Really? That’s good to know, thanks for that, I’ve been having some trouble getting an instant BK to come out after a walk or dash.
Damn, that’s pretty fucking sexy (and shouldn’t be too hard to execute either). Good shit, if it works. :tup:
You sure this works? I just tried and I couldn’t get it.
The only way that might somehow work is on a counter hit and even then I doubt it. I’ll try it I guess.
Oh wow, I may have discovered something. You can do st.hp into cr.mp. If it’s old news, I apologise. Doesn’t seem very useful though.
Oh, and I did it on non-counter hit as well.
sorry for the combo i posted, its a fluke, stupid ne to post something i havent confirmed…my opponent tried to jump thats why i tagged him with down mp…
Nah it doesn’t work. I tried it with both counter and regular.
Hello all, new to viper, just switched to her cold turkey two days ago from guile and was messing around in training (still suck)
I’m not sure if this is even worthy of posting, or am i just crazy,
virtually any jump in attack besides the light punch and kicks can be combo’d into her ultra.
medium and heavy kick/punch will put them in stun and allows combo into her ultra, same with ken
i feel like this is pretty general knowledge but i thought i’d post it anyways
side note though she’s really fun but really tough, i’m still getting the hang of when to use seismo’s and i can’t seem to do quick grounded bk’s off the sjc cancel consistently or off the c.hp xx ex-seismo
the tiger knee motion isn’t consistently hitting, maybe it’s cuz i’m on a sq gate
You just need more practice, I’m using a square gate as well.
hey there i hav one or two questions which i need answering if anyone would be so kind to do so,
first one is the siesmo into burning kick, now i got that down all the time on the left hand side, a little iffy on the left still but what i was wonderin is if the timing is different on the ex or normal, i kno it takes longer to start up but not sre after, then most of the time i jus end up jumping, mostly when im on the right,
and my second question i was wondering if anyone had the frame data on the feints, how long it takes, and how long you got to feint off TK, i had a look round i couldnt see it anyway, well thanks people
So, I have been training with Viper a lot, since I was really touched and impressed by the same time with all those awesome combovideos and Ultra links, so in this post I will try to outline the basic coverage on the frequently asked “what can I do with my Ultra?” question.
I.
So, basic attack-> into ultra (not reall HJC involved, as far as I know)
- H.Tk -> Ultra (usually, below Vipers neck a little is a total sweet spot for startup, if it is above, you can be sure that you will miss it)
- Burning kick in corner -> Ultra (same applies as before)
- Focus attack -> Ultra (no enemy in the air, so unless you are at pretty far, the opponent wont fall out of it)
- Ex Tk -> Ultra (might need dashing if both of you are not in the corner)
- Seismo when you are close -> Ultra (once again, the height restricions stay the same)
Most of this stuff is only really guaranteed if you have your opponent in the corner - so everyone practicing these should start there. And of course, variations apply, but they are basically derived from the 5 “type” up there, namely:
5-> Combo ending seismo -> (HJC) Burning Kick -> Ultra (again, usually safe only in corner)
(You can combo into a super from BK, from Tk: rule here is seems to let the enemy fall below or around Viper’s neck - if you start it when he/she is higher than that, it may mean the opponent falling out of the 3 strikes, and that means he might possibly punish you. )
These are the basics, and advanced applications are even possible, considerably these:
II.
Punishing with ultra,
Usually, these needs to be timed extremely well, as any “too soon” or “too late” execution means a whiff, or worse, your enemy striking first. Most of this stuff is doable thanks to the limited invulnerability frames we have when the ultra strikes
- Thrown projectile from a bit closer-than mid-range
- Focus attack on wakeup - and if they cancel it, they can still be hit when they are in dash frames (altough it will mean they might fall out before full damage)
- Opponent Jumps in
This is where the tricky things starts. From a very limited testing, I came to the conclusion that as your ultra does not really require your enemy to be on ground (as from the above combos it is easily undestandable), so when they are not the ground, they cannot block - especially not when they launched an attack to you while in the air. So, when they are around you, AND (and this is important!) they are to end up just in front of you when they would land, you can launch the Ultra, and it will hit them. Walljumped attacks (Chun Li, Vega, El Fuerte, Seth, etc) are especially counterable by a well-timed ultra, even if their attack seems to almost reached Vipers hitbox. - Counter enemy’s attack with your own
(This is obviously a placeholder category, there is too many possible variations to list all, but a few attack is really sensible to this, including Blanka’s Ultra and almost all of the sliding kicks).
