C.Viper Combos and Glitches

@Kryojenix

I watched a vid of you playing against a Zangief from the old closed C. Viper guide thread, [media=youtube]qk5_BsWlbf8[/media], and i wanted to know what method you use for Ex Seismo-> SJC Burning Kick. Yours seemed to hit at a higher altitude than mine does. And i learned a few things from that vid, gj man.

Any other methods not listed here yet on doing this would be appreciated as well.

Oh and Kunai if you still need help with the organization of that combo list work has been pretty slow so instead of sleeping i could do that lol, they wont let me bring my ps3 anymore … bastards. so i guess let me know what all you have and i can start an outline or something.

Any combos offa F+MP overhead? Cheers.

Wow I come back and guys are arguing already. :lol:

c.HP, HP Knuckle Feint, c.HP DOES work on a crumpled Guile but your timing must be GOOD. Like there’s no room for error in when you hit c.HP unlike normally where you have plenty of time as long as you Feint to hit c.HP. You have to almost just frame the c.HP or it won’t hit. Close s.HP, Feint, c.HP just allows you to do the combo with the regular timing and generally makes things easier because of frame advantage and seemingly less push back.

My personal observations on the differences between close s.HP, Feint c.HP and c.HP, Feint, c.HP is mainly that close s.HP is more consistent. Ideally you ALWAYS want to use close s.HP, HP Feint, c.HP. More frame advantage, hits crouching people and works better against characters with weird hit boxes (Guile apparently). I personally find the close s.HP combo a bit more difficult to do (at least on my cheap ass hori stick) so that’s something I’ll have to work on.

I super jump into air-burning. The only reason I can imagine mine seeming to hit higher would be that you’re sjc’ing into ground-burning.

Just a moot point pissing contest. Sorry, my time of the month or something. My personal preference is to open with cr.hp since it comes out faster. I’ll open with cl.hp if I’m worried about being pushed too far back for the follow up or if I’m guarenteed the cl.hp to connect.

i wasn’t trying to argue, i guess i can’t articulate my point very well i was trying to say that any follow up you do post fierce fient fierce will be the same. idk if you can get what i’m saying though. i could probably explain it better in person/in game SEE YOU BITCHES AT EVO.

on a sidenote i personally find st.fierce to be easier ironically, when i do cr.fierce fient fierce it always takes me a few tries to get it down. also it just plain looks cooler. viper needs a garou terry alt. fur jacket jeans and rocket timbs.

first one

You can go into c.mp xx thunder knuckle, but the timing and distance isn’t very generous.

I wouldn’t try too hard to focus on comboing off of F+MP. More than half of the time, you’re probably going to do c.MP xx MP TK after the overhead anyway; it’s just highly convenient that it might combo at the right distance and under the right conditions.

And like Wonderswan said, the timing to combo off of the overhead is not very generous at all. I would swear it’s about a 1 or 2 frame link, which isn’t all that easy. You have a better chance of landing counter hit MP TK into c.MP xx MP TK, but that’s on a completely different subject matter.

And for the record, that’s pretty much the only possible combo off of F+MP. Unless it’s possible to do something super fancy, like c.LP xx HJC ultra.

I’ve been messing around with following up an anti-air Fierce TK with the super.

Usually, when I do the fierce version of the super, I only get two hits. I’ve found at the right distances actually doing the jab version gets me all three hits. They have to be pretty far away, and you have to hit the opponent out of the air at a certain height with the TK, but every little bit helps.

Also, when your opponent is in the corner and you TK them out of the air and you land really close to their body, I’ve had the jab version connect all three hits.

Of course, in both mid-screen and corner scenarios, I’ve had my fair share of single hits and complete misses. I’ll test it more and post what I find.

meaty f+strong, s.short, c.strong HJC ultra :looney:

has to be really deep and might only be “consistent” (lol) on fat characters

Hmmm, tried really hard to get this to work but even on characters with big hit boxes I was still out of range for the crouching strong to link. I was able to land crouching short into super/ultra after the viper elbow fairly easily (as easily as c.sk to ultra is =/ ) could be exciting if a Viper player could pull that off consistently though.

