This guide contains specific match situations, optimal punishes and must learn things to succeed with C.Viper. Enjoy. ( I will be constantly updating, revising, and polishing this thread)
Disclaimer: If you do not have a fundamental knowledge of street fighter, then this guide will not help you. Viper is no exception to the rules of rules fighting games such as: Counter hit baiting, poking, anti-air, general baiting, and spacing. She cannot just spam special moves and win. If you do not understand these mechanics, this guide may not help much.
Viper basic strategy
Viper is the quintessential 50/50 character, this chick will have you guessing for days. She relies heavily on baiting due to her bad normals, and she has a certain zoning element due to full screen lows and the threat of burn kick, so most of the time she can force her opponent to make a first move. She can apply extreme amounts of pressure based on the momentum she attains during a match. She is not a “rush down” character in the traditional sense, due to her normals being lack luster and her big damage relies on landing heavy normals. She will frustrate the opponent and make the very uneasy, so always keep that in mind. Lastly, do not try to force momentum on someone, with the advent of Arcade Edition, Viper is able to have much more freedom of movement since you can’t just hold down back against her any longer. Viper’s attacks may seem amazing, but they are pretty easy to react to and her normal attacks will get beat by just about the entire case, so its on the player to be innovative on your approach to matches. Viper has proven to be successful with "in you face play styles, footsies styles, and even turtle style, choose your destiny wisely. Low life characters will generally be pretty managable due to Viper’s high dmg, strong footsie characters you’ll have to turtle more and make good guesses, and high stamina characters may seem like they never die, but be patient, the opportunity will present itself. Enjoy!
General knowledge of C. Viper/Must learn tools
1. Do not think ex seismo will always get you out of pressure. Good players will punish ex seismo if they know you are prone to use it on wakeup. Best option is just block (duh I know) but it?s tempting since it has some invulnerability. Block and read the opponent, viper is free on wakeup. Ex Seismo’s main use is to punish ppl blatantly walking at you, punish ppl who don?t keep you honestly w/ blocking low, making good reads on when tick throws are coming, combo purposes, mix-up options, and safer seismo lock down (more on that further down).
2. Learn Fierce, feint fierce, ex seismo, this combo is a must to succeed at high level. Also, learn ?fierce, feint, low forward xx mp tk, this combo is also essential b/c sometimes spacing does not allow a 2nd fierce punch to be linked. The most lenient TK feint to use is the FP TK; you?re basically wasting your time if you are trying to link with mp and lp tk feints.
I do
:hp:, :qcb:+:hp:, :mp:+:hp:, :df::hp:, :df::mp:+:hp: ( for FFF ex seismo)
for sjc bk followup just do :db::uf:, :qcb:+:hk:
( i recommend doing down back to to upforward because you can almost do a jank 360 motion to get back to doing the bk motion)
I do the shortcut for seismo, its much more consistent, no reason not to use it, also, if you do cr down forward FP for the 2nd fierce, then you just need to do one more down foward and MP + HP for the ex seismo.
**NOTE: **Viper’s hardest punish is fierce, feint, fierce, ex seismo, sjc MP TK xx FP TK. This is he best stun combo in the corner, and can either be started by a jump in or a lvl 2/3 focus attack/ dash in.
NOTE: Avoid using FFF as a ?block string? (viper doesn?t really have safe block strings outside of mashed jabs and shorts, even then its iffy at times), this is a terrible habit and is easily reversible.
3. Seismo chains: normal seismo chained to ex seismo can not be jumped out of, good for lock pressure, decent chip dmg, usually safe if followed by a chained seismo feint to reduce recovery. To perform seismo chains, the consecutive seismo/ex must be super jump canceled (old sagats tiger knee motion) forward, down, down-forward, up-forward + punch. This motion must be performed after the first seismo has hit or been blocked by the opponent. This motion takes a decent amount of practice and the input?s cannot be rushed or else viper will go flying at her opponent and usually leads to a huge chunk of life going missing. High risk/high reward.
4. Meterless FADC: same as most every other ability viper has, focus attack is not different. Viper can sjc a focus attack. She can do it from any move that can be focus attacked including both normals and specials. The most practical applications are from seismo’s and cr mk (cr. Mk being used at very advanced levels and mostly for flashy purposes, oh shit factor if you will). The easiest way to learn this is is to use the above mentioned tiger knee motion (forward, down, down-forward, up-forward + mp +mk) using the MP and MK instead of just punch. The timing for the input should be entered just as the seismo is going to recover. Learning this abilty is a great way to get high stun combo?s from FFF, or to land more consistent ultras from mid screen instead of relying on the crap shoot that is seismo xx sjc bk to ultra. The timing for meterless FADC to CR. RH is a bit faster than the ultra juggle, so be ready to hit the training room. The most practical use of the ultra juggle is after a whiff special, and the most consistent way to use it is cr fp XX ex seismo XX meterless FADC XX ultra 1 (I highly recommend using learning the mid screen Ultra 1 juggle b/c it will save your life). Doing FFF ex siesmo to ultra 1 is more spacing specific and will whiff on some characters, so doing on FP is usually the better option.
