C.Viper Combos and Glitches

hey everyone, jus started getting the feint combos in my muscle memory, took its time but it got there , now jus curious after feints what do u tend to follow them up with,
i tend to either f.mp, mp - mp.tk or low sleep,but cos im only using mp feints i dont know if that will matter at all, its so hard to fp feint heh, always tend to mess them up,

p’s i hate bloody scrubs who jus shoryuken for the hell of it, dont get to practise feint combos :frowning:

im guessing that when you do the EX hammer, air roundhouse BK, ultra…the BK is delayed like what others have mentioned. So to delay her air BK, you have to do it in a non-instant manner?

also, can she link her ultra via fierce feints from other normals other than st. and cr. HP? if yes what normals are they?

me just messing around.,

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ultra stuff + damage scaling quirks

corner ultra setups:
AA fp knuckle, ultra = 505 dmg
burn kick, ultra = 535 dmg
fp xx EX seismo, ultra = 586 dmg
fp xx EX seismo xx sj burn kick, ultra = 612 dmg
fff xx EX seismo xx sj burn kick, ultra = 612 dmg (scaling makes both exact same ^)
fp xx EX seismo xx sj mp knuckle, ultra = 625 dmg
fff xx EX seismo xx sk mp knuckle, ultra = 626 dmg (the extra fierce gives 1 point more damage ^)

the scaling makes it that doing a fff into an ultra is pretty pointless - unless you’re still going for stun, in which case you need to watch you don’t waste your ultra and leave yourself wide open.

if you add in a jump rh the scaling gets worse

jump rh, fp xx EX seismo, ultra = 598 dmg
jump rh, fp xx EX seismo xx sj burn kick, ultra = 612 dmg (exact same as no jump-in)
jump rh, fff xx EX seismo xx sj burn kick, ultra = 612 dmg (exact same as no jump-in with no fff))
jump rh, fff xx EX seismo xx sj mp knuckle, ultra = 624 dmg (one point less than no jump-in and no fff :|)
jump rh, fp xx EX seismo xx sj mp knuckle, ultra = 626 dmg (exact same as fff with no jump-in, and 2 points more damage than fff with a jump-in :|)

so yeah. if they’re wide open in the corner and you have ultra, the easiest way to hurt them the most is fp xx EX seismo xx sj mp knuckle, ultra. unless you’re a stun fiend or want 1 extra point of damage, then do fff, or tack on a jump-in.
note that you gotta time the ultra when they’re around viper’s chest height after a mp knuckle. a burn kick you want them around head height, and an AA fp knuckle is sort of inbetween the two.

I didn’t write down the stun on these but they should end up around 600 ish when you bring out fff. into the 700 range if you start with a jump-in. ultra does 0 stun.

all done on ryu with 100% health. obv they’ll be scaled down a little bit once he loses more.

so i asked jinrai to edit the first post with the combos i did way back when so now we finally got some combos on the first page :smiley:

If by instant you mean 2149, then that is correct, I never do an instant off of a seismo. I do 19214 and by altering the timing pick low/med/high depending on what I want to do. High (or late) if you intend to go for the Ultra.

yah, i got this one…also, i can spot whether i mistimed the burning kick so that i wont be risking her ultra and vice versa. ive hated people telling me how i missed ultra after every air bk that hits, that just pisses me off.

hey guys does anyone know if her overhead can combo into anything

Thanks, sorry man I never put them up. I’m a bad parent. :wasted:

If you hit her f+MP overhead from really far away or hit the person on wake up with it just before she stops the animation for the move you get enough advantage to combo into c.MP into whatever.

from what “counter-hit” move can she link her ex seismo on reaction

If I’m not mistaken, probably crouching FP is best. Range is questionable, though. Standing FP is possible, but range has to be really close… so using it as a counter-hit is unlikely.

Her other normals have a window where someone can counter your EX Seismo or block it. However, if you are putting pressure on someone, it helps to add the EX Seismo to hit them if they flinch. Just don’t be SJC-happy and follow with BK.

Probably the safest thing to do is cr.MK to MP Thunder Knuckle. It’s not a knockdown, but it’s near guaranteed damage and adds stun.

I was messing around in training mode today and figured out that you can cross up Vega when he quick stands by forward dashing through his kip up. This work on any other characters? Haven’t messed with it a ton, but it didn’t work as well on the others I messed around with.

I think my hand is retarded now because I used to be able to seismo hjc lp/mp/hp thunder knuckle no problem but for some reason now when I do it. It seems as if I just high jump more often than getting the thunder knuckle. Has this happend to any1 else and can some1 tell me what exactly I am now doing wrong when I swear I am doing the same motion I used to. Thanks

I think you could do c.MP/c.MK to EX seismo on reaction if you’re looking for the counter hit. If you hit the opponent with either one in a footsie situation and you think it’s going to hit…if you see the counter hit sign on your screen I would think u could do it on reaction if you’re looking for it. It’s obviously better to do this from a distance in poking games so you can limit the options the opponent can punish you with should you not confirm the counter hit. Which is why it’d be best to practice this to the point where you could do it on reaction.

c.HP is actually a decent poke because the hit box is pretty big despite being short ranged but its a little slow for footsies. Start up frames are slow so you have to throw it out more on anticipation than reaction. The nice thing about c.HP is that you don’t need a counter hit situation to combo into EX seismo and gives you all day to hit confirm regardless of counter hit.

i’m having a bit of trouble with seismic, hjc, flame kick. my flame kick is late almost all the time. any tips to landing it?

do it faster.

thats what she said

but for hjc,bk. i do the seismo and wait for it to hit then :db::uf::qcb::hk: all in one motion it took a lil practice for me to get it down but now theirs only a 1% chance i will ever miss it.

Viper is pissing me off now, or I think it might just be the controls in this game. I’ve been thinking of some new combos to do and I discovered the combo that links her weak s.h. with a HTK and into her super. I also found I could do the same but instead of the super I would just link another HTK into the combo.

But the thing is with her s.h. combos I’ve found it extremely difficult to combo after it. When I had mentioned that last combo I had achieved it after several tries over a long period of time because majority of the time when I try to do a special move after a s.h. I high jump backwards and either do a hard punch or kick, or high jump backwards and do a burning kick.

I had managed to pull the combos off after time, but it requires too much precise timing and co-ordination. When I tried that weak s.h. into double HTK on the right hand side I found it impossible I just either did the weak s.h. with game acting like I didn’t input anything else or I would jump over my opponent’s head or backwards. I can do HTK find when I’m standing on that side, but it just seems impossible to pull off something that has to be so precise from that side.

I’m using the PS3 controller BTW.

Well 1st off no to s.h., it’s Seismo there’s a whole thread debating that.

Secondly you’ll have to get used to that level of execution when playing a character like Viper and while a fightstick of a good quality might improve your accuracy at the imputs, timing and spacing are other factors that must be taken into account.

Finally to the combo while i’m not at home to even try it out, i’m sure that you need to SJC that TK to get any good measure from it. but it’s rare that you’ll get a lp. seismo off unless your oppenent is stunned or just completely scared to make a move because you’ve played an amazing viper.