I know my execution isn’t perfect but I couldn’t land the standing short kick after the viper elbow at all. I know there is only a one frame difference from the crouching to standing short kick, but it makes the timing on this setup seem even more ridiculous if the difference between hit and miss is just one frame.

Test away please, I feel like that standing short should land and i’m hoping its just my poor timing.

shrug it might have been some kind of miracle trick shot lol
Pretty much a stupid trick shot combo that you really shouldn’t expect to work even in training mode lol, I swear I’ve done it but maybe I actually missed and the other guy didn’t block and I was too hype to care.

s.short link is same timing as c.strong link after t+strong, so if you can do c.strong after then you can do s.short.

Asking this question out of pure curiosity;

How many of you, after preforming s or c.fierce - hp feint - c.fierce, use the shortcut motion rather than the full dp motion to get ex-seismo afterward?

I’ve been finding myself using the shortcut a lot for the ex-seismo when I do that particular combo. Even though I really don’t want to, it makes it so much easier to do IMO. It’s the only reason I don’t 100% hate the dp shortcut (even though it does get in my way in other situations).

i don’t use any shortcut motions and i wish you could turn that shit off

In all honesty, I’ve found that it’s the only reliable way for me to get double fierce into EX Seismo to work. In all of my combo execution capability, I cannot crank out second c.HP xx EX Seismo for the life of me. Mainly because I’m worried that if I try to do it the right way, I’ll end up getting the super instead. :bluu:

Though I’m not a fan of the shortcuts, for double fierce into EX Seismo I have to do it like this:

s.HP (or c.HP) xx HP TK feint, df+2P, df+2P

Since I’m sure we all noticed by now that pressing two punch or kick buttons at the same time causes the highest strength one to take priority, I just do df+MP and HP twice; once for the c.HP and a second time for the EX Seismo. My consistency with doing this combo went up 1000% as soon as I got this method down. I would actually recommend it to other players, I trust it that much.

thats actually what i do as well, though sometimes mp comes out regardless, but its good finger practice. and i second the fear of having super come out

I did hp tk > super to a guy on the ground today, like, i canceled the hit on the ground into super.

This guy had some weird reset stuff with akuma and i was tired of it so i started spamming qcb and hp and it came out dunno lol.

My geuss is i was spamming half circles or something.

And do you negative edge the HP TK feint?

Getting fierce, feint, fierce, ex seismo down to a science, FINALLY.

I can do it with around 80% (facing right) - 90% (facing left) consistency in training mode with no use of negative edge or shortcuts. I’ll post my method a bit later.

Man I figured it out last night too took me bout 45 min once I focus my time on this method.

ATTENTION want to be viper players learn fierce,feint,fierce its a must to get her game down.

OK how I learned how to do it is kind of simple

fierce (as you hit fierce do QCB) then hit the two punch buttons its that easy all you need to do is work on your timing and you will see its not as strict as you thought it was a first.

I’ll say it’s needed to get her top level game play down. Other than that, I don’t think it’s THAT much of a necessity.

Anyway, my method for it is:

[:d::hp:]:db::l::hp: - [:r::mp::hp:][:d::mp::hp:][:df::mp::hp:]

To break it down:

[:d::hp:] = c.fierce while beginning to buffer HP TK

:db::l::hp: = buffered HP TK

[:r::mp::hp:] = HP TK feint while beginning to buffering EX-Seismo

[:d::mp::hp:] = c.fierce while buffering EX-Seismo (when MP and HP are pressed together only the HP comes out. If you aren’t lazy like me about alternating fingers you can go ahead and just press HP by itself.)

[:df::mp::hp:] = EX-Seismo

EDIT/NOTE: Getting the rhythm down may take a few tries, but once you get it down it becomes pretty easy. Just keep in mind that while doing this method, if you’re doing an EX-Seismo feint right after the HP TK feint (meaning the second c.fierce didn’t come out), you’re doing it too fast.

EDIT 2: j.roundhouse, c.fierce, hp tk feint, c.fierce, ex-seismo, hjc mp tk, hp tk [Dmg: 443, Stun: 825, Corner only]

:wow: @ the stun on that one. All you’d have to do is breath on the opponent after and they are getting stunned.