C.Viper changes/alterations

These changes are making me very happy.

  • slightly more health
  • Better HP tk
  • faster walk speed

Considering some of the nerfs for chars like ryu and sagat this is making me very happy. Interested in seeing how U@ will be useful.

I’m gonna try and get some video for proof. Sit tight.

Same here. Thanks for all your testing guys.

alright so after more playing I’m convinced some of her normals are faster. Most notably Cr. Jab & Far Standing MK. If anyone else can back me up on this who is playing today that would be great. Side Note T-Hawk will be a pain in the ass!

Awesome stuff is awesome.

I played alot of character in SFIV. I enjoy these buffs of Viper.
I play Viper a whopping 75% of time by the player record lol.

My PS3 broke but that is another issue entirely.
I gonna have to watch vids of u guys play till i get a new one :(.

This honestly just made my weekend, thanks!

im always a bit skeptical about these positive changes, kinda like how i had an inkling that the c.mk wasnt really fixed.

The more health portion will need to be tested, is it more health or other’s dmg nerf?
faster walk speed, now is everyone’s walk speed faster, if so, not much of a boost.
HP Tk, im praying this is true. not sure how strict the timing to throw the hp tk, but if the game sped up, perhaps u need ot time it quicker?

she definitely has 950 Health - it’s already been confirmed and I seen it when I brought up the attack data in training mode. Her foot speed is faster, not everyones. There is probably some other characters that have had their foot speed changed too. The game isn’t faster it’s exactly the same. Gilley has tested this and posted a video of Ryu doing ten neutral jumps. It takes 7.2 seconds (I think) in both games.

We purposely set out to see if she can be thrown out of HP TK, he was attempting to throw me when I woke up, I did reversal HP TK’s and I won everytime. If she can be thrown out it must be very difficult as that was what we were trying to see. If anyone else has played the game like they said they would, can they confirm this?

The changes that people seem to be describing about HP TK seem to involve giving it throw invincibility, as before it had 6 frames of invincibility but not to throws, and/or decreasing the start up frames from 7. If the latter is true, that HP TK would become a faster and tighter feint to cancel, which would also speak to something MAGUS1234 said I believe about FFF being harder, only he described it as adding more frames to the move, which would do the opposite, adding more frames of start up would involve more time to cancel feint. Also if the HP TK frames were decreased then when you feint a HP TK theoretically you would be at more + frames than you were in vanilla SFIV. That possibility on top of the word that c.strong may have been buffed(the move was originally 5 frames, a buff might entail it now being 4) from the dev interview then a combo like strong feint c.strong might be possible, or c.forward feint c.strong. All theory, but something that is worth diving into training mode over once the game comes out.

EDIT: Strong Feint Strong and forward feint strong are already possible, geez can’t believe I never knew that

Are you guys sure about the 950 health cause a guy in irc went through testing chars hp in ssf4 training mode, and he found, taking into account damage scaling (which apparently applies to training mode), viper still had 900 health.

hmmmmm. Thinking about it now the numbers in the attack data relate to stun don’t they? Could be wrong on the 950 health thing then, but I’m sure she has 950 health…the meter in training mode was set to 0/950. Does that mean she has 950 health??? Either way she can take more of a beating in this game. EX Snake strike still hurts though.

I think that’s her stun meter, which reads 0/950 in training mode. It doesn’t actually say how much health you have in training mode. You can only tell by measuring the damage taken on the life bar:

http://www.eventhubs.com/guides/2008/oct/05/stamina-stun-dash-and-jump-rankings-street-fighter-4/

It was confirmed awhile ago that she had more health and there’s a vid on youtube somewhere of a match in ssfiv with viper vs sagat. In that vid it definatly shows she can last longer and thats not only due to less damage from sagat me thinks.

Ok guys just got back and heres what i noticed:

Burning Kick seemed exactly the same as in vanilla, i didnt notice any additional recovery and was safe after every BK and personally feel theres nothing to worry about. if they did add recovery it would of been VERY minimal (1-2 frames)

Medium TK felt abit slower at starting but i think it could be me, i didnt really test the LP too much as i have a habit of using MP too much but changes to this i feel are not drastic

HP TK has DEFINATELY been buffed. i beat out ALOT of moves that would normally stuff out or trade HPTK in vanilla but it just seemed to beat out every jump in that came. also on wake up i beat most atempts but did get thrown out of it once by abels TT. very impressed by HP though.

To me her walk speed didnt feel faster it felt just about the same as vanilla. i tested this out by doing a few feints but instead of dashing after the feint to grab i walked instead to see if i get to the opponent fast enough to throw and see if they can react. Not a very good test, i know, but just seemed the same speed to me.

Cr MK was not fixed felt that it might come out 1-2 frames faster but could just be me though

Cr. MP felt the same, didnt notice any added priority but i mainly use it after the frame trap set up Cr.MP xx MP TK so i may not of noticed it. But added priority always helps anyways.

