C.Viper Moveset and Attributes

Okay, testing with what I believe is a frame perfect fMK -> dash -> throw recorded.

  1. If I get hit by the fMK I can always Reversal Knuckle, standing or crouching.

  2. If I block the fMK my Reversal Knuckle will always get thrown.

  3. If I block the fMK and do a non-Reversal Knuckle I will catch him with it.

Which is what you said. And it makes no sense. The only thing I can come up with is HP Knuckle must have weird throw-invincible frames such as invulnerable frames 1 and 2, than vulnerable 3 and 4, than invulnerable the rest of the move’s time until landing again.

Unless there’s something built into the game we don’t know about, that’s the only logical explanation I can come up with. Going to try it with other moves and things like throw without setup to see if anything differs. Curious find at the least :tup:

Oh, and I’m sure Viper’s already know this, but in my testing I EX Seismo Feinted into Ultra and it connects when you make them whiff the grab. In any case you did this you could just Ultra, but I guess this would be safer as it would allow you to “whiff confirm” the Ultra at the cost of a bar. Probably useless but cool :tup:

Yeah unless getting hit by f+MK causes too much pushback during the hit stun for him to grab you out of the HP Knuckle or somehow the f+MK has more advantage on block than on hit. I just LK burn kick out of his grabs any ways.

yeah but that gets hit by fp if he decides to do that. I mean I know its not like a huge problem but its good to know the best counter, and it seems that in general fp tk is the best especially if you have to meters to FADC it. Conversley you can also just ex seismo feint the whole mixup and punish the whiffed grab or block the second hit of the standing fp.

This is most likely useless info and might have been stated before or is just common knowledge for viper players but just in case it hasn’t been mentioned, all of vipers feints contain properties that cause twitch guard, the max range is right outside of her c.rh. (the rh does not actually touch but is close to the character model) Her feint twitch guard range is just right before her normals twitch guard range.

Ah so you mean it forces the opponent to stand still in a block animation if they are trying to walk backwards? Makes sense. Guess that’s good to know against better players. Scrubs will just jump your feints all day. :lol:

I mean against Abel it’s one big guessing game once he gets in any ways. I like LK burn kick cuz it’s safer without meter and if you don’t think he’s going to throw you just stay blocking. It’s good to know that late HP Knuckle works as an option select but I’d have to fool around with that in training mode myself before I’d feel comfortable using it in fights. Especially if I don’t have the 2 meters to cancel.

I just wanted to chime in and say that some of the crazy things Ive posted have paid off pretty well. Ive gotten pretty good with mp seismo fadc ultra from midscreen without being in a corner (only good time to use it of course) and the rising lk to bk is getting some good hits too. I just love how you can play viper so many different ways and still win. You can really come up with a “style” but of course knowing many styles is the best way, especially when opponents start to catch on.

wow i im sorry i just have to share this, i finally learned to do it quite consistently and omg it feels so good after 1 hour of practicing nothing but the FFF lol. ofcourse i can’t beat any1 with her yet becuz this is about the only thing i know.
[media=youtube]aF2YwcpnXTI[/media]
my execution is still not that great but a tip for all c.viper players that are trying to learn it, her execution requires abit more accuracy than every1 else but trust me when i say don’t rush the inputs. find her rythm or tempo to tapping the buttons. when u actually figure it out, it seems like you’re doing it in slow motion. anyways enough about that.
when i play on the left side (char facing right) i hjc burning kick by tilting the stick d/f, u/f qcb kick. but when i do it on the opposite side she jumps straight up instead of forward and the burning kick whiffs. do u guys change the way u hjc depending on which side you’re on?
also what’s the general opinion of using the mp tk like i did in the clip compared to using hjc burning kick >ultra?

Its ok, either way you can tack on a hp tk afterwards if you dont want to use ultra. Just look at the attack data for each and youll see any differences in damage/stun.

the recovery time after HP.seismo MP.seismo and LP.seismo is the same??

and does feint (seismo feint) after a regular seismo reduce the recovery time??

cause i keep eating Tatsu and J.HK from Ryus after/during my seismos :frowning: … (i play against a jump happy Ryu who abuses Tatsu…)

Yeah recovery times on just straight seismos are all the same. Their placement on the screen is the only statistical difference.

