C.Viper Combos and Glitches

Okay, let me get this straight with an example.

Ryu does a j.RH and you do say a rising j.RH and beat Ryu in the air. You want to know if you can land and then FTK right afterwards?

If I’m getting that situation right then the simple answer is you can’t do this at all. None of Viper’s aerial normals cause a juggle state and you can easily tell a juggle state off of aerial normals in SF4 when the opponent just falls to the ground after getting hit out of the air. All of Viper’s aerial normals in air-to-air situations just causes the opponent to back flip and land but this isn’t a juggle state. For a reference, the most common aerial normals to cause a juggle state are Chun j.Fiercex2, Juri’s j.Strong, Bison j.Strongx2, Hakan’s j.Strong, etc… Basically, unless they fall to the ground it’s not possible to combo further from it. I think Seth might have some exceptions but I forget.

That’s what I was asking, thanks. I’ll have to experiment with the ones you listed that can cause juggle state with normals so I can tell the difference. Thanks for the help guys.

Its easy, basically if you see the opponent do a back flip and land on their feet after being hit in the air (backdashes and late focus crumple counts as airborne), thats called a reset, or at least that leads to what are called “resets”. Every air normal viper hits someone with in the air causes this state, and no “juggle” hits can be had afterward. Best thing to do is figure out what to do to the opponent when he hits the ground.

Think of it as the airborne version of being knocked down, the opponent cant do anything until he lands and you have an opportunity to try and mix things up.

As for her special moves, they (like every other character in the game) have juggle potential values and once those are used up, no more juggle hits can be had. Its why you cant do an ultra after an EX burning kick in the corner, why you can only hit two AA hp Tks and cant ultra after the second, etc etc so on and so forth.

On a separate topic, Im thinking about using far standing roundhouse after trading AA fierce TK WAY more often. In corner its almost guaranteed, and midscreen is doable although somewhat specific. Same damage as going in to instant bk, but 100 more stun and pretty damn easy to execute (insta bk is easy also but hey, this can add a bit of pizazz to the match lol).

^^^^ THAT MAKES SENSE!!!

Thanks man… I was kind of just figuring that’s how it worked, but wasn’t 100% sure.

Other characters have air normals that can cause juggle state though… Like bison I think someone said?

I know ths was like ~10 posts back and almost a month ago (lol), but referring to Grimstars post (#1077 and #1079), you mentioned that you’ll spam cr. mp > TK and then throw in feints / mixups. That’s cool and all, but do NOT spam cr. mp > TK. It’s not a good blockstring whatsoever (not that Viper has good blockstrings to begin with). MP TK is -1 on block, and starting another cr. MP is a 5 frame startup, so your opponent will have no problem throwing out a decently timed crouching normal such as LP (or probably a reversal special) to stuff your cr. MP on startup.

I can get away with cr. MP > TK two or three times in a row before the other person starts throwing shit out. But if this is the case for you as well, then you should be able to start throwing feints and then following it up with overheads, ex. seismo, or even throwing out another normal to potentially hit them if they are throwing anything out. This is crazy good for people who are obsessed with crouch tech OS, because they will throw out a cr. LK that will get punished hard by a ex. seismo.

but my general rule of thumb is: don’t throw out cr. MP > TK more than two times a row. I’ll do it three times every once in a while and/or if they clearly aren’t doing anything about it.

I was just wondering how useful vipers FFF ,EX SH ,MP TK ,lvl3 FA corner unblockable is it all style or is it good for something? Is it even a real unblockable?

I’m assuming we’re being trolled here.

i have troubles for do 2 the next to combos:

s.hp>feint>c.hk
(corner)FFF>ex seismo hammer>fierce thunder knuckle>instant air short burning kick>instant air ex burning kick

any help

Read this: http://shoryuken.com/f254/feint-frame-data-257180/
cls.hp xx hptk feint leaves you at +11 on hit. c.hk startup being 12frames, you cannot link to it. 1 frame too slow…

For your second combo, read this: http://shoryuken.com/f315/juggle-mechanics-guide-all-characters-video-guide-250054/
your moves don’t have enough juggle potential.
exsh: float; hptk: JP0->JP1; non-ex bk being JP0 it cannot hit and the combo drops here.

We’ve already discussed this - that frame data is off. You can definitely cl.hp, hpTK feint, cr.hk. (cl.hk also works)
Also, bk has JP of 1. Consider dp trade -> bk. That combo just doesn’t work because of having no time for the third hit of ex BK to come out (jp 0-1-2-3)

I stand corrected.
I just suck at reading. I had read the c.hp paragraph in the feint frame data.
cl.hp, hp tk feint leaves you at +12/+7, linking into c.hk or cl.hk possible.

The juggle mechanic post is off about bk. JP1 definitely.

that combo works i test it on ryu
is funny how people spit out wrong info…XD

I’m running this shit in my brains and just picturing it. If it works, great.
Why don’t you tell us how you do it instead of asking us for help on how to do it? :stuck_out_tongue:

sorry about it lainysky
i test it and is very char specific some chars you need de lk burning kick, other mk burning kick, forward/backward
have troubles for do it in some chars this is the reason because i ask (maybe not work in all)

I guess you succeeded in hitting reliably your 1st combo, if not, I do it this way: cl.:hp:, :qcb:+negative edge :hp:, :hp::mp:, :d:+:hk:~:hk::mk: (plink).

Olud have

Could have sworn you could only do this combo on ch. Its a really good combo if it really does work… Less damage than fff exseismo )) meterlessfa to sweep though… I guess if you want to save bar.

It does work without a ch.
About its value, well, usually if you hit fff it gives some meter and you end with at least one bar. You can then cancel to exsh, sjc fadc sweep for damage, stun and untechable kd.

It could have some value as a frame trap though… something like cl.lk, cl.hp, hp tk feint, c.hk. You get a 6 frames gap, then a 5 frames gap then you end -3 on the blocked c.hk, at a fair distance. Not so unsafe.

.

I’ve seen the 2nd combo dne a lot but I don’t think its a fff combo…I’ve only seen. . Cr./St.Hp - Ex seismo , , ,

Mainly only seen it pulld off on guile.hawk abel…basically the big Hitbox chars…while we on this topic eny1 knw accurate ways of doing the normal short bk n the xup 1??

What character specific combos does Viper have? Anyone?

The one right above you.