This is a mid screen Viper combo. JHK HP HTK Super it has somewhat of a weird timing but it looks cool. i don’t think Viper has a kara-throw
I was just curious. Too damned impractical even when a character does have one.
If Viper had a useful kara throw people would have learned about it already. Viper doesn’t really need one. c.MP/HP, HP Knuckle Feint, walk up throw is basically a kara throw. :lol:
Wait for the seismo to be nearly complete, THEN input the 338p. Don’t do it in between or try to buffer and then hit up + p when it impacts. You have to input it right after it “hits”. Just wait till right after you see the spark on the ground, then input 338p.
You can also do dp~u+p (I don’t do the tiger knee motion, but some do). Believe me, it’s stupidly simple. If you’ve got the game at home, go to training mode and set the dummy to block all, then practice.
Cheers for the info. That certainly clarifies a lot. Shame though, I was hoping there was some way to FADC without using up a block, which would’ve meant unlimited specials > FADC combos. Oh well, I guess C.Viper would be broken if that was the case.
Quickie: I’ve tried doing: ex tk, ex seismo, hjc to bk (opp in corner), hp tk, fadc, then ultra.
Thing is ultra won’t connect for some reason, but I can do the same combo, and replace the ultra with ex bk (yes, I know that’s not possible in a real match, but I wanted to try it if you couldn’t juggle past the hp tk > fadc, and I did with an ex bk.)
Anyone got the above ultra-ended combo to work? Or is it simply not possible?
c.hp xx hp tk fient shenannigans is possibly the most fun ive had playing this game…
I tried out the normals -> Superjump -> focus cancel for no meter today. It worked but only like 1/5 times. To cancel the focus into a dash would be a giant pain in the ass.
Hey guys,
I am a new viper player and just started playing with her a couple of days ago. I seem to be having some serious problem pulling off the seismo -> hjc -> BK. It seems like I just cant pull off the BK fast enough and I am already flying through the air at my opponent and THEN it goes off. I’ve watched many videos of players using this and hjc BK in a very mild arc towards the enemy. Is there any tactic to perform this with consistency or do I just need to be faster with my hands?
Fyi I use hori rap3 if that is relevant.
Thanks in advance.
She can Kara Throw off of towards+strong, you see the dust effect from the elbow while throwing if you did it correctly, but it has no advancing properties whatsoever.
For those of you trying to land pokes strings>SJC BK crossups, I found a solid method to practice for those that aren’t quite fast enough to execute it yet.
I was working on cr. short>standing short>cr. strong>SJC BK crossup, but I couldn’t do it fast enough from the 1P side. What I do now is cr. short>st. short>cr. fierce>SJC BK crossup for practice, and the longer animation of the cr. fierce gives me the time to execute the SJC BK cleanly. Over time the muscle memory will take hold and the cr. strong cancel will be less difficult to execute.
Wow, ok I feel stupid the reason I wasn’t getting the seismo strings off in practice is cause I didn’t have my dummy on block all. I knew it’s purpose was for chip damage, but I didn’t know you actually needed them to block it for it to be possible.
Also finally got the j.hp s.hp ex seismo hjc hk.burning kick combo down to muscle memory, also a hjc’d hp.tk at the end if in the corner.
I was messing around with ex burning kick, and wow does that attack suck, not only is it one of the harder moves to position for max effectiveness, but even when thrown into combos it usually nerf’s the damage opposed to other attacks. It just looks cooler cause it hits so many time.
Hey Kunai or anyone. Is it better to attempt double seismics? Or just try pulling off the Seismic to SJC BK.
I see EX burn kick good for 2 things.
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Stun. Yeah the damage reduction it creates at the end of a combo is some butt but what isn’t is the stun points it adds to a combo. EX burn kick does really good stun and if you do tack it on at the end of a combo you can add some extra stun points to get the person dizzy real soon. Which a dizzy opponent = free damage.
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Fly out of a cross up/corner situation. Notice how I said fly and not dragon punch or blow your way out or anything like that. EX burn kick IMO when used outside of combos is best used as a movement based special to get your way out of bad situations. You don’t want EX burning kick to make contact with the opponent because if they block it from anything closer than max range…you get punished hard. Instead you can use it if someone barely mistimes their cross up to fly past the opponent on wake up and get out of the way. Works really well if you’re in the corner and you see an opening when they’re trying to cross you up. If you know you’ll be able to sneak it in before they hit you can use it to ricochet yourself out.
