BK is blockable on crouch. He was probably blocking the other direction. Also, yeah that is one of the oldest tricks in the book for Viper.
it obviously works on guile and who else?? i got it to work against honda and hakan and i cant remember if hawk gets hit by it as well…
it obviously works on guile and who else?? i got it to work against honda and hakan and i cant remember if hawk gets hit by it as well…
i was doin some training and did cr.F feint, cr.MK-xx-sjc ultra 533 dmg
Yeshhh. I’ve been trying to use the fierce- cr strong link to do an sjc ultra outta the strong. It’s tricky cause it’s one frame but i’m gonna get it down just to be a flashy jerk
Revision for the front page?
I spent some time revising the first post, because it’s a bit messy and grammatically not my favorite thing to see. Hopefully a mod or the OP will see this and consider replacing the first post with what I have done. I didn’t check through this thread very well, hopefully this wasn’t a huge huge waste of time on my part. As a note, I’m not an expert Viper, so things in this list could be off.
Notes:
- I took out the repeating Seismo combos - all Seismo versions do the same amount of stun and damage, so they’re interchangeable in terms of this list.
- Damage numbers listed in blue, Stun numbers are in red.
- HP can be s.HP or cr.HP, they’re interchangeable in these combos.
- FFF = Fierce Feint Fierce, BK = Burning Kick, TK = Thunder Knuckle, AA = Anti-Air
Meterless combos
AA HP TK > HP TK (140/300)
cr.LK, s.LK > cr.MP xx MP TK (172 /320) (BnB hit confirm)
cr.MK/cr.MP xx MP TK (180/300)
s.MP > cr.MP xx MP TK (216/588) (Hit confirm)
Seismo SJC BK (220/200)
Seismo > MP TK (240/300)
j.HK > cr.LK, s.LK > cr.MP xx MP TK (240/480) (BnB)
j.HK > cr.MP xx MP TK (246/460)
Seismo SJC BK > HP TK (276/320)
FFF xx MP TK (276/460)
j.HK > s.MP > cr.MP xx MP TK (282/520)
Seismo > MP TK > HP TK (296/420) (Corner only)
1 Bar Combos
AA HP TK > EX BK (190/350)
HP xx EX Seismo SJC BK (290/380)
HP xx EX Seismo > MP TK (306/520)
HP xx EX Seismo SJC BK > HP TK (339/485) (Corner only)
FFF xx EX Seismo SJC BK (346/550)
FFF xx EX Seismo > MP TK (360/620)
HP xx EX Seismo > MP TK > HP TK (365/565) (Corner only)
FFF xx EX Seismo > MP TK > HP TK (402/710) (Corner only)
Level 3 FA combos
FA3 > HP xx EX Seismo SJC BK (366/490)
FA3 > HP xx EX Seismo > MP TK (378/550)
FA3 > HP xx EX Seismo > MP TK > HP TK (413/625)
FA3 > FFF xx Super (465/500)
FA3 > Ultra 1 (488/200)
FA3 > HP xx EX Seismo > Ultra 1 (536/430)
FA3 > HP xx EX Seismo SJC BK > Ultra 1 (584/490)
FA3 > HP xx EX Seismo > MP TK > Ultra 1 (594/550)
Super combos
AA HP TK > Super (370/150)
BK > Super (400/100) (Corner only)
cr.MP/cr.MK xx MP TK xx Super (420/300)
FFF xx Super (420/400)
j.HK > cr.MP xx MP TK xx Super (456/460)
Seismo SJC BK > Super (460/200)
FFF xx MP TK xx Super (486/560)
Ultra 1 combos
AA HP TK > Ultra 1 (505/150)
BK > Ultra 1 (535/100) (Corner only)
EX Seismo > Ultra 1 (555/100) (BnB)
j.HK > HP xx EX Seismo > Ultra 1 (565/480)
Seismo SJC BK > Ultra 1 (596/200)
HP xx EX Seismo SJC BK > Ultra 1 (612/380)
FFF xx EX Seismo SJC BK > Ultra 1 (612/550)
j.HK > FFF xx EX Seismo > MP TK > Ultra 1 (624/794) (Corner only)
HP xx EX Seismo > MP TK > Ultra 1 (625/460) (Corner only)
FFF xx EX Seismo > MP TK > Ultra 1 (626/720) (Corner only)
Fixed this…
Man, as much as I like not dying in 2 hits, I frequently miss Viper’s Vanilla damage. Pretty much subtract 10% from all these numbers to get an estimate of Viper’s Super damage. I doubt anyone wants to redo the entire list. Also, HP/FFF xx EX siesmo xx cr. rh needs to be put on the list, but I’m pretty sure they do the same damage as HP/FFF xx EX seismo xx sjc bk, but with 100 more stun.
Also AA HPTK to sjc BK needs to be put on here as well.
^
Ugh, I’ll redo the combo list later on lol. I have to actually sort out the match-up thread as well, I should have done that AGES ago.
yours is so much easier to read i approve
I dont think this is new, but i used this method to HJC from most moves that she can burst time into
(360 default)
:d::df::uf::df::u::3p:
:3
What are some good block strings for Viper? (sorry if this is the wrong place to ask, just redirect me please)
I know her F + MP is a good overhead, what is good or general pressure though? Anything other than MP > MPTK > MP > MPTK? >_>
Well, her blockstrings arent that great, thats why learning to feint out of normals is somewhat important to create that fear in the opponent to keep them blocking and then throw a mixup at them at the right time. As for just a regular blockstring, I’d have to say maybe just some cr.lks over and over.
I see. I’ll start working more feints into my offensive game. Keep spamming MP > TK then feint it the next time and see if they try to punish when it didn’t even come out.
Thanks
Don’t forget about the Dance~
lk, lk, cr.mp, sj ex.bk combo’s on Abel. I think it’s useless but still cool to do for fun, I haven’t tested it on anyone else but it might work on some other character’s with a wide hit box.
What is the timing on cr.HP > EX Seismo, I cannot figure this out for the life of me… When should I be inputting the DP motion??
Also, what exactly is it that determines when HP Knuckle will whiff right through them? For example Air to air HK then land and try to follow with TK doesn’t work. Why is that? What determines when this situation will occur?
Edit: found out seismo timing… almost instantly lol
Are you referring to Anti-airing with Fierce Thunder Knuckle (FTK) and then land and do another Fierce Thunder Knuckle? If you are it’s more about height and distance of the AA. Simple things like AAing low to the ground or at max range will often cause the second FTK to hit. Just practice with a jump dummy or a recorded jumping dummy and just mess around with the spacing and timing. You’ll eventually be able to just eyeball it.
hoooooly crap. So it’s a lot more complicated than I expected, haha. thanks
@killey, not referring to 2 FTKs in a row, I’m specifically referring to hitting Anti air to air RH then landing and trying to follow up with FTK. It goes straight through them.
edit: Actually this guide still doesn’t really help me figure this out… So aerial RH is causing a certain type of knockdown that cannot be juggled afterwards I take it? And each move that knocks down has a specific type of knockdown… So the ones that can always be juggled he said have “infinite.” That makes sense. But this guide doesn’t say anything about normals. Still really informational though, thanks for the link