I wanna play C.Viper too…so that’s what I’m going to do.
Due to the current climate of the game I’ll be testing Super C.Viper today.
LAWL. I didn’t realize they took away EX burn kick hitting crouching opponents. I thought that was just simply the way they designed it. Well nice to know the closest thing to a reversal she would have had they basically killed before the game released.
Oh and c.MK, HP TK cancel, c.MK does not combo on regular hit. All it does is shorten the gap inbetween the block string by another frame or 2. Still don’t get enough frame advantage after the c.MK to combo. Might as well just do c.MK, MP TK cancel, c.MK because counter hit c.MK, MP TK cancel, c.MK combos. No need to ring yourself through the execution if a counter hit makes it combo.
Playing super now. The first thing I noticed is that sjc fadc is easy as hell now. Timing is not as strict. No excuse to mess it up anymore. Was getting the plink sweep at the end after ex seismo too. That shit is going to be her new bnb. Will post more soon.
Heh. In vanilla her EX burn kick doesn’t hit crouchers either. Kunai was saying that in the Vanilla SFIV arcade beta it would hit all crouchers. Like if balrog was crouching near you and u busted out EX burn kick it would hit full hits and not whiff over him. So EX burn kick is basically still as ass as it was in Vanilla.
Oh and yeah Viper is easy mode now when it comes to bnbs.
Some other things. Ultra 2 does no damage. LOL. If you’re fighting against a character with good health it’s practically like hitting them with c.HP, ex seismo to burn kick. LOL. Though it is a sick punishment tool for her. When you’re in the air people can’t do anything dumb anymore or they get ultrad for free like during grounded situations. Hopefully I’ll get to test more air to air situations. The Ultra would be stronger IMO if it actually did big damage though luckily C.Viper already does pretty solid damage so the ultra can be there to just compliment the damage she does. Probably best to stick with Ultra 1 till more is learned but i like the options it gives her.
SJC FADC wasn’t hard in the first one >.< I think the hardest thing to do with Viper is rapid fire HP TK feints, everything else has a rhythm/visual cue you can get down. I wonder what has changed though to make it easier if it is indeed easier and you aren’t just on a TV setup that you are in gdlk tune with or just having a good day. I suppose it would mean they increased the SJC cancel window on Seismic Hammer, trying to think what other effects a change like that would have if it is indeed the case. Off the top of my head if they did increase the window, it would mean that seismo xx seismo block strings *could *be made tighter and harder to jump. I dunno, don’t want to go to overboard since the game isn’t in my hands.
DownsideUp, DevilJin: What’s your method on doing meterless SJC FADC? I don’t do it very well.
Yeah, back in the loketest days, EX BK was the bomb. Viper’s EX TK and BK don’t really give her much of an advantage over the regular counterparts in their current form (EX TK even less), which is disappointing because most characters in SFIV have a little bit of a boost with their EX moves.
After do EX seismic hammer I immediately do DB to UF(while the seismo is animating) then I pause a moment hit mp/mk forward forward. I’ve tried doing it by putting the SJC in after the seismo animates and quickly go to FADC, but I find it easier to SJC inside of the seismo and pause for the FADC window to open up.
I think I can see why c.mp is better now. Its visually faster. Like chuns s.mp got faster and I think vipers c.mp is faster too. The start up is probably still 5 frames but recovery is clearly quicker so shell be able to whiff it and pressure with it more. C.mk still whiffs but it seemed like the range it whiffed at wasnts as bad as vanilla.
Actually Ex burn kick can juggle from a burn kick.
Try doing IAU2 (Like instant air burn kick but with ultra 2 instead) after a burn kick (probably not from a super jumped one) and see if it will combo.
From my reading I think the recovery they added to BK is simply for the: blocked BK then throw : I honestly feel that’s the reason because everyone is saying they can’t really notice it or it’s very minimal. What minimal translates to me is no pseudo frame-trap to grab
SJC fadc easier… wow, just wow. For the past couple of months since I’ve pretty much got all her other shit down this is all I’ve been practicing and I’m at about 60-70% with it in vanilla… great fucking news
All in all from my readings I think in a nutshell Viper is still Viper, but with a shoryu on wake-up, Less throwing after blocked BK’s, new Ultra and more priority on cr.mp… I miss something?
Ex Seismo HJC FADC MPTK is much tighter but doable.
HPTK is almost without a shadow of doubt COMPLETELY unchanged to me. Still trades a fair bit.
The Burning kick nerf seems more like it was designed to kill Viper’s follow up options.
I never noticed till DevilJin said it but HJC is super easy now is stupid easy…also midscreen BK to ultra seems much more consistent (on Ryu at least)
On a side note, Sagat is kinda free…but Ken is seriously buffed up…it’s a much harder match now that he has a simple ultra set up.
No health Boost
No boost in walk speed (One said there was, and one said there wasn’t. I’m going with the worst case scenario)
BK possible 1-2 frames added disadvantage
MP TK feels slower
c.mk wasn’t fixed
EX TK is the same
FA still sucks
U1 went down to only 480 dmg
Seismo the same (im assuming bad recovery still etc)
Normals the same
HP TK unchanged
U2 damage is shit
Ex Seismo HJC FADC MPTK is gone
Positives
FFF damage is same
c.mp no noticeable differences but “looks” faster, maybe better recovery?
The fact taht SJC FADC is easy now…can be good or bad, depending on if u want viper to be easy mode character. SJC FADC isn’t that hard once u know the timing, just like downside said