If you’re talking about super jump burn kick cancel then just practice. All your doing is canceling your super jump as soon as possible by inputting the burn kick itself.
A good way to see the timing is to do it once you see the smoke from her boots. Once you get used to it you’ll never need to use that visual anymore. Just remember to never hold a direction because if you do you’ll practices get an instant burn kick instead of a super jump burnkick. Practice practice practice.
you’re doing the input for the FP after the feint too quickly, you’re not allowing the FP time to come out, thus by passing it straight to the ex seismo input, slow it down a bit, the combo isnt as fast as it just has a lot of inputs.
i’m 99% positive this is the issue, i’ve had it happen in the past.
oops see you got it and i’m late as shit, haven’t played in a while, but yeah, this is the more detailed version? that makes me feel better anyway.
I’m new to SF4 in general and want to play Viper. I heard she’s not beginner friendly but that she’s mostly execution, which I can handle coming from Marvel and GG. What are some good set ups to use for Oki once you have your opponent cornered, and what are the usual safe jump set ups to use? Between all the different versions of SF4 it’s been hard to locate up to date set ups.
If you are new to SF4, I would suggest learning Ryu first. SF4 neutral game is a lot different from Marvel and Guilty Gear and playing Viper from the start makes it more difficult to go to other characters (except the execution barrier).
A starting point for Viper would be watching the tut:
Also check out the first post of the video thread (it’s sticky-ed). Best of luck! Viper is a lot of fun to play.
The tut has an Oki vid and safe jump vid.
For the tut, I generally add notations to the vids when a new version changes something. That, and I usually post a tut explaining the changes, to stay up-to-date. (There’s usually a link in the annotations to the changes tut)