ come to mind of course, but it was also the case with Abel). So I don’t think Honda ultra2 will be over 500dmg. Besides, Hondas vids show some bad properties on this move (slow/non invicible on startup). Sort of boosted ochio throw.
Also, I only see benefit in enticing him to go on the offense. More opportunities to punish.

Finally, extended recovery on mk and hk buttslams means less buttslam mixup to be feared…

It will by no means become an easy match. But I don’t see him specifically buffed.

Hmmm…yeah I was hearing the start up on the Ultra was instant like Ultimate Atomic Buster. If that’s true then it shouldn’t be as much of a pain to deal with.

For the buttslams though I heard the recovery on block for the buttslams was only extended by a frame. If I remember correctly in the original game they are negative 2 on block so that would mean they would go up to negative 3 on block. The HK version was only 1 frame longer at negative 3. So if the rumors are true and everything went up by 1 frame then Viper can do nothing but reversal c.LP to punish his HK butt slam (which only complete idiots use) and his LK and MK ones are free to her on block still. . She’ll just have to charge focus randomly or jump attack him out of it before he starts. Unless the recovery on whiff is stronger too. The other big issue with that move and other specials in SFIV is the whiff recovery is insanely quick.

So far that’s all that I’ve heard. Recovery on block going 1 frame up so shotos can DP it now (Sagat will only get reverse c.LP). Viper is still SOL unless it’s plus 3 frames of recovery (-5) at least on LK and MK so she can get a c.MP in. It needs to be plus 2 frames of recovery for her to even get a damned c.LP in which requires a just frame sjc into Ultra to do any real punishment.

these are still speculations and It hasnt been confirmed right?

Faster hp tk recovery
More invince frames on hp tk
50 more health
fixed hitbox on c.mk

Haha, guess who im talking about here?
3 frame jabs
1050 health
connectible ultra, super
target combos
highest srk dmg
double srk in a combo
decent speed and dash
counter atk as a move
ability to go through fireballs
super fast over head
Over head thatis connectible into combo
Good links
Good stun
s.hp good damage
a taunt that can actually affect the opponent

haha, how can one character get so many tools geez?

Anyways back on Viper, since its a more offensive game now, do u think it’ll benefit viper or not?
I mean if its more offensive, does that mean viper would require to defend more? with her lack of tools to really defend well?
Having faster FA can be deadly against her…especially on her bk’s…a single crumble…and there goes viper’s health…

Funny enough if you don’t count 3 frame jabs and the ultra Dudley had everything else in 3rd Strike. It just goes to show that not even a top tier character in 3S just rapes other SF characters in pure utility.

haah ur lucky to have urs trade all the time. Im like 60-40.where 60% of the time he beats my dp clean. Im not sure if its the distance, my timing or what? but when i see him jumping at me and press mp, i react with dp, and i naturally sees it get stuff…where other normal jump ins woulda been traded…or defeated.

Yeah I guess that’s just my situation but I wouldn’t be surprised if j.MP was meaty enough to beat TK clean. So if it did beat it clean then the extra invince on HP TK will help things. It’s not like HP TK does any damage by itself.

Everyone just needs to alt Dudley. He’s a crazy mix up character like Viper which fits my play style and it’ll be nice to have a 3 frame jab. Fuck Rog up the ass.

Yeah I already got C.Viper and Sagat under my belt and gonna bring back my original character Ibuki with some Dudley mixed in just incase Ibuki doesn’t have a 3 frame c.LP.

With 3 frames of recovery, Viper will be able to punish buttslam with throws.

Yeah I guess that wouldn’t be bad actually. You’ll just have to be able to tell whether or not they are in throw range. Buttslams killed Viper in the regular game.

So Viper’s new ultra does about 390 full raw according to this vid ( it does 232 in a 4 move combo, so math it up).

http://www.jeuxvideo.tv/video/super-street-fighter-iv.html#view:319102

I believe I calculated that right…

I was messing around with Viper’s moves on the SFIV PC version and I discovered that the old version of her Ultra did 643 damage lol.

yea its about that damage.
232 in a 4 hit combo at 60%, 66%, and 61% damage
I’m not sure what the 100% damage is, and what the percentages are in a 29 hit ultra.
im not sure if theres scaling witihn that ultra?

Anyways, 232/66% = 352 damage.

Anyways, 232/60% = 387 damage.

But I dont think any higher than that?

I think all those 60%, 61%, 66% etc are just rounding issues.

Since it was the fourth move in the combo, the ultra as a whole was scaled to 60%. So, every hit in the ultra is scaled to 60%.

However, SF4 always rounds up, so for a little dinky hit that does like 11 points of damage, 60% of 11 would be 6.6. That would round up to 7…so instead of saying “60%” it wold say “64%” in training mode (7 divided by 11 = 0.64 = 64%)

That 100% is probably from a really small hit. Like 2 points of damage or something.

Anyways, it should be around 387-390 damage. Lol < Metsu Hadoken damage. But, since you can combo into it easily without meter, I’m glad it does low damage.

Plus ultra damage (and damage altogether) as a whole is down, so it’s better than it seems. Metsu Hado is prob down to 360 or around there.

hmm have u guys seen this?
[media=youtube]G3AnluFpbkE&feature=player_embedded[/media]
maybe should be in gief thread, but wow, did u see viper get owned?

i know gief’s lariats 2nd hit cannot hit low
and his jump i s nerfed

but damn…punsihing srk? hp tk? bk’s??? how is vuiper gonna keep him out?
we seismo, nuetral jump hk, and hp tk, and if trapped we SJ out
SJ, Neutral jump, and hp tk are all punishable by his new ultra, not to mention jumping in general hurts viper’s seismo game

I saw it Mikoal, I didn’t wanna post about it yet because I was still reeling from it. Let’s hope that Ultra doesn’t vaccum in like I think it does, otherwise, yeah, we’re in shit, lol.
Now even AAing this dude with HP TK is risky. B.hk would be our only AA that doesn’t get beat by that Ultra.

Just bait it out. It’s not so bad.

It seems the downside to using Gief’s u2 in that way is that you have to almost be psychic and have crazy reaction time. So aa tk the fuck out of him before he gets ultra and when he gets ultra and jumps in, tk feint.

Or you might be able to jump up forward to bait it, then counter with Viper’s u2.

He loses a bit of the fear factor when he’s using U2 because you don’t have to worry about getting U1’d while in his oki game. You just worry about his 360’s but yeah…I wonder if this would catch EX BK on wake up.

I forgot for a while that Viper’s crouching mk doesn’t hit properly. Hopefully Capcom noticed this and fixed it.