C.Viper Combos and Glitches

I personally think HJC version is easier, seems like the timing is less strict for me that way

I’m pretty sure Kensou does the same. I guess it makes the timing easier as you just immediately mp tk feint into another mp tk right after the ex-seismo hits, as opposed to waiting a bit.

:lovin:

That is pure sex.

Please tell me the 2nd combo you did. I can’t make it out to clear.

s.FP > Feint > c.MP > EX Seismo > Feint > MP TK > Ultra?

Thank you for letting me know this. It has been a revelation. :lol:

close fierce -> fierce feint -> crouch fierce -> EX seismo -> fierce feint -> MP TK -> wait until torso height then ultra.

Yeah the HP feint puts you in almost the exact position you need to be to do MP knuckle and then Ultra.

Question:

Can Anti-Air EX TK combo into Ultra?

Today I caught numerous people falling from a jump with an EX TK, I tried to combo the Ultra into it same way A-A FP TK would combo in, but I could never connect.

Just wondering so I don’t keep whiffing them.

What’s up guys, I figured Viper is very time consuming on practice and if we help each other, we should be killing Sagats sooner than usual.

Anyways, here are some videos of the setups that currently work for me…

[media=youtube]ilu1FIVlkX0[/media]

^ Explanation for burning kick over fierce feint; catches some people thinking you will HJ near them, builds meter, and positions for more seismos and fakes.

Explanation for feint -> dash up; Closes the zones of where they can jump in. If they neutral jump, if you’re close enough…they have to start to worry about your burning kick crossing up and hitting them. If they jump back, you gain space, and you get closer for your corner ultra juggle. If they decide not to jump, you can let seismos fly and chip away.

[media=youtube]FOSe12iUINQ[/media]

[media=youtube]uY1KAyfegw4[/media]

[media=youtube]9VYxI5RWb6Q[/media]

Some might be old news to the experienced Viper player, but it’s there to help the newer ones out for the most part.

If anyone finds anything safe, let me know. I’m trying to work on ambiguous burning kick loops, but I can’t get it with the qcf short on the other side…if you know what I mean. I’ll keep trying and post up whatever I find.

If you can’t record, I can try and upload it while giving credit to the author :smile:.

Happy Trickies :party:

Nice post man. Its really helpful as im slowly switching my main from ken to c viper since i think she just looks so damn sexy when she does her combos. I wish you had live so we can get some matches in!

Nice vids MagMan.

A vid displaying Viper’s options from her c.mk/c.mp xx MP TK feint pressure would be nice too.

Such as:

c.mp/c.mk xx MP TK feint xx dash - throw

c.mp/c.mk xx MP TK feint xx c.mk xx MP TK

c.mp/c.mk xx MP TK feint xx overhead xx c.mp xx MP TK

c.mp/c.mk xx MP TK feint xx HJ Forward/Roundhouse BK cross-up

Feint mixups? Ok that will work. I’m going to do that tomorrow, since I have to switch ISPs due to comcast having to share too much bandwith in my node (group area), causing all connections to lag.

So I’ll be updating with videos more often.

Keep the ideas coming :tup:. More importantly, if you guys discover any new safe/ambiguous set ups, it would be nice to add something new. Or if you guys figure out why top players use a setup.

super jump xx lk burning kick over a fireball to bait DPs

FINALLY!

Fierce Feint Fierce is in the friggin’ bag baby!!

Also c.HP xx Fierce TK feint xx c.HP xx mp.TK

[media=youtube]G-MBsVKNqFU[/media]

Anyone care to explain the input timing for this?:

TK feint, superjump into burning bk

Dashio does it at least twice against this Abel player. I can’t seem to buffer in the superjump during the TK feint, probably because TKs can’t be sjc… Is it just a matter of my speed when inputting the sj after the feint? Help please

ya ive been wondering the same thing. seems like an awesome way to mix things up

This

I just recently started implementing this into my game and it’s really just a matter of being quick with your hands.

However, if you look closer at the vid, you see that Dashio didn’t HJ after the feint the first time. Had he HJ’d the first time, I’m pretty sure the BK would have crossed Shiro up and hit him (which I assume is what he attempted to do but screwed up). He got the HJ the second time, but Shiro jumped and hit him out of it.

Needless to say, I <3 that cross-up. So easy to catch people with once you get it down.

If I learned anything from mags videos it’s that his execution is insane, good job man.

Whats the damage and stun on: j.hk, FFF xx ex siesmo, mp tk, ex burning kick?
I for some reason cannot for the life of me even do a normal hjc mp tk so the ex burning kick is not an option for me just hp tk. Also, this is the most damaging/stunning combo right? outside of ultra combos of course.

Performed the combo in training mode and it does 468 damage, 850 stun. Wow…

My execution is just ok for a Viper player…I want to be able to hit everything 95-100% in a real match. Hopefully, training mode warrior status will get me to the execution I need in hot situations.

[media=youtube]j9w6yK5SDLs[/media]

The goes the basic chain link mixups. You can spice it up with extra low forward fierce feints, or jump in roundhouse instead of short.

Jump in short; better for tick throws, that’s why Japanese players burning kick a lot after it because it’s so quick because they have little blockstun to deal with.

Jump in roundhouse; better to combo off of, and mix things up with. Gives them more blockstun, allowing you to do a few more things that you can’t with short. Such as FFF.

I need to start writing things down before I do them in a video, I brain fart a lot lol. I kept trying to super after the instant crossup burning kick…but it has to be done PERFECT and I got annoyed of having to do the video over again (maybe because I saved that one near the end).

edit: I forgot to add this in, very important to remember that these mix ups can be uppercutted. If you’re feeling the uppercut, just block it and punish. If you know they will FADC it, back dash and make them whiff completely. Usually, I go for the back dashes if I’m going to KO…but if it’s early in the game, I’ll let them burn the meter and keep playing. Maybe it’s smarter to always go for the damage, though…and just not get hit altogether.

Good stuff Mag.

Yeah, that’s the one big problem with Viper’s TK pressure. It’s far from air tight. IIRC: You can get reversal DP’d inbetween a c.mp/c.mk xx MP TK block string (which is so stupid). This is why feinting it (more so than actually doing the TK) is so helpful.

You’re right I did forget to mention that. It’s not all too bad that a lot of her strings aren’t air tight, uppercuts get punished hard. Just takes a lot of patience and baiting.

That’s why I think Viper’s neutral game is so important, because with all the baiting…she may end up seeing it more than she is comfortable with (to the average Viper player).

It’s just the jabs that can tend to be annoying. Thankfully, not everyone is Rog :china:.