After finally doing a proper sj BK in training mode (:qcb::uf:) i feel like a fool for thinking :db::uf::hcb: was just as good. I am having a bit of trouble sometimes, though, and cant tell what i need to do differently. What is it I’m doing wrong when I end up just super-jumping forward? The inputs show correctly, so I figure its the timing on the kick - but typically, if i do the kick too early, i just do a standing BK and if i do it too late i just do a normal kick in the air.
My most common fuck-up is doing this plain-old super-jump, though, and I’m not sure why. Any advice for better timing on the kick input?
Yeah man it’s the timing of when you’re hitting kick. that’s something you have to get used to after you find the right timing. And the other way isn’t all bad for everyone, some people are asses and do commands too fast so this helps them by having extra inputs be a buffer on their timing which makes something that seems like a disadvantage not too bad anymore.
Can I get some information on Viper’s normal move hit properties? Which moves are good for poking, what are the hittable boxes on attacks etc etc. Mostly range stuff that I can’t read from the frame data. I only play SF4 at my friend’s house, so I can’t do much independent testing.
Saw something today that really was annoying me. You know that you can usually block stuff if you do an empty jump and land, however, Viper’s superjump doesn’t let you block either high or low if you’re just landing on the ground. You can’t break throws in these moments either. Basically, superjumping with her has no tripguard, so you can’t block for a few frames when you’re landing, like normal jumps. Just thought it’s something all of you should know if you ever have been screaming “I BROKE THAT THROW!!! FUCK” or such.
DevilJin: You can’t anti-air a jump from afar with an EX Seismo unless they pressed a button. If they don’t, they can just block it. Basic SF tripguard rule. If they jump back to press a button though, it works well. Seems best vs. Honda type characters. I dunno if it might work against characters that should have safe jump-in normals.
As for the instant burning kick, you get the normal jump one if you don’t do qcb fast enough. If you do qcb fast and then hit u/f, you should get the superjump version that crosses up from about 1/4 screen away.
Think of it as if you were ‘charging’ from d, d/b to b and then tapping u/f. That’ll make it come out all the time.
Most people who can’t get the instant superjump BK to come out right is usually do to either a mistake in input in direction (wait too much to tap u/f) or in button pressing (too early and you get either SJ RH or tigerknee normal BK, too late and it might be too high to hit someone).
that makes sense about not being able to block after landing from a superjump, i was testing out baiting srks with it, and kept getting hit by them after i landed and not doing anything…I even ate chun’s full ultra after landing on doing anything when playing online (i was thinking how bs it was for like 5 minutes, but this clears it up…and boy does it suck )
and thank you for ure input on super jump tiger knee bk (or should i say hj tk bk?), i was practicing it and i see a lot of practical uses for it, the best being after canceling a normal into hp feint.
I didnt understand at first why go through all the trouble of hp feinting the normal when i could just cancel the normal into an insta hj bk for the cross up, but srk trigger happy is the reason. the feint allows for a small delay that would make them whiff their shit, and then u can go and cross them up if they do nothing.
cr forward into hp feint is the best here, since u are putting ure opp in a low blocking state, so the cross up becomes efficient and deadly.
but man, i got trouble being consistent with 1 direction for some bks setups, and consistent with the other side for other setups. I know I know, got to practice, but it sure is tiring
It is harder on the left, correct? It was like this for me too for a long time. Really, the only tip is to just make sure you hit the qcb (214) in all parts of the motion before hitting 9. It’s much easier for me to 360 the other way…on the right side, so I get it there 100%. The left one…always scary, even when I practice it lol.
yeah ure correct, the left is problematic for me, when i try to tiger knee bk, she goes backwards, prob cause im inputing high kick too quickly, if i do it mad slowly, i get it occasionaly (and feel like im teaching my wrist something unholy, which is normal of course), i got to ultra focus…
Ive been practicing throw baiting ala 3s. I really feel Viper’s throw game is sick, but baiting a whiff could be even better. of course i know that u can hp feint a normal and dash bk (is it better if its tiger kneed?) but im talking stuff like lk,lk, wait a bit, (opp whiffs throw), cr fierce into pain.
the game is so weird, throws are fucked up, cross-ups are funky as hell for most of the cast, and viper is no exception, jumping hk, fierce punch, nothing/ex thunder knuckle makes me kinda sad, so i find mp is the best bet if unsure which side shes going to land on.
and i wonder also about the practicalities of ex feinting the seismo, especially on wake up. Im too scaredy to try it on gief in a real match, but it can really save ones ass if they go cross up splash or knee or worse, ultra.
tried it out vs fuerte’s knockdown mixups, unfortunately guacamole grabs it, and the timing is kinda strict for the splashes.