Sorry for not being 100%-ly technical and there might be already another thread covering all of the Ultra variations - but if not, this could be the perfect time and place to talk about them.
Dictator’s Devil Reverse can be countered with Ultra as well.
i have problems hitting the ultra after a high AA HP TK? any tips, like doing qcf 3x to ultra just to delay it a bit (does this even work)?
also, i’ve been in a lot of situations where i hit a close EX seismo…instinctively i do an air HK BK whether the EX seismo hits or not…is there a way to confirm an ultra after the air HK BK? if i baited a normal, i dont do the air BK and just ultra after EX seismo hits…i just want to know if you guys hit confirm the EX seismo before doing air BK
What exactly are your problems hitting the Ultra afterwards? Does it just not connect at certain angles? When you’re doing AA HP TK to Ultra you want the opponent to be as low to the ground as you can get them. As long as they are not a split second away from touching the floor it should connect. Most of the hit box for the Ultra is lower towards the ground any ways. This is especially true against characters with weird hit boxes like Fuerte and Rufus. You really have to make sure you let them fall to like around or below your waist area to get the Ultra to connect. Obviously if they’re too far away it won’t work either.
Oh and yeah I’ve gotten myself to the point where I can hit confirm the EX seismo if I clearly see the opponent sticking out a move when I start it. I also look to see if I get a counter hit message on my side of the screen. If the opponent sticks out something just as you start the EX seismo and it says counter hit you know you can burn kick at them no problem. If they are just standing still and forget to block low if I’m really on point I can see it but sometimes if I don’t I’ll just stand back or if I was just trying to throw out another seismo for pressure I’ll just do that to stay safe. Basically I’m just looking for the animation of the opponent blowing up instead of blocking and hearing the hit sound that is created when the opponent is hit.
Best way to confirm EX seismo to burn kick is to confirm it off of something else. Like c.HP or counter hit c.MP/c.MK. Obviously EX seismo is a very strong long range tool by itself though and it’s good to learn how to confirm it by itself for space control and connecting big damage from far away.
Like DevilJin said, you can nail a ultra after the TK if they are around waist level or depending even up to shoulder level although really waist to just below neck is where you want to keep it.
For the Ultra after BK, make sure you hit the oppo high with the BK if you want the ultra to connect. Its really easy to spot, they almost end up under you when you BK then just tag the ultra on landing. Sometimes though you have to watch their height as they fall, but usually shoulder level as you hit the ultra and it will land (They fall fast so they need to be a bit higher). A few times they have been higher than shoulder level but thats rare and you can just wait for them to drop a bit until you hit the ultra.
thanks Bayn and DevilJin…so is there no way to connect an ultra after an early anti-air HP TK?
time to learn comfirming ex sh…
While the timing is the same for all of it really, if you watch closely you’ll see that her FK low, or where they are even (side by side) tend to shove them to the side just out of range while the high FK still hits them the same but because you fall a bit more forward they are just in range for the ultra to hit.
And just for giggles you can hit the side by side FK -> Ultra but I think thats luck. I’ve done it a few times in training messing around but its not reliable, not like the high FK hit.
I usually practice on ken/ryu/akuma for this since they seem to lie flat and its easy to see if you hit them from under (low) feet (side by side) or mid section (high) for the hit confirm.
dunno if this was mentioned, but after landing ex seismo in the corner, and going for high jump mp thunder knuckle, tacking on a tiger knee ex flame kick does a bit more stun, as it adds an extra hit.
So, I’ve been seeing all these variations of Viper BnBs, and Im wondering which one is really the go to option, especially at midscreen. After Ex seismo I’ve been seeing, sj mp tk, sj bk, and this new stuff w/ sj fadc sweep. From what I understand, TK does the most stun, BK does the most damage & the sweep setups a strong mixup on wake up? Is the sweep one just to show off & hurt feelings?
Sure, but just so you know; you don’t need sj fadc to tack on a sweep (or a far standing roundhouse, which also knocksdown), you can link both of them without the sj fadc…