I think her health is the same. when i went into training mode i did see the 950 stun but i dont think that correlates to her health aswell. in vanilla rufus had lower stun then he did health. I think her health is the same because i got caught by a full power ultra by T.hawk and got killed while having 3/4 WORTHS OF HEALTH. this guy will definately be a problem for her, U2 all day in this match. after a blocked falcon dive move (dont know the proper name) you can do EX seismo >> U2

FFF DAMAGE is the same, 346 points

EX TK is the same, not faster.

Her focus attack charges faster but is still shit and has no range, not good as a anti air.

U1 does 480 damage

Seismos are the same

Normals seemed the same overall to me

U2 Comboes

U2 is a fun combo to use and just as satisfying to land as U1 because IMO you need cat like reflexes to hit this bad boy. Unlike U1 where you can quite easily hit confirm into it, with U2 you kinda of NEED to know your next hit will juggle the opponent in order to use it. I had trouble landing it at first after seismo’s due to muscle memory making me do BK’s, but onto details of U2 and what you can combo it into.

U2 is a AIR ONLY COMBO it CANNOT be done grounded and you need to jump to activate. With that being said,
**HP TK fadc U2 **didnt work
**Anti air HP TK >> SJ forward >> U2 ** MAY work though but i kept missing. the person would need to be quite high to do this though.
Trade HP TK >> dash forward >> U1 is still possible for her. she does not flip back like ryu does after a trade DP
FFF xx EX seismo SJC U2 works.
FFF xx SJC backwards >> U2 works
Standing/Crouch close Hard punch >> SJC backwards >> U2 works
EX seismo >> SJC >> U2 works ( you can SJ in any direction, forward, back or neutral. Not just backwards which is suggested in poongkos video of viper U2 works) . This is hard to hit confirm and like i said before, NEED to know it will hit to land the Ultra

You can do nice corner set ups for this move aswell. as posted before, meaty overhead, jump back to bait a thrown then U2 on reaction. the only problem is that you may get regular/EX burning kicks coming out instead which is annoying at time.

U2 has alot of potential and even though its been dubbed as the “scrub vipers” choice of Ultras, i personally feel this Ultra is ALOT harder to land then U1 and is a relief when you finally do because of the lack of hit confirms into it. especially if its the killer blow.

Vipers looking real GDLK in this game, feels exactly the same but with buffs rather then nerfs. High damage output and two versatile ultras means she will be a force to be reckoned with in SSF4.

If you’ve got anymore questions just ask and ill try answer them

It is weird that they did not fix cr. mk hitbox. The Dev blog said they took a very close look at both cr.mp and cr.mk. They fixed Dan’s short hitboxes.

I wonder if they deliberately left it like that.

i think they did, it would give her too much reach now i think about it. and a crouch mk can lead into so many things on hit; Thunder knuckles, sjc cancels and even ultras. i think they thought about that while in development so they made her hit box short of full length.

pretty much what former said

her cr.mk did feel a little faster, hitbox is generally the same (tbh I think the problem is mainly because of other characters standing hitboxes)
cr.mp, cr.mp link felt a little easier, I think it either has a little more hitstun or comes out quicker. I didn’t really notice it having better priority or anything
I definitely think her far st.mk is faster but I doubt it’s gonna be used much
sweep seems pretty much the same
something I forgot to test was her far standing hk (the AA hook kick)

I didn’t get to test burn kicks & thunder knuckles safety on block vs. SPDs and shoryukens, but she seems fairly similar from SF4. like I wasn’t getting counterhitted when I didn’t think I should be or anything

U2 did seem a little tougher to land, just cos it’s harder to hitconfirm, like former said. easiest setup is EX seismo SJC ultra. it doesn’t do great damage and builds the opponent lots of meter. we’ll have to uncover more setups for it to be vipers go-to ultra. I did notice it had pretty nice recovery, though

something I noticed about the sagat matchup: whenever sagat tried to uppercut a SJ hk burn kick after a blocked EX seismo he’d lose clean. it made me feel pretty dirty. haha. it happened like 5 times.

it felt like she had more health but I’m not sure if that’s just because of weaker combos across the board for other chars

in a nutshell: viper hasn’t been nerfed to oblivion, it’s okay! I think DP nerfs & damage nerfs for other characters shoot her up the tiers a lil, but she’ll still have the same problems against characters like rog / bison / akuma / honda. I’m definitely not giving up on her… we’ll see how the tiers shift around for the next 6 months

Yeah I think hard work will pay off a lot more in this game. HPTK is a much better anti-air now. Anyone know if she can combo after EXBK, never thought to try before? Doubt it though…

ye matches take ALOT longer to finish in this game. i remember playing a match and thinking it was over just to find out it was only the first round lol. really liking the whole damage reduction in this update, its really becoming alot obvious when playing older match ups and eating ultras to find out your still alive afterwards :).

EXBK cant be juggled after in SSF4 tried that aswell today.

Yeah thought as much. The damage reduction is a great thing especially with Viper’s Ultra I doing 480. That’s good. FFF will be even deadlier in the grand scheme of things now too. I’m happy with Viper in this game from what I’ve seen. But T-Hawk has scared me, big time.