Regarding c.HP… it’s great especially against a lingering move that hits high, like Zangief’s Lariat. You just wait until the tail end of the lariat, c.HP, EX Seismo. Since c.HP hangs out so long and hitbox is huge, you tag him almost everytime (unless your timing is way off). It has deceptive range, for sure.
C.HK is also a great move now… from what I have seen it seems to come out faster. A fellow SRK guy (FireBallTrap) noticed that the timing is different now after you do EX Seismo, FADC, c.HK… it comes out so fast now that he has to delay his timing.
That’s why I wish the game had a hit box graphic feature like in HD Remix so we could see shit like that. Though I guess part of the fun is just testing your normals out.
I would guess that Momochi plays at least 5 hours EVERYDAY, even if you have no talent in fighting games you will get good, let alone if you are talented. I would also assume top players like them can play the whole cast, but only chose one main in tourneys and events.
I actually have access to that, and it’s very nice. I now understand why dumb shit happens, even tho i don’t agree with it whatsoever. Wish i would have had access to this for vanilla.
so i tried out vega today. his u2 is a total mindfuck. easily one of the best anti air ultras in the game. this could spell trouble for viper. i haven’t test it his u2 out on viper nor have i used viper on a competent u2 vega, but i imagine once vega has meter, you cant burn kick, seismo or jump anywhere near him. maybe i’m just tripping though, but i imagine that seimo cancelled into a burn kick will get her killed quick.
flip kicks are improved although it still trades everytime with juri. it seems like the front of his flip kick is where the invincibility frames are at. that means that viper couldn’t burn kick him to death now. and now since vega’s ex wall dive combos from nearly everything, it wouldn’t be too hard for vega to find an opening from long range and capitalize on it.
Makes me wanna test the start up on his flip kicks now to see if you can OS them still. Might have to resort to that more often to get him to waste meter.
Can’t post stills, under NDA. I have access due to the fact that alot of us in the AZ scene are helping write the guide, as the author lives here, and is more of a Tekken player than a SF player.
Been playing Viper some more and I definitely think they changed her normal jump a bit and maybe pushed her a little farther back after a back throw, maybe my impression of the back throw thing are just a effect of having a slightly different jump, but just two things I am kinda noticing.
Well it’s more so using the c.LK+LP option tech to beat a throw and option selecting so that if he goes for EX scarlet the short will whiff and you’ll still block. Loses to df+HK on wake up but worth the risk in Vanilla any ways.
BTW if a Rufus player picks Ultra 2 we are SCREWED.
I’ve been noticing that OS Teching throws aren’t working as well as they did in Vanilla. If anyone else is getting this let me know. It could just be me, but a couple of friends think the same…
This guy is stuck on trial 22. All the rest were a cake walk. Also FFF the fient has to be delayed a little later now or something timings kinda off switching to super.
22 is the infamous lp sjc ultra Well, same as vanilla, but instead of pressing lp along with :d: or :df:, it’s along :r: or :uf: .
About FFF, as it involves most probably hp tk feint in your case, a move that was tweaked, the timing is different.
Yeah you are reduced to a VERY limited gameplan when Rufus is using Ultra 2. Like you literally have to resort to footsies and ambiguous j.HK crosses against Rufus now. Luckily they buffed Viper’s footsies a bit cuz Ultra 2 is going to take HUGE advantage of Viper’s slow start up and recovery on her specials. All of her moves are just living bait for an ultra that sucks up laggy moves like Rufus’ Bono. You’re pretty much going to be playing similarly to the way you play against Abel except without much any burn kicks either.