C.Viper changes/alterations

We did indeed have some games, twas good times.
It is an error, she’s in the air for ages! =P

The frame trap works too, I just tested it. Bare in mind that’s ON HIT, not after a blocked MP TK. MP TK on block followed by c.mp would lose to a Balrog (though one who mashes jab might surprisingly be beaten out, you need to hit that first frame of recovery accurately), but after an MK TK on HIT, you can click c.mp and if the Viper’s timing is correct, c.jab from Balrog loses. It is slightly range dependent, but not as much as you might think.
The basic way to use it would be to do MP TK on HIT followed by throw a few times to make them tech (crouch teching is better for you), and you should I believe get a counter hit c.mp against Balrog’s c.lk, because your active frames are present during his start up frames.
I believe you can do counter hit c.mp in to EX Seismo too? It’d be tough, but if you can train yourself to do it, that’d make for really nice pressure against a button happy Balrog.

My bad, I thought you were talking about on block. Yeah, on hit you can do that, seen other Vipers do that. Why I don’t throw after MP TK on hit is beyond me lol, loads of Vipers do this. And yup, you can counter hit into Ex Seismo with cr.mp or cr.mk.

Throwing after MP. TK on hit is so good right now. I wish I used it more in Vanilla. Everyone expects another Cr.MP and blocks or presses Focus. When they start teching that can lead to so much damage. I noticed Flash was using EX Seismo after MP.TK (on hit) the other day and that leads to some pain lol

hey guys! i’m new to srk, but i am reading for almost a year now. i’m a viper player from germany. so please be lenient with my english. ^^

so i really wanted to know if mp tk is -2 on block or -1, since this really makes a difference, especially in certain matchups against grapplers or characters with fast supers. so i went to p-mode a few minutes ago and recorded two things: viper doing mp tk on block and immediatly backdash, and viper doing the same thing with immediatly ultra after the tk. then i tried to reversal spd her with gief, and it even didn’t work. ^^ the recorded viper-dummy always backdashed out succesfully, and i ate ultra with gief too. so if i don’t miss anything important, mp tk could not be -2. if it was, the reversal spd would have definitly won. am i right? if i am, this would be pretty good news at least for me! :smiley:

btw hi @djay!

yes you’re right it’s -1 on block. tested it myself. if it was -2 reversal spd would work. i tried a reversal spd w/ hakan, hawk, gief and they all missed. i did mp tk, hold up. their ultras work cause it’s a 1 frame while their regular throw doesn’t work. viper is able to jump on a regular spd. also just for fun honda’s U2 works if he’s stuck in the corner cause he’s not pushed back far enough.

did u do it at point blank range?

yes. 10 char

I also tested it (as I posted earlier) with Chun’s Super, and LP TK loses to reversal Super, but MP TK does not.

So basically: use mk tk always, unless you need to get under FB’s eh? Don’t really see the need to use something that’s -2 if I can choose to use a -1 version of basically the same move.

lp tk has a decent hitbox and nice pushback on block, but it’s slow and I wouldn’t ever use it in a combo over mp tk

It can go under more than just fireballs. Goes under Dash Straight too if I don’t catch your start up.

I know but I’m more or less talking about combos, and I’d never play a good boxer with my viper at her current level :wink:

I know they changed up Chun Li’s MK version of her super so that’s it’s a 1 frame start up. Though strangely it only punishes certain things that are negative one and not all things that are negative one. Wonder if that applies to MP knuckle as well. Probably not or otherwise that matchup would suck once Chun has super.

I tested it actually, the MK version, and it doesn’t punish MP TK, or a couple of other -1 moves like you said. Very strange.

Do 1 frame startup moves hit at the first frame? I always thought that 1 frame startup means it hits at the 2nd frame, except for grabs. So that would explain why chun’s super doesn’t punish some stuff like MP. TK.
Anyways, i was wondering whether counterhit C.mp > cr.hp was new to this game or was already in vanilla sf4. Makes for some pretty big damage of a c.mp:wgrin:

If my knowledge of counter hit frame advantage increase is correct, you get 3 extra frames from c.mp. That puts you at +8, allowing for c.hp. In terms of raw numbers, that should work in Vanilla too.
It is some tasty damage too, when you factor in the combo after the c.hp (not a Viper player, but I presume you can do EX Seismo SJC Burn Kick?).

Yeah, too bad fff doesn’t work after CH cr.mp

Yeah, I thought about it, but was pretty sure the range would be too much. It might work on T.Hawk, but given the preference for staying away, it’s probably best to run away :p.

I think she is pretty good personally. A friend of mine plays her with ease.

excuse my noobism but exactly how is her BK nerfed in super?