C.Viper Combos and Glitches

I don’t understand how in the world anyone could FFF with standing, then crouching lol. I crouch both times, I’m not able to do the Tk after a standing heavy punch, maybe because I’m using the d-pad, but w/e. I also can’t instant bk without the time from the seismo to buffer the super jump into the bk, once again, I only use the d-pad, not even the analog stick (It’s completely unreliable). Any suggestions (other than get a stick, because I’ve been doing pretty well with the dualshock; finished her trials, made it to G2-D in championship mode…)?

EDIT: I tried the above method (about slowing down a bit) for insta-super-jumpy-burny-kicks, and thank you, they help a lot.

But only if I’ve already scored a knockdown, so I’ll be more specific:

What about those not-so-instant super jump BKs? The ones where you’re about the distance of a mp. seismo, and you jump right at the opponent’s face and spitfire (choosing whether or not to crossup)? There’s a video in the video thread somewhere of a Viper against an Abel, (I think it was Joe, but I’m not sure) and he ded it a few times. Any suggestions on that?

Get used to the analog stick, in third strike it worked fine for me.
While I used the d-pad for stuff like dashing, probably more than just that but I used both so often without even thinking about switching between them I can’t think what I used each one for.

I couldn’t do that w/o messing up consistently, lol…

some ppl i can use pad, but Viper, stick is my best bet.

Thanks, but I just need to know which part of the motion to slow down on so that Viper will travel slightly higher than the ‘true’ instant sjbk. Here’s what I mean:

For a Bk from full screen, I could high jump, wait, then BK when I’m close enough. (19, 214)

For a grounded SJC BK after an ex seismo, I would EX Seismo, wait a bit (after she hit the ground), then 2149.

For an insta-super-jumpy-burny-kick from point blank range as a crossup on wakeup (barely leaving the ground), I would 2, then 149 carefully.

Here’s what I would like to be filled in:

For an instant SJC BK (slower than the last one I described) that would travel about mid-screen, but Viper never gets higher than the standing opponent’s head, I would… (I actually think it was Dashio who did this against an Abel player in the video thread, I’ll edit with a link to the video.)

Sorry if I’m coming across as arrogant, but to me, this isn’t a matter of stick vs pad, it’s just that I don’t understand which speed(s) I should be inputing the directions. A perfect example is from today; before now I could never do the wakeup instant SJC BK from almost point blank, until insert Viper player here said to slow down after the ‘down’ input. Now I can do it no problem.

EDIT: Here is the link to the video: [media=youtube]G-MBsVKNqFU[/media]

He does it at 0:47 and 1:45, both times after tk feints. Maybe it’s only possible after seismos hits/feints and tk feints? Discussion anyone?

Hey DevilJin, how were you hitting that EX seismo -> HJC -> ultra?

If I do it too fast, I get a SJ. If I do it too slow, my ultra comes out late and it comes out sloppy. I’ve only been able to do it once or twice, but I wanna hit that combo like you do. :badboy:

What’s your method? Any extra tips?

Currently I’m doing…

EX seismo -> wait a sec, down up, dash and get that ultra out ASAP.

I don’t know if this is difficult on a stick, but on a pad I use:

d, df, f, uf, u, uf, f really fast to dash out of EX Seismo. Then I follow with ultra.

Where is the high jump cancel in that motion? Does that work?

Well if you roll it, then you’ll high jump after pressing u. Then when you roll your finger back to f, it should register as the 2nd f and allow you to dash. Just make sure you get the right timing and speed for it.

I’ll have to try that. Sounds like it would work.

I just do the straight up d,u+MP+MK, dash forward and immediately buffer in the Ultra. Since I use a Sanwa stick I just remember to do the Ultra command loosely and don’t hit the gate too hard which makes the command not come out correctly. If you force the motion too much on a Sanwa you get EX seismos and random crap.

The only thing you really have to remember is that for whatever reason you can only sjc focus cancel immediately after the EX seismo hits. It’s not like a seismo to TK or 2nd seismo where you can delay the input for a brief period of time. If you don’t start cancelling and dashing forward as soon as the EX seismo hits for whatever reason the game won’t register your super jump cancel input and will only allow you to regular focus cancel wasting 2 bars.

If on the off chance you happen to hit with a LP or MP seismo and be in range for the sjc focus you just have to remember to delay the timing a bit. On an EX seismo you pretty much cancel as soon as it hits or you waste meter whereas with a regular seismo you want to delay it a bit before the cancel. If you cancel immediately after it hits the super jump cancel frames don’t start up yet and you’ll just sit there doing nothing. The timing on regular seismo is specific as well though and cancelling too late will also make you waste meter on a standard focus cancel.

An easy way to get ex siesmo xx fadc ultra is to actually let the fa hit for a lvl 1 fa then dash toward them and ultra they will still be in a juggle state IIRC I like to dash under then ultra after a successful lvl 1 fa. This may also be spacing dependant as to where the lvl 1 fa will connect, ill have to test more, but it gives you alot of leeway to input the ultra command as opposed to straight up fadc ultra IMO.