Oh if you’re getting that…just try to do 214789 very fast and hold it at 9, it should give you the HJ forward. I used to get jump forward roundhouse a lot for not doing the 214 part properly. I think it just requires a little bit of extra wrist motion…I usually have to stress the motion out harder than the right side.
Yeah her throw baiting game is sick. Especially because people like to buffer reversals in strings often in this game since there’s a great chance of things like uppercuts hitting. In Viper’s case, she takes damage for it, but she also deals out so much damage that IMO…a lot of the time they are taking the bigger risk than Viper is, as long as they don’t have the uppercut FADC ultra.
I’ve been so used to Chun Li being able to back dash out of everything…at point blank range, the tails of uppercuts hits Viper’s back dash…so I make sure to back dash a step back from now on.
But yeah her throw + throw baiting game is highly underrated in this game. She really benefits from it too because it puts her in the perfect situation for her safe options. Usually baiting is all she needs…people are so thirsty to uppercut a 900 vitality character lol. Throwing is definitely lethal once you are convincing them that you won’t get uppercutted.
EX seismo feinting…hmm, well it does give invincibility frames. But IMO, it’s not enough for us to use often, maybe just avoid a quick meaty jab or throw, nothing extremely useful because I think it can still get uppercutted.
The recent comparison too captain commando got me thinking about vipers jab siesmo.
And wouldn’t it be awesome if it was kinda like captain commandos and hit above her?
I know if it had these properties I can think of a couple times I would have used it.
It’s just, as of now I don’t feel a use for it.
Just a little suggestion for sf4 dash I guess. I’ll probably go post the idea there but was just wondering what you guys thought about it.
so after that sick uryo match vs rf where he used ultra as an anti air to win the first round, i practiced its practicality and timing on two characters
gief:
jumping medium kick, which destroys hp tk, is average in difficulty to land, as the boot literally has to be in vipers face or a tad earlier for it to land
jumping fierce is way easier though, a bit the same way u time ure rh to beat the jump in
blanka
its really hard, u somewhat have to buffer the motion in advance at time, especially against jumping rh.
we all agree that close mk as a ground hit is a joke, but im thinking it might work to beat cross up attempts when ure NOT knockdown (obviously) , a bit like Mai’s mk and Rock cr mp in CVS2
Seems her ultra works on jump ins on a few characters. Although which moves it works on for each I’m not sure. I KNOW it works on a few of cammy’s normals.
I remember abel was coming with me with a ultra and l said ahh wat the hell l tryed it l did the ultra and it took out his . Don;t even ask how l did l was like woah .
If you input forward + mp while abel and chun liare still in the dashing animation of their ultra, they’ll travel right under you. This works best at point blank range, though.
Anybody try practicing counter-ultras? Basically, just doing an ultra immediately after your opponent does one.
I practiced this a while ago, but its pretty risky. Timing has to be perfect for some of them. I kind of forgot who it works on though.
I know if you’re right next to Ryu and he does his Ultra, you can do your Ultra and then the Fireball will go through you (I guess since Viper ducks as she slams the ground) and you will nail Ryu with your Ultra.
This works against Dictator too, if they try to do the wake up ultra when you’re next to them. I forgot the exact distance though. Probably have to be at max -> MP range. I’m at work right now, so I can’t really test it out.
Knowing what ultra you can ultra-counter with seems like something that can be put to very good use especially if you’re low on health and your opponent has plans to ultra-chip damage you. Of course, most of these would have to be done as soon as the start-up Ultra zoom-in animation ends.
PS: I’m sure everyone knows oyou can counter Blankas by now. Thanks to that kryojenix vid.
seem the 2nd person to start their ultra immediately after the other person has a pretty high chance of theirs landing. At least this is what i’ve experienced so far. had a elf vs elf fight with a buddy and my ultra landed (i went 2nd).
I have a question regarding how to properly do the instant ground BKs.
The motion I was told was (2)149+K. When I do try it, I always seem to do the insta-BK going backwards instead. Obviously I’m not hitting the 9 position correctly. Is there some sort of timing that I’m not doing properly?