I’ve also been messing with EX thunder knuckle since it can work similarly but the difference is you actually want the person to block this. If the opponent is standing near you on wake up (especially if you’re in the corner) you look to make sure they aren’t trying to throw an attack and bust out EX thunder knuckle. It puts them in block stun forever and you propel yourself out of the corner. I would imagine you could also throw out a normal first and combo into EX knuckle to make it safer to do but I haven’t messed with that yet. Viper is tricky like that. She has a lot of options to get herself out of bad situations but you just have to think about them a bit more than AWWWYUUUKEN like Ryu and Sagat.
To be honest none of her options are really as effective as a good SRK or Tiger Uppercut but when used correctly she has a lot of decent options.
Yeah, I use EX.TK to get out of a LOT of situations and to setup combos and shit. I find it a lot more useful than her FA in terms of crumpling someone and starting shit up. My most useful combo has always been EX.TK, c.FxxS.TK (or J.TK)
So, who else is losing matches to Ken/Ryu scrubs that should be free BP? I know I am.
Just how does one combo when they keep doing SRK/spam normals/jumping HK cross-up to hit from behind when you’re crouch blocking?
One problem with Viper is that all her EX and special moves (except for LP & MP TK) incur a knockdown, which doesn’t make for many combo options as a beginner player. Especially when under pressure, I whiff TK’s and Seismo’s because I do the motion too quickly or incorrectly and that’s aggravating (or EX seismo comes out instead of Ultra and vice-versa).
Tips for better combo-ing, or does it all come down to execution practice?
I’m with you. I get worked from SRK spammers and ones that constantly jump in with high kick then trip. I can’t hit a seismo since they jump so much, then I eat the combo or get sweeped. I usually block the SRKs but can’t punish them consistently so they keep doing it. If I get a knockdown I eat a wake-up SRK if I get close or jump in. I can bait them to throw a SRK then back dash but can’t hit her punishing combos consistently yet. Not to mention if I’m working them with BnB combos I usually get SRK’ed mid combo or get stand alone ultra’d in the middle of my combo and lose the lead that I had.
I think all of my problems stem from poor timing on punishing and comboing. I usually hit it late and slow or too early and fast. Either way I get hit hard from both types of mistakes from a whiff or reversal.
^ I typically go for the 2x HP TK after I block SRK, and they never learn to not jump at any time, even after I hit them with 6-7+ HP TK’s. So, free damage. But beyond that, I have trouble getting anything going due to their constant spamming.
Yeah, just hp TK them x2. Jumping RH hp.shoryuken scrubs will jump at such an insanely predictable rate that you can throw out psychic h.tk’s all day to punish them. Also if you notice they have the minimal skill it takes to do a dragon punch reversal, stand over knockdowns as they wakeup to bait it and just block then punish.
For punishing I like s.mp c.mp m.tk because it puts you in position for a stealthy throw by taking a quick step in, or you can go and do another c.mp mp.tk and be in the same position again.
If you have meter go for hp ex seismo hjc hk.burning kick(then hp.tk if you are in the corner)
Keep practicing your combos. Viper is low tier as heck if you can’t combo. Especially with how bad she bleeds when she gets hit. Use another character in the mean time to get wins if you’re getting frustrated. Otherwise training mode all day and night till you can combo. Read the thread up and down for execution tips. Oh and don’t use a pad. :lol:
speaking of annoying combo’s, ever went for c.lk,s.lk,c.mp sjc ultra, only to find out you didn’t link the c.mp?! I know I have, so heres my solution. I found that once you get the timing down for c.lk,s.lk,c.lk sjc ultra, its way more reliable plus there is no gaps to get wacked in so you can hit confirm it and on blockjust sjc flamekick the last hit or go into c.mp xx knuckle pressure.
I still cannot hjc to ultra off anything : ( I need to practice this more.
One other tiny good thing about EX BK: Beats Abel’s flip kick clean on reaction. :cybot:
And BTW much respect to Kunai, DJ01, Magus and the other vets for bringing the C. Viper knowledge over the last year. :china: