So I messed around in training mode with fierce seismo feint fierce and all I got to say is it looks way fuckin’ sick, Dashio is a pimp, that is all.
hey, quick question about FFF. sometimes I notice I get an EX thunder knuckle instead of the HP feint, but I cant notice the difference in my motion. What am I doing wrong? trying to cancel too fast? any solution to this?
Your cancelling to quickly as you are pressing 2 buttons while doing the FTK command. The feint off of an attack is a lot more lenient then a naked FTK feint. Just slow it down it a bit.
I was playing around with Viper the other night trying to see if I could do a long ass combo/block string because Ryu’s variations in block strings started annoying me and apparently the longest I could get was a 6 hit:**
J.hk > st.lp > st.lk > st.lp > cr.mp > wp or mp tk - Combo Damage 236(varies from 195 and up)
With super added, does 9 hits and also 356 worth of damage.**
Now I’m not sure if this has been posted but I don’t think it’s worth it. It’s hard to hit the cr.mp even when opponent is in the corner and the timing for it seems really strict as well.
yes, it’s true you can HP TK feint to avoid jump-ins, and i’m pretty sure your anti-grab was you getting lucky in your timing on the HP TK, then the feint. I’ve also used cr. mk and even cr. HK, Ryu style. The sweep works great on crossups, even Fuerte’s splash and throw.
I got super and for whoever has it, has anyone been able to land Ultra 2 off ex seismo? i been trying to get the timing right on how to land it…
I believe you can do ex. seismo, sjc ultra II. So just do the same motion as a ex. seismo sjc bk but with an extra qcb + 3k. Just gotta figure out the range.
Yes, it does work.
Hey guys does anyone know if you can still do standing jab > crouching strong? I do it in vanilla sometimes cuz it’s funny wanted to know if its possible.
I think it’s still there, I remember doing something like that.
I’ve been trying to combo a HP Seismo into Ultra 2 but I can’t make it catch up. It seems like it’s only if the opponent is in the corner when the HP Seismo hits that you can SJ close enough and at the right angle for the Ultra 2 to connect. Has anybody been able to make this hit outside of the opponent with his back to the wall?
This has been THE INVINCIBLE SWORDSMAN saying:
If it’s possible I’ll make it work. A (near)full screen Seismo into an ultra? For somebody who just did a full screen Sonic boom? I would LOOOOOOVE to make that happen.
It definitely works, I used it for the j.hk, st.lk, st.lp, cr.mp, sjc ultra trial.
yep, you can st. lp into cr. mp. which is nice, because you can link that off of cr. lp, and her close st. lp and cr. lp are both 4frames
It works. You just have to do the ultra later in the jump than you normally would.
Ok I’ve made it a point to get EX seismo meterless FADC down and actually understand the reasoning and timing behind the inputs. I sat down and studied this because I think it’ll make a crucial difference in Super for her.
So maybe you have this down, maybe you have it 100% on one side and 60% on the other. If you have it 100% on both sides, no need to read further. But on the contrary, if you wanna increase your accuracy on the combo…here’s what I’ve found to be vital in executing this properly.
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You must hit U/F : I know this sounds a bit dumb, but turn on the input display. If you keep flashing yellow, it means you pressed U/F at the WRONG time. For me, I kept pressing it AFTER I was pressing the focus, thus it flashing yellow as opposed to getting the meterless HJ. The HJ must follow through after the EX seismo, but needs to be timed before the focus tap. This is nothing new, but it is important to get this part of the combo down.
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Using the focus attack as an input for the dash : If you always whiffed sweep after the meterless FADC, this is for you. Some people either get the yellow flash (meters spent) and hit the sweep, or get no yellow flash and whiff the sweep. The way (I prefer) to fix this is by using the focus as a dash input, then tapping F once more to get the actual dash. The reason this works is, if you do U/F (or f/df), it counts as an input for the dash. This makes things much easier giving you more time to dash up and sweep, without having to spend the meters or less risk of messing it up.
Well, those are the two most important things I’ve observed. Everything I actually planned on listing were in the details of the first two. Have fun combo’ing into sweep
edit :
- More on meterless HJ : To perform this accurately, you need to input HJ AFTER the EX seismo hits. So basically, if you’re getting the yellow flash, you did the HJ way too early. The key to landing this consistently is to do your motions after the meterless FADC clean but early as possible. This means your dash has to come out as early as possible, and your sweep (preferably Plinked) has to come out ASAP as well. There is a possibility where you meterless FADC too LATE, but in most cases that won’t happen often. Again, you just have to find the middle ground.
what are her beginner level ENTRY LEARNING combos for c.viper. I am basically playing for the first time.
