Well, the only point of the feint is to trick the opponent into thinking you are going to throw out a thunder knuckle. So it isn’t always necessary for burn kick mix-ups. The instant burn kick is used for mix-ups on an untechable knockdown (usually) and to punish throws/backdashes. Otherwise, the tiger-knee burn kick suites regular mix-ups when the opponent is just standing. Beware of focus attacks.
Edit: Make sure to check out Flash Metriod’s Viper tutorial on youtube. It’s an old video, but pretty much all of it is still relevant.
I am actually at a loss here i know how to do the insta Bk and im actually doing pretty good but the feint followed up by the insta bk is hard … i wanna be able to short which is lk ryte tk feint insta bk but it seems i cant get it to come out …
Well a couple things you should note here. First, that mix-up is probably best used after a low forward because you have more frame-advantage + range after the feint. After a low short, there’s a number of OS’s they could use to beat your mix-up. Second, what do you mean it’s not coming out? The BK or the Super Jump? If it’s the super jump, obviously that means you’re doing it too fast.
ok i watch the few viper videos that the vast internet has to offer … i see the set ups and mix ups and the one thing i cant do is when the cviper does lk, tk feint, right after the feint the cross up burn kick comes out… ok so i hit training mode and cant pull it off. maybe its not needed but i like the tk feint dance and at any moment be able to cross up burn kick… but out of the tk feint i can and understand how to do the insta burn kick… so is it the tiger knee motion after the Tk feint or is it the motion for the seismo into brnkick motion … do i need to find a vid to better explain …
What advice did flash give for playing c viper ? why doesn’t he play c viper any more … why do alot of people switch away from her after they spent all that time learning how to use her effectively.
So, after the feint. You have to return to neutral, then input the tiger-knee burn kick. Not the instant since that will leave you in front. The timing won’t match a super-jump cancel BK because you aren’t cancelling any normal or special recovery. AFTER the tk.feint and you’re neutral: :db::uf::hcb::hk: (You can substitute down for down-back and Medium Kick for Heavy Kick obviously. This is just how I execute it).
Well, I don’t know exactly why any of the pros switch characters, but some speculate a few things:
She isn’t representative of a Street Fighter character. So she doesn’t fit in with the game (not a big deal really).
Because of reason #1 she has awful fundamentals that makes other characters good. Certain characters can shut her out without too much trouble because their basic moves are amazing (Balrog, Ryu, etc.). The only thing that gives her a chance is her godlike specials and the ability to create 50/50 mix-ups. She relies on 50/50’s so much that you’re really losing/winning on a couple decisions (Her high damage, but low defense facilitate this).
Some characters have near-equal mix-up power, but they have better defensive options. So Flash moves to Zangief and Uryo moves to Sakura. 3) I think the third reason is mental. I don’t know about you, but playing C.Viper in a tournament is mentally exhausting. If you drop even one combo, it’s hard not to get psyched out. You have to play quite a bit better than the opponent (usually) since she requires high-execution and often risky options. There were times (more than I’d like to admit) where I was way too sleep deprived to use Viper in a tournament. So I would just play another character in a tournament and played better.
Viper requires constant practice. I can execute Viper’s combos with 90% accuracy, but that’s not good enough. Almost all her combos are punishable because either she’s in the air or it has awful block stun (cr.forward to medium thunder knuckle is not a block string at max range). So if you have other games you’re playing, it’ll be tough to keep her sharp. Since KoFXIII came out, I’ve swapped mains to Ryu. With Ryu, I can practice once or twice a week and play him and a high level. He has great footies, great balance of offense/defense, and no bad match-ups. I’ve received some ridicule for doing this, but of course, they have never tried playing Viper.
I’ll say it again, these are all just speculation and can definitely be argued. Viper is by far the most fun character I’ve played in SF4. Luckily, KoFXIII is an amazing game and I bet most Viper players would love it.
it was a lot of stuff that I’m too lazy to go back and say, and to be totally honest its rather outdated. To summarize what he said it was essentially that all the newbie viper players picked her up to do flash combos but they never learned how to actually play street fighter. They just wanted to do setups, land ultras and what not, but half of the time they never even understood why setups worked, and how conditioning players worked, or what it means to have a strong ground game.
which is the reason he was the only viper doing anything for a while, cause the rest of us were just a bunch of slop chompin retards.
flash and uryo are the only two top players that dropped her. Flash’s original character was zangief, pretty sure that’s why he swapped back after the buffs.
dunno bout uryo, maybe he just has more fun playing sakura. personally, I like viper cause i think seismos are cool, and i like super jump. but as for street fighter, playing her is pretty annoying sometimes cause of the way you have to play matches due to her bad normals, getting in sometimes gets boring since you can’t play real counter poke games. My best guess would be thats a huge part of the reason ppl get annoyed by her.
viper feels like an on/off character. you run from ppl and zone them, and when you finally get momentum you run them over, if you can’t get momentum, you’ll most porobably lose if you don’t get some random dmg off of a guess. playing solid spacing games and counter poking is much more fun sometimes.
Thanks for both of your replies… i honesty i like viper because she fits me with being a perfectionist and a flashy character… i have to say learning her this pass month is tiring i got everything done except the OG way to d the feints …not using ppp… i can see how she needs so much focus to be effective with her … thanks you so much for taking the time to write all of this
If you don’t mind practicing all the time, getting your execution to be awesome, and being okay with losing matches when you mess up your execution or whiff your ultra, then yeah, a long frustrating but fun road.
thanks for the guide! i just have a few questions.
how do i do a cross up super jump burn kick that is pretty low to the ground? i did it a few times but the timing is hard any tips?
how do i instant burn kick fowards without messing up and getting a jumping towards hk? i seem to mess this up alot and
its frustrating because i need to learn viper shes awesome and i can already do alot of her other stuff easily
You would have to “tiger knee” the input. That is, input the super-jump forward then you drag the circle all the way back then press kick ( :db::uf::hcb::hk:). This will cause the burnkick to have a very far and fast forward projection and be relatively low. At certain ranges, it will cross up a crouching opponent.
To do an “instant” bk, you have to start by holding crouch and then input the bk but then go straight for up-forward then kick ( :qcb::uf::hk:). If performed successfully, it can cross up an opponent on their wake-up and cannot be hit by any reversal.
thanks can you show me a video example of the first one? i know what the second one looks like but i just wanna make sure.
in training mode as we speak.
as for the instant burn kick idk man everyone keeps saying quarter circle back upfoward kick but it never works for me
what am i doing wrong?
This video pretty much covers all of viper’s setups and the tiger knee bk is used in a lot of them (Most are at the 6 minute mark). The video is old so any setup using ex-seismo to beat a throw doesn’t work.
You’re probably doing it too slow. The inputs have to be very quick, if a jump comes out then you are hitting the kick too slow. If a jump + kick comes out then you are doing your direction inputs too slow. The kick must be pressed almost immediately when the up-forward is inputted.
thanks i have been doing that so far so good. gonna keep practicing everyday her stuff is getting easier to do. now i wish i could remember and feel everything out in actual battle haha.