C.Viper Combos and Glitches

lol what have I started… rerail

its just the thing where you are actually landed before it looks like you are, like when you are chun -li and you jump and then right as you hit the ground do her overhead kick and it looks like you did it from the air, its just with a focus… though I guess I never thought of applying it like this… I will start.

I think there was a long thread on the main SFIV page about “air” focus-attacks.

If I remember correctly, it’s just “landing frame” focus attacks, where if just one foot comes down, u can cancel to specials and focus attacks…Idk about anything else, as I rarely use it.

The only one who can truly do an “air” focus is Gouken.

Forgive me guys, but I’m completely lazy to dig through to find this question that most likely has been asked before.

I wanna know how you guys hit the motion for low strong -> HJC ultra. The ways I’ve been doing it are random. :looney:

Number motions would be cool, or I can understand most type of notations.

c.:lk:, s.:lk:, :d::df::mp::r::qcf::uf::3p:, just my preference.

Showgun’s right, homie. It’s like Links in this game. The frame recovery is literally PERFECT for this. No padding frames for it. It’s literally, as soon as the recovery is done, you’re already going into the MPTK. With EX, you pause a little, but with MP, you’re going directly into it. Do it too early and nothing comes out, due it too late and Ken will wakeup AWWYUCAN!!1 you.

Thanks, it isn’t easy to do I guess.

The input display when I get it reads…

2 + mp 369 2369 8+PPP

edit: I can get it 100% on the right side but not the left, trying the same motion too…definitely sucks for me lol.

edit two: Ok both sides down…about 75%. For others who are having trouble like me…I think the best way is to turn on input display, and make sure you’re going up-forward and then all the way to up. When I go all the way up, it gives me a better chance of it coming out, almost always.

edit three: An even better method. All you have to do is cr.MP -> roll to qcf, then do qcf with an up-forward then HOLD up and then press 3 punches. Comes out like butter for me now.

I’m looking to incorporate “flashy” combos into my game. Any good ones?

They’re not necessarily the ones that do the most damage, or are the most technically demanding. But they’re there to rattle my opponent’s psyche into believing he’s outmatched a superior opponent.

Examples I’ve noticed that work well:

-Landing consecutive punch or kick to m.P/l.P TK.
-FFF combo
-j.f.K, s.f.P, EX seismo, BK
-jump-in f.K, c.m.K/c.f.P, m.P TK
-BK cross-ups

Etc.

EDIT: I’ll also add that, to my great shame, I can’t do the instant BK. I know the motion (:qcb::uf: + f.K… right?), but I’ve only been able to get it out once, and I was half mashing. I currently use the 2369, 63214 + f.K method, which has served me well. However, from match videos, the instant BK appears more effective in cross-ups.

So, help?

I probably shouldn’t give advice on input being as I’m a pad Viper :rofl:

A really fancy thing to try (although not a full combo, but more a pressure game thing) is to hit em with a c.mp/mk xx M.TK, cancel a TK immediately after into a very low HJC BK. It really fucks with them (cross up if you do it right) and looks awesome.

H. Knight

the instant burn kick thing was mentioned in another thread or maybe it was this one?

But if you hold down for a split second, then do the motion SLOWLY (not too slow) it will not registers as a super jump, which might be your problem.

^^ This

I was kinda surprised how well this worked. I was doing it during one of the get together sessions my friends and I had after school this past wednesday. Granted my stick is broken so I hadn’t tried it in practice mode before hand. I’ll be sure to be crossing up peeps on wake up with this. I also use it to built meter. I need another stick badly. D:

You know I use this mostly to build meter, so I finish with up/back. I havent been able to get it to work on wake-up. I always feel I don’t have enough time to get up close, hold down for a split second, then slowly do the motion. The few times I tried it last night I ate a awwyyuuuken or a canon spike or (insert godly wake-up) to the face.

Yeah, I did read the whole discussion.

Man, why is it that whenever I post something on here, I get to be able to do it before I get to see the replies? Happened in the trial thread, and now here. So yeah, I can do the instant BK now. The problem lies in my input. I tend to get a grounded BK much more often than the instant version because I hit a directional input other than :uf: after the :qcb:. Delaying hitting K helps some, too.

That’s solved, I guess… Although I think the first posts of this thread should be updated with all this BK info. It’d be nice to see some tidy info all put into one location.

Is anyone having success with this crossup combo?

Jumping mk crossup xx cr.lk xx s.lk xx cr.mp xx lp/mp.tk?

I’m asking because the larger the combos you have, no matter what the damage is (esp. ones that don’t require meter), will almost always make you oppenent play it safe, which works right into vipers hand, and this one seems pretty “OMG stay away from her/OMG guard, guard, guard/ OMG Vertical Reversal” and that’s just what I want.

Not sure if this one is more appropriately deemed a “matchup” question, but what the heck:

Is it just me or is it much more difficult to land a FFF on Bison (Dictator) than other opponents? It seems like everytime I try, the first hit knocks him out of range for the second. Anyone else having this problem?

That combo you mentioned isn’t a bad combo. I usually do close s.MP, c.MP after a connected cross up since I believe it is a true block string (can’t be DP’d inbetween).

When you’re landing FFF…are you starting off with close s.HP or c.HP?

Well with cross ups I like to switch around between MK and HK. Usually, at the point of both…the HK will hit in front, but I’ll land behind them. If I time the MK a little later, it will hit behind them and I am able to combo. Both options land behind the opponent, but they hit in different areas meaning they have to block it different each time. Then we got the burning kicks to throw in. :china:

I’m with DevilJin on close strong, low strong. I tend to catch most jab mashers (when I want to time it so that they can press something and I can hit, not used vs uppercut mashers though) and anything other than uppercuts with that string more often than the low short, close short string.

I’ll test out some close strong -> HJC mix ups. I’m wondering if Viper can be able to burning kick some uppercuts if they’re mashing it during a block string, like Viper’s close strong.

I bet that does work, I know if you do , cls.strong, cr.strong hjc RH BK you get a cross up on ryu everytime…

also non-meaty cls mp, cr.mp is not a true block string, but they only have one frame to reversal soooo you are probably okay.

Ah that’s cool. They can’t mash DP like all her other strings at least.