I figured you could also do that. Never decided to try that out. Got a lot of stuff to do in training mode today.

Focus attack works but I would just rather combo the ultra raw and have no scaling on it at that spot.

I guess I’ll keep practice and accept that I’m not going to be doing it in a match anytime soon.

The useful part of HJC FADC is that it puts you in range for the ultra. I wish I could hit that shit, this combo owns me. :sad:

I keep getting EX seismo or something crazy. I try to calm my motion down after the dash but if I don’t do it fast enough then they drop too low.

The hard part about this thing for me is having to wait for the EX seismo to hit to be able to HJC FADC. It leaves little room for comfort on the rest of the combo.

edit: I’m getting it more consistent now but they still drop the majority of the time, I don’t hit the dash cancel fast enough or something. I’ll try canceling the hit earlier or something, pretty annoying that I’m right there but not getting it D:

[media=youtube]hgDW-wr6MEQ[/media] <- The end of the video is how I get it most of the time.

Can someone tell me if I need to:

  • Cancel into HJC FADC faster?

or

  • Dash ultra faster?

I think it’s one of those 2, but I wouldn’t know since I don’t hit it often at all.

If you get it the exact same way, you need to HJC FADC a tiny bit earlier.

Mag, practice doing it with ure super bar set on refill, with the ex seismo, regardless of u getting the fadc, u get to practice ure dash ultra, and its a good indicator to see if ure canceling too quick. When u start getting the timing for high jump cancel focus out of ex seismo, ull be more consistent in connecting the ultra

its like Devil Jin said, u got to time the high jump cancel as soon as ex seismo hits, and then u have to be very quick with ure dash ultra (i usually get shortcutted at that point)

DevilJin/InfernoOmni/Freddyloco/el_diablo - Big thanks, I finally got it down.

All your tips put together assisted me.

So the final result I had to get down was…

  • Forget timing the HJC. You can buffer it as early as it hits and it will always HJC.

  • Find the timing on the Focus cancel from the HJC instead, that’s the harder part.

  • u/f u/f is a good way of dashing, thanks InfernoOmni.

  • Then just hit the ultra smoothly, possibly starting with a hcf motion if EX seismo is coming out too often.

Now that I can get it at least 60%, I’ll practice more. Again guys, big thanks. :bgrin: :china:

for insta sj bks… I honestly just do down back to upforward then qcb really fast.

sad thing is on the 360 pad I had this 100 percent (and spammed it like crazy too the point of predictability ) but not so much on stick, which probably helped my game overall.

I have never seriously tried too get consistency from a tigerknee isnta sjc burning kick, I just do the motions in order like I said above.

I didn’t get to see the vid mag but one thing to remeber when fadc with ex siesmo is that you can fadc just before they hit the apex of the launch, as opposed to regular siesmo where you have to fadc AT the apex of the launch. Just my 2 cents.

Not to sure if this was posted or talked about before but here is video of a boxer crossup glitch
[media=youtube]JN6tn2Z71oc[/media]

Yeah Kunai brought up in the video thread the fact that sjc focus cancel dash is slower than the 2 meter non glitched dash. Which now realizing that I realize that there’s almost no reason to do the cancel other than almost immediately after the EX seismo hits. The game glitches out and causes you to perform a regular forward dash out of the EX seismo meaning you really have no other choice but to dash and perform the Ultra almost immediately unless you’re near point blank range.

Once I figure out the ranges for both the regular and super jump cancelled dashes I can decide whether to waste the 2 meters to get the extra range needed to connect the Ultra. This will be especially important to know on characters like Honda who fly up and pretty far away from you after a seismo hit. At farther ranges I’ll burn the 2 bars (3 bars in total…eck) and at closer ranges I’ll save the meter and still get the Ultra (1 bar yay!).

On characters like Ryu…in training mode if I take 2 steps inside fight start position range…I can sjc focus cancel, dash up immediately and do Ultra and as long as I do it immediately he gets Ultra’d. I like using this (even though burn kick to Ultra is pretty easy on Ryu) since you don’t have to worry about timing your burn kick so it hits at the right trajectory to get the Ultra to connect. You just dash up and pretty much place yourself in the correct position and then put in the Ultra command. Other character tend to have more finnicky hit boxes when it comes to burn kick into Ultra so I feel this is good to do universally outside of really far ranges just to ensure you are in the right spot for the Ultra. It only does like 15 points less damage (aka nothing) compared to burn kick to Ultra.

Only on Balrog, huh? Bummer, because that’s the one character I try to keep my distance from. Also, it seems it can only be done if the c. mk hits him while he’s crouching, and I don’t think a Blarog player is gonna crouch without guarding, especially since he has to charge is moves.

Is there anyway to sj fadc after a thunder knuckle? If so, what’s the timing for the high jump? Sorry if this has already been explained…