I wonder if this means if you could dash cancel ultra???
yes, but why would you want to burn two stocks for what is probably less damage.
i haven’t tried that but i have been trying to juggle after ex.seismo xx hjc. xx ex tk, but i cannot get anything to connect except for the super. fptk whiffs, ex burning kick whiffs, ultra whiffs, hjc ex burning kick whiffs.
Really trying to learn Viper and I’m having some trouble. She seems to require the most technically on point execution in the game. When she does work for me, there’s a little endorphin high that I get.
I can’t consistently get EX seismo -> HJC -> BK. What’s the best way to get this out? About 90% of the time, when I try to input it with normal motions, my HJ comes out slowly and can’t connect with the BK.
Im pretty sure nothing works after ex tk.
Are you trying to HJ into aerial BK or HJC into ground BK?
For HJing into aerial BK, hit :db::uf: when you see the EX seismo hit and then :qcb: ASAP.
For HJCing into ground BK, TK the motion (:qcb::ub:) when you see the EX seismo hit.
i don’t know if this has been posted or not, most people use ex moves all the time, but i believe you seismo, hjc bk and super with MP, all three hits will connect because she travels further before the first hit.
That’s the one. I thought there may have been an easier way to get this out. The movement is tricky for me. I guess I need more wrist practice… …
Thanks.
does anybody know the specifics behind getting the following midscreen combos?
- ex seismo -> burning kick -> fierce thunder knuckle
- ex seismo -> burning kick -> ex burning kick
are there any tricks to getting these? character/range specific?
I havn/t fucked with ex kick, but with TK I found out that you can get it vs viper for free, and vs some characters where you do a peak flame kick that makes the body cross up. But you have to input the TK backwards.
I was under the impression that neither the FP TK or BK would hit unless the opponent is in the corner.
I was reading earliar if your using Viper you shouldn’t be using her unless your on a stick. I call shananegens. All these technical executions are very possible on the d-pad. I just want to say this is all possible. D-pads are user friendly as well.
Anyways I love viper and I wanted to post this lil neat trick I saw.
Near a corner…and maybe sometimes mid-screen although its rare for mid. I did Ex seismo to hjc Flame kick, to an ex flame kick.
But heres the weird part if you do the last ex flame kick it hits and what not. But if you give it a tiger knee motion backwards it gets and extra hit.
How come?
Are you talking about just regular ground burning kicks? I wasn’t aware you could do either juggle after that midscreen.
Ya I tried burning kicks and couldnt land them in any methods, just TK’s
You can also get instant SJC BK, and if it causes a crossup situation then free FP TK
I’ve been doing this combo (minus the 2nd c.fierce) and tbh, its seems better to do EX Seismo>HJC Strong TK>EX BK. Still does a ton of damage and leaves you EX for cancels and more EX Seismos. Damage seems to be nigh indentical. It also streamlines her execution, as you’re essentially doing the midscreen juggle + EX BK, and you have the option of the Ultra after HJC Strong TK.
EDIT: I see that it is much more range dependant that the BK followup. However, if you have them cornered deep enough, its solid. :tup:
you can definitely get ex burning kick midscreen, i just don’t know exactly how
i’ve done it several times though
Thanks for answering him i also wanted to know, i got another question though:
For HJing into aerial BK, can i also do: 623pp (EX Seismo), and then ONLY 9 and 214K? I mean like instead of Seismo and then 19 and then the BK, can i leave the 1 out because (in my crazy theory) i already inputed it when i did the Seismo?
Also could someone explain me how exactly the EX Seismo -> HJC -> Ground BK and the EX Seismo -> HJC -> air BK work?
I alread read the thread from Kunai explaining hjc and everything but i dont get it so exactly as id like…
For the ground BK i understand that we do a Seismo that includes a down input, and thats why then we do a tiger knee motion for the BK, so that gives us the down up we need to HJC the seismo, and then we press K before we leave the ground so that the ground BK comes out. But if this is right, couldnt we just do exactly the same input for the air BK version but waiting a little bit before pressing K so that Viper leaves the ground?
I am sorry for the dumb question, please help.
EDIT: After thinking more about it, could it be that the problem with “my theory” is that that way we could not get to go forward with the HJ because the Seismo motion is 623 and we actually want to go in the 9 direction so we forcefully need a 1 before inputting the 9? Can a Forward High Jump be done by pressing 29 or can it only be done by pressing 19??? If it can only be done be pressing 19 then i was completely wrong and the only way to get the EX Seismo > HJC > air BK is like ShinobiBrown said: 623PP -> 19 -> 214K.
Sorry for the awfully long post, plz some1 have pity and explain me haha
Got some info:
Point blank jab Seismo SJC FA (lvl 1) dash under fierce TK.
Seems like a nice way to tack on damage if you use a jab seismo to avoid a throw.
Actually, you would get thrown because a seismo has start-up frames. WK Burning Kick cannot be thrown, however. Neither can EX Seismo feints.
On a blocking opponent, you can get three quick Seismo’s starting at just inside sweep range:
f, d, df+LP, df, df, u+MP, df, df, u+HP
Pretty interesting. The normal Seismo Hammers cause you pushback when they are blocked so you have to change buttons for each one.