C.Viper changes/alterations

i hope to get my hands on the game this saturday so expect my report then. my time maybe limited so might not get the chance to test specific things combo/character wise but will definately check the basics like FFF/U1-2 damage etc. if i get enough time then ill check everything as much as i can. im particularly interested in U2 comboes and the priority it may have takes out note book and adds to the list

yeah I should get to play SSF4 on saturday too, at the glasgow event. I’m gonna test whatever I can. 2 people correlating stuff on the final build should set a couple things straight, at least.

sounds good, maybe both of you can split a compiled list, or just work on whatever, and whatever is duplicated will be a confirmation

…Her cr.mp better be fucking god like, lol.

DevilJin you do know that dive kick does 90 damage right? How the hell is that “not a lot of damage”, that’s equivalent to a Viper Jump roundhouse, only it can be spammed to beat throw techs, low attacks, and does 113 on counter hit(which is common considering people will OS tech cause they are scared to get thrown by Rufus, since for some reason they made his throw do 150 damage).

Meh 90 damage. I’d rather he just couldn’t do any combos off the dive but keep the dive at 90 damage. :lol: It’s all of the crap that he can do after the dive that gives the big damage not the dive itself. Which even then attacking the dives is not really the way to nerf Rufus. There’s actually ways to offensively fight against dives and dives ultimately keep the game offensive. They should have made his other dumb shit like EX snake strike do less damage and not have EX messiah give him 4 chances to fly through anything.

So, I’m wondering if, since you can’t bk -> U2 in the corner, if you could instead bait a throw tech with a meaty overhead in the corner, jump back, then ultra the whiffed throw on reaction.

Check if we can still be thrown out of HPTK and…
Fierce Feint Fierce Feint low mk xx mptk please…
and I’ll be at the Manc event too doing the same so holla if you see another black Viper about?

cool, we should get at the same station and check as much as we can with Viper

this is abit Theory fighter but, do you think U2 could have the possibility of crossing up if we were to do it from a certain height on wake up? i say this because the ultra comes at the opponent at a 45 degree angle and that could be just about right if we were to do for example a SJ then immediately do U2. would be interesting if you could.

oh and btw, im not to sure if ill be able to test out much 2morro as ive found out that ill have to use a 360 controller :(. imma leave the advanced stuff to poop,xavier and dj to test out. do us proud guys. im so pissed, dont even feel like going to play it anymore.

controller? That sucks! We’ll test as much as we can. Not too long before we get our hands on some legit information.

it’s ok Former and Djay, from the list u guys can still knock off a lot even wtih controller…
for example

cr.MK range hit box
LP/MP Thunder knuckle recovery: Have gief mash spd reversal or ryu and srk reversal…that should be easy… do the tk’s at point blank range.
Walk speed
check out “new improved” MP and some of her other normals such as standing far MK
check out all her normals.
do a regular lk bk, and have ryu block then mash reversal dp to see if its safe/unsafe. or better yet have gief mash 360 and have viper jump away or back dash
currently its a 0 frame adv/disadv so u cant punish the bk
HP Thunder knuckle priority and start up to see if its been improved

the ones that u cant do are probably
FFF Damage
New U2 combos i could come up with i.e HP TK >> FADC >> U2
do low trajectory sj bk both lk, mk and hk veriosns, and have boxer c.lp after block, see if viper can still throw without getting jabbed out (currently ryu cannot jab her out, im assuming ryu’s jab speed is same as boxers

I’ll be testing with an arcade stick so those issues about testing FFF etc… won’t apply. I just hope to get as much time with Viper in training mode as possible.

Check all of her “unused” or barely used moves… like crouching and standing HK, standing MP and MK, far standing HP, jumping lp, mp etc… that is all

everything has been noted down. we will DEFINATELY have something for you guys on saturday with 4 people playing the game. Hope we find something thats useful, i have high hopes for U2 in particular.

okay I’ve had a few games with Viper in SSFIV - what I’ve found:

HP TK has invincibility on start up and can’t be thrown.
MP TK is slower (by the look of it) by how much I don’t know. Not sure on the recovery yet.
Cr.MP looks the same to me in terms of speed (Obviously I could be wrong) It probably just has more priority.
Cr.MK as I said before hasn’t been fixed. Xavier_Rose3001 told me it seemed like the range had increased but it doesn’t hit like it should.
Her Burn Kicks (Ground) are still safe on block. Ryu couldn’t DP me.
Walk Speed is definitely faster.
I haven’t had the chance to test damage on combos etc because we have to play versus mode as there are people waiting to play matches. So training mode is not really an option.
I’ll post more when I find out more.

Thanks DJay! Wow, HP TK can’t be thrown anymore, that is some seriously good news.

You the man djay! Imma most probe test out comboes into u2 today then since you covered most of the stuff. I’ll have a good 4 hours with the game so shud be able to find some decent things

That’s good, that’s the one thing I can’t test today. My friend will be bringing the game to my house tomorrow night (I think/hope lol) If he does I’ll have a lot more time to check everything properly. I had my cousin throw me before, and asked him to throw me when I woke up. I did HP TK and it beat his throw attempt everytime (5 or 6 times in a row)
combine that with the fact that BK’s are safe on block and it seems she’s gotten better (escaping throws), even if there is less frame advantage after the BK. Her HP TK has much less recovery when it wiffs too, it’s harder to punish. Which is something considering it’s a pretty poor anti-air to begin with.

its like 6 am here and i m going to bed asnd this is what i’ve found? wow… i hope it is true…

i mean hp tk invincible ALONE, is a great buff
mp tk slower is ok… i guess? kinda expected that
C.mp i didnt expect us able to tell from 1 or 2 frames
c.mk as i suspected was not changed, which is ok i guess.
bk nerf isnt really noticeable… which is good, you can test with geif spd for true test :stuck_out_tongue:

Djay, keep up the good info, this is good shit on the hp tk… i’ll ifinally feel like she has a get the fuck off me move lol