Motions for those who need shapes and colors
:dp::mp: +:hp: :dp::uf::mp:+:mk:
5. Instant Burn Kick: this motion is down, down-back, back, up-forward +kick. The motion must either be buffered slowly or you have to have been holding down for ~1 second to make sure super jump doesn?t come out instead of just the the super jump cancel. This bk cancel can be done immediately upon leaving the ground, or you can put a slight delay to further mix-up the opponent.
I personally do a slow half circle back while walking or buffering from a normal or a dash in, i think its the best way, simply holding down feels weird for me, but the precise input is whats listed above.
6. Seismo on the opponents wakeup: this is a great tool, however mostly use this after untechable knockdowns or after you see the opponent isn?t going to quick rise. If they jump at you from mid screen viper will lose ½ life bar. Also, be careful using this if the opponent is low on life and has ultra, the risk reward for wakeup ultra vs seismo is highly in their favor in this particular situation.
7. Neutral and forward/backward jumpin roundhouse and fierce can both combo into ultra. If you see a whiff move while jumping, be prepared to combo your ultra on the way down.
**8. ** Super jump burn kicks: as a whole avoid randomly jumping at people and doing burn kicks. Burn kicks are easily level 2 focus crumpled, focus and dash into combos, beaten on the neutral jump, and dragon punched. SJC burn kicking will primarily be used to react/predict fireball patterns or just straight punish poorly spaced fireballs.
9. Siesmo/tk feinting: First and foremost, be sure you are using viper Fierce Punch Thunder Knuckle feint. The FP feint give the highest frame advantage agatinst your opponent, thus allowing them less time to reaction to mixups. Feinting after a normal attack or a blocked/hit seismo reduces some of the recovery on these attacks. Not only does it make your attacks safer, but it also leads into mixup/baiting opportunities. Feints are (imo) vipers best baiting tool. A tk feint can lead any move in her arsenal, but most importantly remember blocking, by far her greatest asset since whiffed special moves usually lead to FFF or ultra combos.
10. Safe jump setups: safe jumping is crucial with viper. Her best safejump setups are from back throw and forward throw. For back throw upon landing, take a slight tap forward and jump in, press RH at the last possible second before hitting the ground. From the forward throw, dash forward once then take a small tap forward once again, then super jump at the opponent.
11. Super Jump Cancel Ultra 1: Learn this, it’s essentially free damage from bread and butter. IMO, it’s a must for winning at high level. Sticking a link from normals to ultra can be the difference in ending a match and having to play another 45 seconds scared for your life. The two most practical applications of sjc into ultra are: St. strong -> cr. Strong xx Burst Time and short (crouching or standing) -> st. short -> cr. Strong xx Burst Time. The easiest way to learn how to perform the motions is to practice just canceling cr strong into ultra 1. Then practice the links once you feel comfortable canceling. Remember, if you buffer the motion for ultra 1 too fast, you will most certainly always get super or ex seismo instead of ultra 1. The cr strong has to connect and time must be allowed for the super jump frames to become active before the buttons are pressed for the ultra cancel, there is not loose buffering like mashing normals into specials or super combos. Below of visual examples of the most practical applications of sjc ultra.
Videos:
[media=youtube]BMzNFKw1fyI[/media] (both buttons and screen view)
[media=youtube]YOSqdMEMQ1k[/media] (close up of hands)
12. Air burn kicks: Normal air burn kicks are great for mixups on wakeup usually, and can be can canceled off of specific jump ins, IE: Neutral jump FP and LK, and forward jump LK, RH, and MP.
13. Anti-Air: Viper’s best anti air, mostly all purpose is her FP TK. This move will be the go to button for keeping ppl from off your head. This move WILL TRADE a lot, so be sure to put much practice into trade FP TK into: Dash forward into ultra 1 (more on this in the Burst Time section), dash forward into another TK, and if they?re a bit too far for another TK you have the option to sjc BK to get a bit more dmg.
close st MK is a great AA option vs chars that attempt to jump in just inside practical reactable area for FP TK. chars like scrubby bisons, adon, and blanka, close st mk can be great to catch bad crossup attempts.
For air to air AA attempts, you’ll mostly use jump forward or back RH, neutral RH, and jump back or forward PF. neutral RH will cover most stuff, as you learn FP is better vs some characters.
14. Links that must be learned: Viper’s primary links are two frames which is pretty much a cake walk. To be successful you must learn the Standing Strong to crouching strong link, the standing short kick to crouching strong link, and I highly advise learning the standing jab to crouching strong link.