deviljin have you gotten a midscreen cross up bk to cause them to land back infront of you i’m messing around with it tryna see exactly how to make it happen.
Edit: nvm i figured out what’s happening. the bk is hitting in front but she still goes over to the other side and since they got hit in front they move backwards, if that makes any sense, and they fall right over viper.
Yeah Keizion…that allows for her mid screen insta bk into Ultra that Flash has been hyping. I find it kinda hard to do though. For one you have to see it and then two you have to buffer the ultra in pretty early.
Kyabetsu actually did that against Wao at God’s Garden 2. You have to pretty much be buffering for the Ultra and just not the hit the buttons if you don’t get the fall you want. Also, you have to do the Ultra KoF style, and do each QCF a different direction. For example, when Kyabetsu did his, he did his Ultra motion:qcb::hcf::3p:
The aforementioned cross up BK here:
[media=youtube]JBfmE3gUSGw#t=1m35s[/media]
Testament to how sick these players are to buffer in a motion for such an unlikely scenario - I’ve managed to recreate it maybe 3 times and not had the execution/reactions to get the ultra out in a real match.
Played the game last night. Lot of talk about FFF timing feels slower, here’s what it is. Thunder Knuckle feint recovery is/has definitely slower/increased. I think almost everyone used FP thunder knuckle feint for FFF. I used MP thunder knuckle feint to execute FFF cause I would get a HP thunder knuckle coming out occasionally while practicing the combo. I realised MP Thunder knuckle feint recovery was fast enough to still allow for execution of FFF combo so I stuck with that in vanilla. It’s still possible to do FFF combo in SSF4 with MP thunder feint but SO much harder now.
I haven’t had any problem so far with hp tk feint for FFF in Super…
sjc fadc definitely feels easier, and I don’t know why. Any idea ? SJ having longer cancel window ?
I’ve tried it in training mode with Ryu and haven’t been able to do it on reversal. I think the main nerf to burn kicks is that u just simply don’t get the huge advantage u used to on block now to fish for more burn kicks or counter hit MP’s. Like Viper might only be plus 2 after HK burn kick now instead of plus 4. Have to see the frames though. LK burn kicks are still relatively safe and seem to still give frame advantage. HK burn kicks are visibly slower now. Like the start up on HK burn kicks seems longer and when u insta sjc burn kick u can see that it travels slower across the screen.
I tested BKs out in training mode if you rh bk and do anything but backdash you get hit by c.lp on the ground even if you hold up so its definitely not +2
man posting below the legendary FlashMetroid. I felt her two nerfs. MTK isn’t as fast as it used to be and I was ultra punished by Dudley Corkscrew on blocked bk. I’ve got about 212bp so far.
wow i just tried viper for the first time on ssf4. i wonder why no one reported her punishable bks??
I tested the sj hk bk and the lk bk and both of them are punishable. Unless im not doing it perfectly?
It feels like at leave -2 on block, since i can spd my viper on block, i was back dashing as an escape
overall she feels really sluggish, FFF feels slower sjc ultra feels like easy mode, bks are hella slow…tk slow…
c.mp…i feel no real advantage, but then again i may not be playing at the level flash is, since he said this viper is better than the ones in vanilla…all i can say from an intermediate viper’s pov, she feels nerfed and slow ass.
Checked it out, getting the same thing sj low Roundhouse & short Bk seem to be at least -2 on block, forward seem to be -1 or even. Ground Tk Bk’s seem fine.
this is why i wonder why no one reproted this…
sigh… like i said i may not be doing a perfect low traj bk…but i did a pretty low one.
test it out for yourselves, this should be one of the first things tested.
the good news is that, u prob wont bk much against gief anyways, and if u worry so much, just use mk bk.
and tk isn’t punishable which is good news as well.
but its the lack of offensive pressure. i was playing scrubs online and i cant apply the same pressure, i’d get poked out after a bk or tk…so no bk/tk pressure
as for her c.mp, is it that good? recovery boost means less likely to punish and ability to start atk again, but it doesnt give her startup adv.
everything about her feels sluggish…shes like a crappy easy mode version of vanilla viper
Raeili, she wasw +4 on block, now -2… thats a 6 frame nerf…i think that is significant! its not just about who can punish her, truie only 2 frame starters, which include chun now… but it means no more pressure like what DJ was saying all this time.
Air BKs are still safe on block at the very least, this includes low traj BKs. Odds are if you got punished it said counter-hit next to it.
Ground BKs:
lk bk is now -2
mk bk is now -1
hk bk is now 0
ex bk is -12.
MP TK is -2 on block.
All this means is, you can’t just spam that shit out anymore, and if you were doing it that way to begin with, you were already wrong, imo. -2 is still not punishable. -2 means you’re now inside, and you have to choose how to follow it up, based on char/player. Makes her play less mindless, less BK spam-happy to own scrubs.
Overall, i stand by my original assessment that Viper is overall better, and fits my style much more, as a more reserved Viper, relying on spacing, counter-hits, baits and punishes, and not as a special spamming mind-fucker.
Although it is true that all of her changes came about because of scrubs, either not knowing how to fight her, or not knowing how to play her effectively, which is sad.