Yeah seismo or knuckle feints after a seismo reduce the recovery. HP knuckle feint after seismo allows you to recover the quickest but of course is the toughest execution wise. Most players usually just do LP or MP seismo or knuckle feint. All seismo feints have the same recovery while knuckle feints have decreasing levels of recovery from light to hard. LP knuckle feint having the most recovery and HP knuckle feint has almost zero recovery. Which is why I personally like to use HP knuckle feint when I feel my execution is tight but if you screw up you’ll go either flying through the air with a super jump or HP knuckle and both will get you killed. So in a sense the reward you get comes with a good amount of risk as well and in a tournament you’re probably better off just using MP or LP feints unless you’re feeling really good about yourself.

The best way to deal with jump happy players is to only throw seismos at them where they are too far away to hit you with a jump in attack. Before I learned this Shotos, Gief, Blanka and other characters that are annoying when jump happy would just jump on my seismos all day. It got to the point where they were sometimes able to jump on my seismo feints. You want to just use the seismos on bad players from a far distance to get them to jump and then use feints to bait and immediately cancel your seismo feint (you can cancel into a special almost immediately after the feint) and HP knuckle them. If for some crazy reason they get smart and don’t jump anymore just watch what they do. If they get antsy just vertical jump HK or HP knuckle to stop any nonsense and if they sit in a crouch blocking position for fear of that and the seismos just dash up to them and throw them while they’re sitting still.

When you get good you can do stuff like use your seismos to work as anti airs. Force the opponent to jump and then immediately as they jump rip out a seismo that will hit them just as they land from the jump. So if they are just a little inside of full screen range just as soon as they jump let out a MP seismo and they’ll land right on the MP seismo and get blasted. If you have EX seismo the timing is easier since EX seismo will hit anything outside of full screen distance and it executes faster. So basically if you see them jump you just let out EX seismo before they hit the ground and it’s basically a projectile that doubles as a shoryuken.

If they Ryu player is doing air tatsu’s just wait for him to do it and use HP knuckle or a seismo to hit him on the way down. If you air tatsu’s near you and it doesn’t hit you can do c.MK or c.HP into whatever. If he’s doing grounded hurricane kicks from a distance LP thunder knuckle or c.MP should beat it pretty clean.

ok so in the first page it states that it’s possible to combo after viper elbow possibly at max range. what exactly does it combo into? does it have to be a CH for you to be able to be able to combo? does it only combo on crouching opponents? are there different options for comboing if the elbow is CH?

I know it combos into cr mp, but the elbow has to hit really deep.

The best thing to combo into is c.MP into MP knuckle. Counter hit just makes the link into c.MP easier to do. I would assume it works on both standing and crouching opponents as long as the elbow hits deep enough. Just crouching opponents would be easier since a crouching opponent allows you to dive in deeper giving you more time to combo. If you get a counter hit on a standing attack from a distance you should be able to also combo easily enough.

[media=youtube]sDPix96sMNQ[/media]

In this match from God’s Garden I think you’ll see uryo going for the seismo on a predicted back dash out of a cross up atempt. You will also see while the risk reward for that option can be pretty bad.

can someone note their motion for .

c. mk to superjump cancel ultra.

having trouble doing it. thanks .

My motion is: :qcf::hk::uf::qcf:+:3p:

Thanks for the tip. !

any tips for the fadc to ultra.? sorry for so many damn questions.

What do you mean tips dude? there are no tips for execution of an fadc ultra, and what move are you fadc’ing out of? Practice!:china:

uhmmmm
input i meant. no need for a heart attack man.

Despite the vagueness of your question, here’s ONE example of an FADC ultra out of a move.

In the corner you can

:qcb::hp: xx :mp:+:mk: :r::r: :qcf::qcf::3p:

and yes, i apologize for the ‘heart attack’ :rolleyes: *sigh