Look at the first post on this thread.
so your saying that every C.Viper players know every single one of these combos and they did not start with anything less than this?
cr.mk/cr.mp, mp knuckle - 180 dm 300 stun
cr.mp/cr.mk,mp knuckle, super 420 dm 300 stun
cr.short,st.short,cr.mp, mp knuckle 172 dm, 320
st.strong,cr.strong, mp knuckle 216 dm 588stun
aa fierce knuckle, fierce knuckle, 140 dm, 300 stun
aa fiere knuckle, ex flame kick 190 dm 350 stun
aa fierce knuckle, super 370 dm 150 stun
aa fierce knuckle, ultra 505 dm, 150 stun
flamekick, super 400 dm 100 stun
flamekick, ultra 535 dm 100 stun
seismo, sjc flamekick 220 dm, 200 stun
seismo sjc flamekick fierce knuckle 276, 320 stun
seismo, mp knuckle 240 dm, 300
seismo, mp knuckle, fierce knuckle 296 dm 420 stun
seismo,sjc flamekick, super 460 dm 200 stun
seismo, sjc flamekick,ultra 596 dm, 200 stun
ex seismo, sjc flamekick, 220dm 200 stun
ex seismo, sjc flamekick, fierce knuckle 276 dm, 320 stun
ex seismo, mp knuckle 240 dm, 300
ex seismo, ultra 555 dm, 100 stun
ex seismo, sjc flamekick,ultra 596 dm, 200 stun
fierce, ex seismo, sjc flamekick 290 dm 380 stun
fierce, ex seismo, sjc flamekick, fierce knuckles 339 dm 485 stun
lvl 3 fa, fierce ex seismo, sjc flamekick, 366 dm, 490 stun
fierce, ex seismo, sjc flamekick, ultra 612 dm, 380 stun
lvl 3 fa, fierce, ex seismo, sjc flamekick, ultra 584 dm, 490 stun
fierce, ex seismo, mp knuckle 306 dm, 520 stun
lvl 3 fa fierce, ex seismo, mp knuckle 378 dm, 550 stun
fierce, ex seismo, mp knuckle, fierce knuckle, 365 dm, 565 stun
lvl 3 fa fierce, ex seismo, mp knuckle, fierce knuckle 413 dm, 625 stun
fierce, ex seismo, mp knuckle, ultra 625 dm, 460 stun
lvl 3 fa fierce, ex seismo, mp knuckle 594 dm, 550 stun
fierce fient fierce mp knuckle 276 dm 460 stun
fierce fient fierce, super 420 dm, 400 stun
lvl 3 fa fierce fient fierce, super, 465 dm, 500 stun
fierce feint fierce, mp knuckle, super, 486 dm, 560 stun
fierce feint fierce, ex seismo, sjc flamekick 346 dm, 550 stun
fierce feint fierce, ex seismo, sjc flamekick, ultra 612 dm, 550 stun
fierce feint fierce, ex seismo, mp knuckle 360 dm, 620 stun
fierce feint fierce, ex seismo, mp knuckle, fierce knuckle 402 dm, 710 stun
fierce feint fierce, ex seismo, mp knuckle, ultra 626, 720 stun
j.rh, fierce feint fierce, ex seismo, mp knuckle, ultra 624, 794 stun
Just for the entire dash with no problems, do a dp motion + uf ->FA then just sweep
No. Focus on the following: (which are not optimal but EASY and will give you feeling of the character)
Your two standard pokes combos
c.mk to mp thunder knuckle (at max range)
c.mp to mp tk (closer)
Your go-to punish combo
c.hp, ex seismo, super jump cancel, hk burning kick
Your two ultra combos (learn to use U1 !):
closeup ex seismo, U1 (opponent’s body is about viper’s head)
anti-air hp tk, U1 (opponent’s body is about viper’s chest)
Your wakeup game:
ambiguous j.hk to whatever previous combo (learn to crossup with j.hk !)
ambiguous j.hk to air ambiguous burning kick
ambiguous air burning kick right above their head.
General advice:
learn to block, it is your best defense
backdash when you can
throw a lot, use overhead (f.mp) a lot