C.Viper changes/alterations

macros :badboy:

Its mahvel baby!

cuz they don’t know how to flick their sticks upward. (no homo??)

Also, deviljin, I dunno how you can put up with being DP’d in between c.mp mp knuckle…not to mention having to put extra effort to prevent such an easily exploitable tactic :xeye:

Give her ultra a higher hitbox during explosion and make the kicks always connect afterwards. Love playing her but when someone is 2 pixels off the ground and the ultra whiffs i get confused and realize Viper is just destined to lose some matchups.

Also give me 2 frame reversal timings a complete blockstun between cr. MKxxMPKnuckle

This would make Viper MUCH better : / i do cr. MKxxFeintxxblock way to much : / but it’s my most viable mixup cuz it leads to FFF combo’s regularly

Make her less fun to play! Seriously! she is eating up most my play time, I planned on learning 16 of the 25 characters, by the time I got to Viper 3 month ago, my 11th I think, I don’t use my other characters as much now and no motivation to learn anyone new. Viper is just too damn fun to play! went from being used 11 times to around 1100 in about 5 weeks!

As for changes to her, I have no problems with the way she is now, but a more reliable fierce TK and EX seismo would be nice on wake up and stop letting DP mashers get through on medium TK and EX seismo after a blocked fierce punch, though people rarely do that anyway.

If someone is constantly DPing you out of c.MP > MP TK block strings, all you have to do is bait it out by not doing the TK. Or cancel into cross-up BK. Or feint as DevilJin said.

It’s not like the opponent can easily DP on reaction. c.MP > MP TK is a pretty fast sequence. Chances are they’re just guessing.

And, for them, the cost of guessing wrong is horrible.

whats wrong with this? it’ll be easier to do, thats all.

its similar how they changed vega’s original backlash command in CE from bb to ppp and kkk and also rolento’s scouter jump command in cvs2. went from d, u to KK.

i know one of the main reason they changed rolento’s scouter jump command was because it overlaps another command, but still, it made it less prone to mistakes.

just changing the command wont make viper less braindead by any means. you still have to gauge and time it for crossups and alike

seriously jackson? You just asking for some easy mode shit. Normal SJ is fine, everything is fine she just needs better health pokes special tweeks and cut the ultra animation whiff crap

lol same with me. I usually learn the entire roster, but I missed a few because of her. I do have my mains but I like to play everyone to learn them for fun. But she requires so much learning that is is incredibly fun to play her. A turn off to the casual obviously. Her difficult to learn curve, I admit, is a turn on to me though.

its not like most people trying to do this are guessing. They are just always mashing DP during “blockstrings.” Although, yah, you’re right about baiting it but still, lol.

Not hating on Ryu but he’s one of the hardest opponent for me to appoarch with when using Viper. I’ve been maining with Viper for a while but damnit, my friend using Ryu is starting to piss me off since most of the appoarches can killed by his DP. But yeah, she’s one rewarding character once you got her down. I started learning my tactics off of Uryo and it is total WIN! Trading off of a jump in from an opponent then dashing forward into Ultra works really well.

In my opinion, her strings and appoarch is hard to fix but there’s nothing wrong with them, I’m just having trouble BK after super jumping…

All “Viper players in training” have trouble with super jump to burn kick. Sucks cuz that’s like on the “intermediate” list of Viper’s combos/maneuvers. Then she has other crazy useful stuff to learn how to instant super jump burn kick which is basically doing a 270 on the stick from down to uf and hitting kick so you can instantly cross people up from the ground. If you played Guilty Gear or used a character that could super jump off of everything in 3S like I did…then she makes sense quicker command wise. For everyone else…yeah.

Yeah sj to bk would barely be considered even intermediate. That’s some really basic stuff there. I’d say maybe seismo, air bk, ultra in corner would be intermediate, but yeah I see your point.

It’s also interesting that you mention GG because there’s a lot of GG player that picked up Viper in SF4. A couple that come to mind are Flash Metroid and Kaqn.

marn too

i don’t see what’s wrong with making FFF easier, i.e. less prone to EX TK feint by accident. in garou FFF was simple: C xx down+A+C, down+C. no accidentally doing something else.

Honestly her insta-BK and sjc-bk’s weren’t an issue for me and I can’t see how they would be difficult for anyone really. The concept is too simple to screw it up. Maybe I just got lucky in understanding it.

For me, seismoxxseismo is brutal and often times uncontrollable (even though I"ve seen some amazing vipers control it.) If anything her seismoxxseismo needs some longer input time or easier execution… that seems to be the “key” to playing Viper in my opinion. Knowing how to throw down and control opponents through safe seismo chain helps keep Viper on offense, which is really the only thing she has the advantage in (excluding Zangief and Bison… maybe Balrog and Blanka).

With that being said, I’d like to see Viper’s regular attacks have a little better priority, and maybe make EX Siesmo unpokable with better invulnerability against crossups. She has no valid wakeup move and if you guess wrong the punishment for doing so is astronomical. All in all I feel Viper is one of the more balanced characters in the game, but against Bison and Honda she needs that priority fix to make it feel “even.”

I HOPE she’ll get an air ultra, its the once place I feel truly “naked” with Viper because of her terrible priorities. I guess you could say I like to play my Viper on the ground.

Needless to say, I hope the changes to Viper are small. She really does feel like a solid character and I only feel screwed against Bison and Honda, and simple fixes would easily change that.

LOL people asking for superjump to be a button command or making FFF easier should just stick to other characters imo

I got lucky and got someone with EX TK and did ultra after hit, the slam hits but her upward burning kicks missed??!?!?!?

he recovers faster than i could and i ended getting ultraed as i landed.

This has happen to me twice where the first hit of the ultra connects but the kicks whiff. I think this should be fixed.

why is that, wakeupdead?

That’s obviously because EX Thunder Knuckle wasn’t designed with the juggle priorities required to land Ultra. I try to tell people they can’t land Ultra after hitting an anti air EX Thunder Knuckle. Looks like it was too late for another person. :lol:

I would like that to be able to consistently land into Ultra because it’s a difficult move to connect in the first place especially as an anti air. You should be rewarded for the thought you put in to get it to hit. On the ground you get the reward but in the air you get nothing more than a knockdown the opponent can quick rise from. Not so hot.

^
Haha, that reminds me of when Alcheymyst tried to juggle after EX TK in that vid against that Ryu.

Anyway, I think LeXiTy was talking about it hitting on the ground instead of after a juggle, in which case you might have been close enough for the blast to hit but not close enough for the flip kicks to hit.

I feel HP TK should not be grabbable. That’s it really. Oh, and her super should maybe do a bit more damage.